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Tactical Nexus News

Fixed again. (Sorry)

Maybe this will work...

ChapterEX2-2 Flip tactical land fix

There was a problem with the placement of the , so it has been changed.
(Please note that this will not be applied retroactively to past saved data.)

system implemented!

[ system implemented!]
We have implemented the system, which we have been announcing for some time.
can be acquired mainly in stages where Mystic Gates are used, and acquiring will permanently enhance the effects of Legacy.
(There are few changes outside of stages where Mystic Gates are used.
So, if you want to "experience the update," just go to a stage where you can use the Mystic Gate and use the Mystic Gate.
You will understand what it means as you progress through the stages.)


As time passes since the implementation of Chapter-6, Solar Legacy tends to become more difficult to use over time, as some Legacies are used more frequently and some are used less frequently, and the number of Sunstones in your possession increases.
Originally, Solar Legacies were items for beginners and solo players (players who play without strategy information), but we felt that these Legacies tended to be enjoyed by advanced players as well.
It seemed a bit sad that a system that players enjoyed to some extent would become unusable over time, so we decided to implement , including balance adjustment.


The value per device is relatively weak compared to legacy or magic devices, but there are a lot of them in one stage, and in the Mystic Gate stage in the latter half of the game, you can get around 10 devices just by reaching "Clear 3".



[Device Policy].
Currently, Team-Nexus is discussing "how we should set our device placement policy".
At the moment, you can get multiple devices just by clearing the Mystic Gate, but we would like to place "Clowns that can only fight when using the Mystic Gate" or devices that can only be obtained by special playing (status build), such as Chapter-6. We would like to place devices that can only be obtained by special playing (status build), such as in Chapter-6.

On the other hand, there is a feeling that such gimmicks are just "unnecessarily padding the playing experience," and we thought it would not be a good idea to judge them only from our own perspective.
Therefore, in this update, we will not implement many "extremely difficult-to-acquire devices" (although there will be a few), and we would like players to experience the device system first, so that they can understand what kind of system the devices are.
After that, we will conduct another survey on "high difficulty devices," and depending on the results of the survey, we will consider how to make the gimmick for acquiring devices.

The number of devices will be much larger than originally planned, and we feel that this is a "big update", but in reality, the final number of devices will be more than a thousand, not hundreds.
Compared to the final vision, this update may be something of an "early access" update.



[There are many bugs that have yet to be resolved and implemented.]
Due to the lack of active staff and the extreme work efficiency of only programmers over the past few days, there are many "features that have been implemented or drafted, but have not been bug checked or are difficult to implement in earnest". Sorry about that.
Probably in the next few months, the speed of QoL-related updates will be about 2 to 3 times faster, but it may be more like "useful but slightly glitchy features" being implemented in a disorganized manner.


As for the device system this time, the following bugs remain.
Scrollbars do not exist in the device description field.
(It is not possible to check the text after 14LV. This will be fixed at a later date)

The device is too shiny and dazzling.
(We plan to implement device-specific effects in about two weeks.)

The total number of devices on the map is not known.
(Originally, we were going to implement devices as "public information" from the beginning, unlike legacy devices.
Eventually, we intend to make it possible to check the progress status on the stage selection screen, such as "which devices are in this stage and which ones have not been acquired yet", but this will probably be in about 2 weeks.)

There is no description of the wall that is only accessible when using the Mystic Gate.
 →I'm thinking of adding a text like "Mysterious wall - this mystery can be solved after Chapter-6! I am planning to add a text like "Mysterious wall - this mystery can be solved after Chapter-6!

(Fixed) Tactical Towers K and D had the same ID for the "Feather of the Goddess" (If you clear Tactical Tower D with the updated data, you will receive the "Feather of the Goddess").



[Future Plans].
We plan to focus on bug fixes and QoL improvements until mid-February, which probably won't be too late.
However, I am not sure about the implementation of Chpater8-1. We are aiming for around 2/23, but I don't think there was ever a 1% chance that we could have declared it that way and it would have turned out that way.
Please do not hold your breath.

Update to address a problem that is preventing the game from running in some env

◆We don't know if it will work, but I re-updated all DLC and main package data.

◆Japanese language support was missing from the configuration, so it has been added again.
(The addition of the item caused the Japanese language support item to be overflowed. Sorry.)

We have received several reports that the game is not working properly in some environments since about 2 days ago.
We have now updated the game data again and the game is working fine under our environment.
If the game is no longer working, please try again.

We are unable to determine the cause of the problem, and we are not sure if it was an update error on our part or a change in Steam's specifications/internal error.
Apparently, Steam's data uploading mechanism has changed drastically in the last month, and this has caused errors such as DLCs that have not been modified in any way to not work properly.
In response to this, we have been able to get it to work by re-uploading the data again without replacing any files.
Also, Steam's cloud syncing was behaving strangely, with saved data not syncing properly unless multiple attempts were made to sync to the cloud.

We are not sure if the problem is on our side or on Steam's side, since we often have errors/bugs in updating data due to our carelessness.
We are taking measures that we think will work, but we are not sure if they will work or not.
We apologize for any inconvenience caused.

Note: We have found a bug that prevents the game from starting properly in some versions and have made an additional corrective update. We apologize for the inconvenience.

New feature implemented! & Twitch campaign underway!

[Implementation of !]
Not a stage update, but perhaps one of the most important features ever implemented, .
This can be activated by pressing at the start of the stage, or by pressing Shift+Home, and allows you to load the key unlocking information from another saved data.
(Think of "ghost replay" in racing or action games.)

When replaying a large stage after a long time has passed, or when replaying a stage that was once game over, it is often easy to forget how the game was played before.
With , players will be able to play more comfortably, more efficiently, and with greater sophistication.
(I think it will probably increase the comfort level of the game by a factor of 1.5~2.0. ......)


We have only been able to load key usage information at this time, but in the future we plan to be able to load Nexus medal and orb usage information as well.
(It may be a long time before we can do that...)


[New DLC price reduction campaign by Twitch is underway!]
(This is a repost of the campaign announced on Twitter)

https://twitch.tv/team_tactical_nexus

TacticalNexus is not a profit game, but thankfully we have received requests from players who want to make donations to Team-Nexus, so we have set up a Twitch channel where you can send subscribe(Bits).
We are currently broadcasting our work on Twitch about a few times a week.
(We will probably broadcast less frequently in early January.)


At first, we were thinking of a service such as "offering free DLC to players who donate a certain amount of money" (we were thinking of a crowdfunding or Kickstarter-like system).
However, we found out that we can't reward individuals for donations and bids, as that would violate our terms of service.


Now, TacticalNexus has set the price of the game extremely high for the time being so that subsequent developers can make money, but currently TacticalNexus is already far more expensive than a full-priced game.
In other words, it seems to me that we have already created the environment we wanted to create, where it is difficult for new players to buy the game, and where subsequent developers can sell TacticalNexus-like games and not cause competition with TacticalNexus.
And I'm sure most of the players, of whom there are more than a few, who have already played the game for thousands of hours, will continue to buy the game, whether the DLC is expensive or inexpensive.

In other words, the pricing of new DLC, which is inherently difficult to beat if you haven't bought the previous DLC, makes no sense for either the player or the developer, Team-Nexus.
Therefore, we have decided to implement the following campaign for the Chapter-8 and Chapter-9 DLCs.



(For subscriptions, etc., we will add 100 bits per dollar, excluding margin and withholding.
Chapter-8 DLC will be released when Chapter8-3 is completed)

1,000 Bits - Chapter-8 DLC: 10% OFF
10,000 Bits - Chapter-8 DLC: 20% OFF
50,000 Bits - Chapter-8 DLC: 30% OFF
100,000 Bits - Chapter-8 DLC: 40% OFF
200,000 Bits - Chapter-8 DLC: 50% OFF
300,000 Bits - Chapter-8 DLC: 60% OFF
400,000 Bits - Chapter-8 DLC: 70% OFF
500,000 Bits - Chapter-8 DLC: 80% OFF
700,000 Bits - Chapter-8 DLC: 90% OFF
1,000,000 Bits - Chapter-8 DLC: 100% OFF
2,000,000 Bits - + Chapter-9 DLC:100% OFF

I have sent an inquiry after checking the terms and conditions of Twitch, etc., and have received a response that these promotions are "at your own risk".
 If this campaign is deemed a violation of the terms and conditions and your Twitch account is banned or stripped of monetization, the amount of bits/subscriptions sent up to that point will be applied.
(The DLC reduction will remain in effect even if the amount is refunded due to a violation of the terms and conditions and not remitted to us.)


Please note that this is only a system designed to "reward one player for making a donation, which will be returned to another player.
Please do not force us to bitz or subscribe.
(If there are no problems with the continuation of this campaign and it is not extremely unpopular, we will continue to hold this campaign after Chapter-9)