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Tactical Nexus News

Added “Display flag for ” to ES saved contents

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Fixed a crash when opening the enemy list (key 4) after all enemies on the map

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Fixed a problem that caused the game to crash in some stages.

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implementation!

[Super Functional QoL: Implemented!]
By shattering the human rights and dignity of programmers, functionality has been implemented.
Originally, we had planned to implement Chapter 8-2, but we felt the need to do this work now at this time and prioritized the implementation of the extended screen over all other work.
There are a few glitches and bugs, and this will probably be left alone for a few months or so, but the functionality and convenience more than make up for it. Please try it.

About [Extended Screen (ES)].
When the blue mode is selected in the resolution selection screen at game startup, the “Extended Screen (ES)” will appear on the right side of the screen, where various information can be posted.
The ES supports the following 9 types of information

★Detailed display of .
The damage received last time and the damage received this time by the battle can be displayed.
When a lock is opened, the “level at the time of opening” will be displayed.
(We decided that displaying the level rather than the order in which the locks are opened would be more appropriate for long-term operation.)
When an orb is used, the orb used and its level will be displayed.
The above will only be reflected in saved data after the ES has been implemented. Sorry.


★Item List” function
The item list will be displayed while you press 2 on the keyboard. By left-clicking or right-clicking on that item icon, you can pin the item to the “Item List”.
Pinned items are always highlighted.
You can also right-click on a map in the “Item List” to instantly preview the map.


★Enemy List” function
This is the enemy version of the Item List.


★Quick Launch button for “Reserved Legacy
The “Legacy” button can be used to display activated legacies and reserved legacies.
Legacies of high importance are listed separately and are always displayed.
(A folding function will be added next year.)



★Score Calculation” function
Scores can be calculated in real time for each stage.
(We plan to add a collapsible feature next year.) “Score Calculation” function - All scores can be calculated in real time for a given stage.
(The specification was too complicated to be completed in time.)


★Key List” function
The “Key List” function is a feature that focuses more on the key portion of the item list.
It is also possible to display a list of reserved keys.


★Mouse Block List” function
It is possible to switch the mouse to not pick up items that should be avoided by moving the mouse.


★General Progress” function.
This function allows you to check the Nexus Medals you have and the stages you are challenging.
(This may be used for broadcasts (distribution) or screenshots.)


★Shortcut command” function
Displays a list of shortcut commands.



[Regarding bugs and feedback on ES/Memories from 0.]
We expect to receive many requests for ES and , but except for fatal bugs, requests cannot be applied until January and will be implemented much less frequently for a while after January. Sorry.
Programmers have worked 16-18 hours a day for 20 days almost single-handedly without pay during the busy season, so other work is piling up to the point of death.
It will now take at least a month and a half (actually probably 3-4 months) to catch up on another job or task.
If something useful is implemented, I should originally fix additional feedback at that point, but it's a little too accumulated to do so. It's bad. Sorry.
(Under reasonableness and rationality, we are assuming some glitches and inconvenience as “as long as LastInflator and the high difficulty stage are implemented, this is the work that has the highest priority above all else”.
However, this is work that should have been implemented gradually over the course of a year in parallel with other work, and because it was done all at once in a rush due to a long vacation, various parts of the work were sacrificed. From programmatic aspects to the personal lives of the programmers)

In Team-Nexus, the programmer is the leader, so we have been able to proceed without any problems, but if we had had anyone other than the leader do this, we probably would have been arrested and sentenced to jail at one shot.
However, I have no regrets because this feature is absolutely critical and I think I was able to implement it when I should have. I think we were able to implement a feature that is the culmination of the feedback we have accumulated over the past five years.

But I will never do this level of work again.


[Regarding the next update]
Because we were working mainly on the implementation of this feature this time, we were unable to fix any other bug fixes.
Chapter 8-2 is scheduled to be updated around 11/16, but most of the bug fixes may prosper during the implementation of 8-3 or in an interim update after 8-2 is implemented.

Notice of change in update order

We announced this on Twitter, but we'll also be announcing it here.
We had planned to implement 8-2 next week, but after the programmer played TacticalNexus for a while last week, he was left with the impression that “QoL improvements are absolutely necessary for high-difficulty stages” and “we should start working on QoL improvements that we can do now rather than new stages”, so we'll be making QoL improvements in next week's update and postponing the implementation of 8-2 to the week after next. Sorry.

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There are a few reasons for this, but while you can play through high-difficulty stages and wide stages with 50-70 floors well when you're “in the zone” and playing through them as a test, when you play them a second or third time, you really want to be able to “refer to past data”.
In other words, you get the feeling that you want more information to be presented about “what strategy you used to clear the stage the last time you tried it”.
We implemented a function called that saves the history of previously opened locks, but to be honest, I also wanted information such as “at what level did you unlock this door?” and “what did you choose for your last level-up bonus?” to be displayed.
Also, I don't know how far this can be taken, but if it's possible, I'd also like to see a history of things like the use of orbs.

Basically, “using your head” is fun, and in TacticalNexus, I think that “improvements” that allow you to play better than last time are a good thing in terms of the gaming experience.
However, there is a side to this where it is difficult to really experience the “improvements” unless the player is quite proactive about taking notes, so I thought that I would like a function that “shows the player things like ‘you made this choice last time’” from the game itself, even if the player is not actively taking notes.
(The next chapter to be implemented, Chapter 8-2, is also a fairly unique stage, with around 45 floors in terms of size alone, but we wanted a function that would allow players to compare “what they played last time”).

We expect players who have played for thousands or even tens of thousands of hours to take on the game, but on the other hand, the QoL of this game is insufficient, and the weapons that muscular players can use tend to be their own fists, rocks, and clubs.
It's beautiful to see a well-trained player challenging themselves with just their own body, but as long as the developers are challenging the players, we felt that we should provide players with steel axes, carbon fiber armor, and heavy weapons, and raise their potential first.

I apologize for the confusion caused by the order of events, but from now on, the programmers are expected to work for 16 hours a day for the next two weeks, including personal matters, and I will report on the progress on Twitter while writhing in agony, so I hope that will help to ease your frustration.

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The following content is scheduled to be implemented next week.

◆ The enemy version of the Item Catalog will be implemented as a shortcut key: 4.

◆ The “level when the key was opened” will be displayed as additional information in “Memories from 0”.
(I actually thought about just displaying the “order in which they were opened”, but I felt that it would be difficult to process and that it would be easier to use “level” as a measure to some extent... )

◆ When “Memories from 0” is activated, a function will be added to display the “previous command selected” in the level-up command.



◆The basic resolution is expanded from 640*508 to 960*508, and a special space
“Extend Space (commonly known as ES)” is created on the right side.
(It is also possible to select the existing resolution)

◆The following content is planned to be displayed in ES.
★Calculator
★Enemy Catalog (enemies can be pinned, allowing you to always check the status of any enemy character and the map where they are located)
★List of reserved Legacy and Magic items, with quick activation buttons
★Clear floor score calculation
★A function to display the Nexus Medals, Sunstones and stages you are currently challenging (for broadcasters)
★A more detailed status screen (we plan to add the ability to check things like weapon status increases and total EXP)
★A function to pin the keys you have reserved
★The previous level log from ★A help screen where you can see a list of the shortcut commands that have been implemented so far

◆ES has a scroll bar, so you can display the content you want, and you can also change the display order of each item.
This allows you to customize the content you want to display for each player.