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Tactical Nexus News

Fix a critical bug - map movement

Sorry, The programmer was asleep right after the update and didn't notice.
Fixed a problem that prevented map movement after Chapter-6.

Clown Update / QoLupdate

★The rewards for defeating Clowns in the two stages of Tactical tutorial 1 and Tactical tutorial 3 have been changed to make it easier to obtain a high score.

★New Clowns have been added to the Sword tactical lord, making it easier to obtain a high score. The difficulty level is quite high.

★Changed the placement of the endgame of Heavy tactical lord to make it easier to get a high score.

★The "Save Legacy Reservation List" function has been implemented.
(It may be somewhat buggy as we have not been able to debug it properly.)
This function is intended to make it easier to compare the legacies you used last time you played and which legacies you will use next time compared to the last time you played.
Just to be clear, this process is somewhat complicated, and it's a little hard even for us to explain how to do it.
At any rate, we have sent a telekinetic wave and hope that players will receive it.

★We have added the following items to the *config: "Register Arrow Step to Undo", "Dig to the end in one operation", and "Dig only on contact".

× has not been implemented yet. Sorry.

★We made some other fixes, but we forgot what I did.
 Basically, we accept bug fixes and requests via Discord and Twitter, but if you find something we forgot to implement, please send us a note from time to time.
(Unless the reply implies that it is "absolutely impossible", the staff has either put it off or forgotten about it.)


◇We plan to implement Flip tactical land next week.
The previously announced replacement of graphics and background music will probably take a few more weeks.
(Since this will be done in parallel with the development of Chapter 7-3, we are not sure which will be done first. We will probably not be able to update Chapter 7-3 within the next 3 weeks.)

Chapter7-2 Late-game modifications (slightly reduced difficulty)

The concept of this stage is "the score gradually increases through continuous play." However, I felt that the increase in score is a little slow and that many players tend to get tired before they feel the fun.
We also wanted to avoid increasing the difficulty level of the main stage, let alone the nexus stage, so we made the following adjustments.
(Although, it is not that big of an adjustment...)
◇Decrease ATK/DEF of tier 7~8 enemies by about 10%.
◇Increased EXP of tier 5/6 enemies by about 20%.
◇Increased EXP of tier 9/10 enemies by about 20%.
◇Overscore changed from 1,500,000 to 1,250,000.
◇Decreased Platinum/Diamond Nexus Medal score requirement by about 20%.
◇One magic elixir on each floor of .


We would like to adjust this stage so that the final Sunstone reward is somewhat more than the other stages, but we are concerned that the score increase due to magic/legacy after Chapter-8 will be much higher.
For now, we will give this a week or so to see how it goes, and if the scores are low, we will make adjustments, and if moderate scores can be obtained, we will maintain the status quo.

Chapter7-2 満たされるタクティカルエピック実装!

Chapter7-2 Fulfilled Tactical Epic implemented! & Chapter7 DLC Sales!

Sorry for the deadly delay at every turn. Chapter 7-2 has finally been implemented.
We are dying too (unless there is a major bug), so we're going to sleep after writing this.

"EXP, HP, keys, orbs.
An adventure for those who have lost something, to gain something, to be fulfilled."


This stage is a stage that can be described as an overwhelmingly difficult version of Chapter3-4, the glorious Tactical Road.
On the other hand, we have tried to make it as easy as possible for players to understand the structure of the stage and "redo the game," and also to allow them to do as many things as possible that they might want to do.
(With the exception of the Solar Gate at the end of the game...)

[The difficulty level at the end of the game is somewhat unstable.]
As mentioned below, the game is balanced in a very special way this time, and the parameters of the enemies are somewhat skewed.
As far as we have confirmed, this is not a problem, but if we do not see players reaching the so-called "Clear 3" after 36 hours, we will issue a patch to fix it later.
If no one has collected all the legacies within 5 days, we will do a patch to fix it as well.



[Exhaustion]
This stage is the first stage after Chapter-6 that clearly assumes the activation of powerful magic and legacy.
Specifically, we were conscious of creating a place where the legacies and magic that have been available so far (as well as the legacies and magic that will be available in the future) can play an active role, such as "Use this legacy at this timing to obtain this powerful item.

However, there was a problem with this adjustment: there were too many things that could be done, and it was incredibly difficult to make each item consistent.
(For more information, please see: https://twitter.com/TeamNexus12/status/1648342642512789505 )


We did a lot of work and it turned out to be an interesting stage, but honestly, it was really tiring and hard work, so I hope this stage doesn't become too popular.
For our part, it's easiest for players to get excited about Mystic Gate.

[Status Stamps" are now available!]
We have implemented a status stamp function in the memo function that displays "current status, keys you have and keys you have used".
(Actually, we were going to include the history of orb usage, but we found a bug and couldn't do it in time.)

It is important to keep track when taking on high difficulty stages.
You can use the status stamp to compare your playing.

[what could be implemented, what could not be implemented, etc.]

The cure's MP consumption has been changed from 20 to 25, increasing the amount of recovery.
Also, the amount of Sunstone required to level up The cure has been increased.

Magic jammers have been installed on some floors of Oath tactical lord.
(This has little effect on normal play. (In fact, if you don't go to the Nexusstage, it has been made a little easier.)

Ruin of the sorcerer's EXP gain and EXP requirement has been increased by 10 times.
(This modification was made in preparation for MysticGate and does not affect normal play.)

Following Chapter7-1, some icons in Chapter7-2 are temporarily unfinished.
These will be replaced at a later date.

The process to prevent placing rocks on the stairs has not yet been completed.

When using the Guidance Orb, there is a bug that sometimes causes the background music to play twice.

(Instant Magic has been changed to Instance Magic.
I think we will keep Instant Magic in Japanese.



(After this sentence, the text is almost the same as the image previously posted on Twitter.)
[Future Plans]
4/18~5/9: Long vacation for staff and test players except programmers and game designers.
(To be clear, taking a break after the DLC sales would be the worst thing we could do, but there are a lot of circumstances. ...... Sorry)

4/28~5/9: As an event during the vacation, we will temporarily release one of the stages on Twitter or in the Mainpackage or Chapter-7 DLC that has not been balanced much by our staff.
(Perhaps will be released, with balance adjustments suspended at about 1/3 of the usual level of completion.)

Late April~Early May: Replacement of clear graphics for Chapter-7

4/24~5/1: Steam Puzzle Game Fest (although the staff has nothing special to do)

5/2~5/2: Addition of 1 NexusStageBGM and 2 MainStageBGM after Chapter-6 (likely to be delayed)

5/10~5/20: Intensive work period (mainly on Chapter7-3 and system and gimmick proposals including Chpater7-4/Chapter8-1)

Late May or later: Addition of 3 ClearBGM after Chapter-6 and 1 NexusEnterBGM (likely to be delayed)

6/4~6/15: Intensive work period (drafting the system and gimmicks for Chapter7-4/Chapter8-1. If work on Chapter7-3 is not completed, priority will be given to Chapter7-3)

Probably Chapter7-3 will be done after 5/18 at the earliest.
(Currently, the gimmick and process is quite complex and is expected to take much longer to work on.)
Also, Chapter7-4 and Chapter8-1 will most likely be implemented not too long after.
(However, I think it will be about the same amount of time as Chapter7-1 and Chapter7-2.)




[Submission Stage: Tactical Poker]
This is a forfeit stage that will be released after the game designers and programmers make a few adjustments while the staff is on vacation.

It is a stage with "playing cards" on the stage.
The stage has five "card slots" in the upper right corner of the screen, and cards picked up along the way can be placed in any of the slots.
Cards placed in the card slots have the following effects.

Spade cards: ATK is increased by the number of the card x LV
Diamond cards: Increase DEF by the number of the card x LV
Heart cards: HP Multiplier is increased by the card's number x 10%.
Clover cards: Increase EXP Multiplier by card number x 10%.
The value of Ace cards is determined as "15".

In addition, when the "Role" is aligned in the card slot, the following effects will be applied.
(Roles are not applied in duplicate. For example, when you have a full house, the effect of a full house and the effect of three of a kind are never both applied.)
One pair: +2 to each of the effects of the corresponding cards.
Two pair: +4 to the effect of the corresponding card
Three of a kind: +6 to the effect of the corresponding card
Flush: +4 each to the effect of the corresponding card
Straight: +5 to the effect of the corresponding card
Full House: +6 to the effect of the corresponding card
Four of a kind: +10 to the effect of the corresponding card
Straight flush: +10 to the effect of the corresponding card
Royal Straight Flush: +15 each to the effect of the corresponding card


This stage was planned to be implemented around ChapterEX2-6. After playing this stage to some extent, it was well received, but there were many comments that "more extensions are needed".
Specifically, they are as follows.

I want an additional card slot (like the Magic bottle in Beach).
I want a function to activate special effects by consuming the cards in one's possession.
I would like to have special effects on the cards, such as enhancing items to be acquired).

If we incorporate these ideas, the stage size will probably become Very Hard level, and the information will tend to be complicated.
On the other hand, the game designers were also strongly attracted to the idea of "limited stages that can be played in a very special way.
After thinking about it for a while, we came to the conclusion that we would "think about it later," and this stage was terminated.
We will make some more adjustments as we release it to the public, but since the balance of the stage is not well adjusted to begin with, it will not be a stage that can be played very well.
(It might be more interesting to place a Mysticgate or to allow Legacy/Magic by default.)


[How to download Tactical Poker]
Sunstone will be available, but this stage is only temporary, as a properly brushed-up version will probably be implemented in one of the chapters.
In the past, Ruin of the sorcerer was a stage that could only be downloaded from the website, and we are considering whether it should be implemented in that manner or temporarily as a bonus for those who bought Chapter 7.
However, since Tactical Poker is a stage that will be included in Chapter-EX2, which will be released as free DLC, I wonder if it would be a good idea to implement it in the paid DLC.

The fact that the price of this game will not be lowered until 2027 (probably until 2028~2029 at the current rate of development...) and the price will go up is half a design error (and half to allow subsequent developers to make money).
In Chapter-5, the implementation of the Dawn Tactical Palace was delayed by a year as a result of the demand for perfection, but as long as they take a vacation right after the DLC sales, I would think that there should be some kind of benefit for those who purchased the DLC.

Just.
This is the worst thing a developer can say to a player, and I say this because we are the worst game development group, but I think players who have played TacticalNexus for over 1000 hours and are currently playing this game will buy the DLC no matter what the price.
For example, if Team-Nexus suddenly fell to the dark side tomorrow and sold future DLC for a few hundred dollars apiece, about 25% of players with 1000+ hours would happily buy it.
(As a general rule, Steam cannot sell games or DLC for more than $301.)

Conversely, players who have played the game for more than 1000 hours have already decided to buy all the DLC, so I don't think there is any point in limiting the DLC to players who have purchased the latest DLC.
Also, if players who bought the mainpackage and got bored with the game happen to find out about the update of this stage and play it again, that would be a good thing.

So, this stage completely ignores the original purpose of this stage, which is to provide benefits to DLC purchasers, which is scummy, but we are scummy, so I think it is very likely that we will probably implement it temporarily in the mainpackage.
(When Tactical Poker is completed as a stage, I believe the stage will be removed and replaced with a new stage.)


I wrote a lengthy article on ......, but Tactical Poker itself is a stage that has not really been properly balanced (minimal amount of work has been done), so it is only a "make up for the vacations" level of quality.
(It was created after the development of Chapter 5-4 was completed, so I think it is a more solid stage than the one before Chapter 4.)
The placement of enemies and items in this stage is, so to speak, "pre-completion placement," and the stage structure is clearly different from the previous stages.
Please experience how simple and messy the "pre-completed stage structure" is.


QoL update - help floor text added

The "help floor" in the Tactical tutorial now displays additional text in addition to the image.
This also applies to the trial version.