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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.

Resurrection orb related bug fixes and QoL update

Fixed an issue where the Orb of Resurrection would remain gone when performing an Undo after a game over.
(However, we are still unable to test this properly. Please let us know if there is anything we can do to help.)

In addition, when a resucrrection orb is triggered, the effect is now displayed.

Japanese language support Implementation and additional reports

Japanese language support functions have been implemented.
(However, it is only possible to input some text in Japanese, and the memo function cannot be performed in Japanese input.)
The Demo version does not yet have Japanese language support, but the problem that the Japanese language was not displayed in the Mainpackage, even though it is a Japanese game, has been resolved to some extent.

We will also write a detailed report that I could not write yesterday.

★An animation function has been added to the HP gauge.
Due to processing reasons, the HP gauge is now displayed when the HP gauge is hidden in the configurator, and is hidden when the HP gauge is displayed in the configurator.
(This phenomenon only occurs when an update is performed, so please correct it again from the config. Sorry.)

★In the process of fixing the bug, I fixed the process that seems to be related to the infinite status increase bug.
We haven't fully tested it yet, so if you have any questions, please report them on Twitter or Discord.

★The next stage update is scheduled for next week or so, at which time we will sell Chapter-7 as semi-early access.
Also, to test the new development system, Chapter7-3 and Chapter7-4 may be in the form of implementing two stages at once like this one.
(I think you will enjoy Nexusmedal more if you get each piece as much as possible, but this may speed up the work, so I am sorry, but please let us test this development system during Chapter-7)

★I was out of legacy and magic stuff, so I couldn't add legacy to Kawarawari dojo.
So there will be no append of Kawarawari dojo.

★It is now impossible to move when an enemy is at the end of a one-way floor.
This will affect the strategy of Chapter 4-4, so we will change the placement of items a bit, but the Celestial coliseum and Tactical trip premium will be fixed in a few days. Sorry about that.

★On maps where scrolling movement is possible from the edge of the map, it is now possible to use teleport orbs towards the scrolling location.

★We had planned to leave the "Reclamation Orb" out of the Solar mattock so that it would not lose its value, but after some test play, we got the feeling that it would not lose its value if it could be acquired from the middle to the end of the game. I will continue with the policy of placing it (although it contradicts with my previous statements).

Quick Fixes

Fixed an anomalous level-up bonus in Chapter 6-3 (probably)