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Tactical Nexus News

QoL update and Twitch channel promotion

◆You can now check your "notes anywhere" during the map preview.

◆Visual effects of some items have been changed.

◆Shift+right click (right click only during map preview) on key blocks on the map can now be .
 Mouse over the key on the right side of the screen (UI) while a reservation is being made, and it will now show which floor is reserved.
 (We have not yet explained the function in the game, because it is a bit difficult to explain and we did not want to clutter up the screen any more.)

Ideally, it would be desirable to implement a process that reads the data of "when the game was cleared" and "when the game failed to be cleared" and reserves (lists up) the key block that was opened last time.
However, saving data takes quite a long time (the game freezes for a moment), and if such a function is implemented, the tempo of the game seems to deteriorate when playing.
It would be nice if this could be adjusted, but it still seems to be difficult.



In addition, Team-Nexus programmers now occasionally broadcast their development work on Twitch.
(It's harder than I thought to prepare for it, and it's impossible to program as quickly as I can during a broadcast unless I write down the structure of the process in my head/notes beforehand, so it may only be temporary. ......)
We don't really broadcast anything useful, so our broadcasts are practically meaningless, but if you would like to follow us, please do.



https://www.twitch.tv/team_tactical_nexus


Chapter7-4 Score Balance Adjustment


Since it was found that more than 400 Sunstones can be earned at this point, we have adjusted to reduce the overscores instead of making it easier to earn Sun Medals.
Sun Medal: 99m -> 80m
Overscore: 1.5m -> 2.0m

Sunstones will not be modified until the high score is updated.
If you have received many sunstones, please keep them as a souvenir.

About the silent patches happening intermittently

From 11/30 to about 12/12~12/18, Team-Nexus programmers have been playing TacticalNexus normally, and I have been updating the features and improving the functionality of areas that I have noticed.
(I was under the impression that the staff tends to hesitate to send feedback to the programmers because of my workload lately.
Also, I haven't been able to properly check the game balance for a long time now, so I've been checking that as well...)

I sometimes update about five times a day, and the timing of the updates is that I am tired after clearing the stages, so I am skipping the announcements, but don't worry about it.

Chapter7-4 Re-balancing

From the players' reactions, we felt that Instance magic is more fun when its effects are visible as soon as it is acquired.
Therefore, we added the same effect to Aurora storm and Aurora Phantom, and modified the map accordingly.
In addition, the cost of breakups was increased from 2000 to 2250.
In addition, since the difficulty of clearing the map has been reduced considerably, the amount of status increase for Plasma wave has been lowered from 50 to 30.

As for Overscore, we will not make any adjustments unless the Sunstone earned swells to about 450~500 by 12/10.

Chapter7-4 Major Balance Adjustment

Chapter7-4 Major Balance Adjustment

About 15 hours had passed since the update, and overall, the game seemed to have long periods of boredom where the "fun part of the game" could not be experienced or engaged with properly.
We felt it was not good to have this kind of time in a high-volume stage where you can enjoy the game, so we made significant changes to some elements based on the records prepared by the game designers for this development.
These are based on some temporary data from test play, so while the balance of the game has changed significantly, I don't think it will lead to extreme collapse. ...... perhaps.



★The effect of "gain an additional applicable orb when leveled up" has been added to the orb-based Instance magic.
Also, the cost has been reduced overall.

★The effect of "gain an additional key when leveled up" has been added to the key-based Instance magic (yellow to platinum).
In addition, the amount of cost reduction upon leveling up has been greatly enhanced.


★The cost of Aurora Storm has been changed from yellow (red/green) to purple (blue/green).

★The amount of "Piece of Extreme Light " obtained by leveling up was changed from 20+(3/LV) to 40+(3/LV), the initial recovery amount of Aurora Heal was changed from 80000 to 50000, and the initial cost was changed from 100 to 0.

★The cost of Aurora relay down was changed from 750/3 tier to 500/2 tier.

★The cost of "Aurora relay up" has been changed from green 1200 to red and blue 250.
(This was honestly implemented on an intuitive or "it would be fun to do something like that" kind of idea.)

★Tier 10 status has been increased by 10% and changed so that tier 10 enemies do not appear in tier 9 areas.
 (They will appear above the shift switch)

★Increased the HP of Tier 11 and 12 by 25%.

★EXP gain for Tier 1~6 increased by 10~30%.