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Chapter8-1 Phantom Tactical Town is implemented!


This is probably the best stage we have ever done, but the stamina of the programmer writing this text has been extinguished by the development of this stage, so this is a simplified report. I am sorry.

This is a very special stage where you can buy various items by “money in your possession”.
 It is a very special stage where you can buy various items by “money in your possession”. The programmability of this stage is outstanding and it is different from the previous stages.

The game design ideas are also very well thought out, and you will be able to enjoy this stage for a relatively long time compared to the previous stages.

However, the game is a little too difficult and there are many elements that are not explained well enough even though the internal process is well designed.
 (Anyway, it was very hard to examine the system, so please refer to ......)

◆This stage has a special boss status, , which is a whopping 2+1.
 Every enemy has a gimmick never seen before. Please try to solve the riddle.



I had hoped to release a large scale version of the “store” in Chapter 8-1, but to be honest, I got the impression that it was overqualified.
I think it's a good thing that the developers are familiar with the new system, but the players are not yet.
We thought that because it was a new system, we had to provide a high quality product, but I have the impression that it became a little too complicated.
As expected, stages of this level will not be released frequently, but at most once every three to five stages.

The “store” system is quite popular among the staff this time around, but I think it is a bit too complicated, and there are pros and cons to it.
Because there are too many options available in a single phase of “going out to the dungeon and returning to town,” this stage tends to be “too rich in flavor,” and I have the impression that it is not seasoned to suit those who prefer a lighter, slower pace of play.
Team-Nexus has a very eclectic taste, and we cannot predict how this stage will be received by the players, as some of their sensibilities are quite understandable, while others are not at all.

For now, we will use the comments on the Discord and Twitter to consider which parts players enjoy and which parts they find boring, and create something that matches what we want to implement with what they want to enjoy.
But, that being said, I would like to put this “flavorful” stage on the menu from time to time.




[About the future plan
Until yesterday, the “Golden Week” holiday in Japan had been going on, and since other staff members had been taking a break and programmers had been working all the time, our schedules had been a bit conflicting among staff members.
In another week or so, things will be back to normal, but right now, the stage production is progressing very quickly, and the programmers have to hurry to keep up with the work.

The next stage we plan to implement is ChapterEX2-6, but this stage has a lot of special processing in terms of programming, and because we have to prioritize the completion of this stage (or rather, the elimination of bugs), there is a high possibility that bug fixes and feedback will be delayed (even more than usual). This is the reason why bug fixes and feedback are likely to be delayed (more than usual). Sorry.


The most recent schedule is as follows
(Actually, it will be delayed more than that...)

Late May: Implementation of ChatperEX2-6
(↓)
Early June: Chapter8-2 + full implementation of LastInflator's engine
(The latter is a bit more difficult programmatically, and there are still some areas that the game designers are concerned about, so it may possibly be delayed tremendously: ......)
↓ ↓ ↓ ↓ ↓
End of June: Implementation of Chapter 8-3
↓ ↓
Concentrated QoL and bug fixing period (2-3 weeks)
↓ ↓
Chapter8-4 development.

Medium QoLupdate

★Added "Item Batch Confirmation" by pressing Shift+Z.
 (This is temporary and the shortcut command may change in the future. Sorry)
★Added 2 types of Autosave.
★Other minor corrections.

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.