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Tactical Nexus News

New DLC[Chapter-6] released! & Chapter 6-2 Tactical towers OLD implemented!

[New DLC released!]
Since we have accumulated two DLC stages to sell, we have included the two stages that are currently implemented in the new DLC "Chapter6-Tactical Rainbow-".
We plan to include Chapter 6-3, a Very Hard stage, in this DLC in the future.


https://store.steampowered.com/app/1265062/

https://store.steampowered.com/app/1265062/


Chapter-6 implements the new Mysticgate/Legacy/Magic content.
This is basically a fun system, but on the other hand, I think it is a somewhat selective system.
For this reason, we will be offering a semi-permanent 70% discount on Chapter-6, and you will be able to use this DLC to decide if the DLC after Chapter-7 is a good fit.


[Tactical towers OLD implemented!]
A new stage with the same maximum HP system as Tactical Beach has been implemented.
Especially, the highlight of this time is "Time Gate".
In this stage, you have to conquer 5 towers in random order, and each time you conquer a tower, the enemies that appear will be greatly enhanced.
We had a lot of trouble implementing this system without any major bugs.
We also had a lot of trouble adjusting the game balance of this system.
To be honest, I don't want to make this type of stage anymore.
It's really hell.





▲It was hard work to make the Time Gate process Undoable.
Due to the processing, a large number of blank logs were created...

(The difficulty of obtaining some items in Chapter 6-2 is considerably higher. We may change the difficulty of some Mysticgate and Magic items and make some balance adjustments in the next week.


[Sorry for the late update/next update will be delayed again.]
We had hoped to get the update in time for Saturday and Sunday, but it finally came on Monday.
(In Japan, where Team-Nexus is located, it is already Tuesday.)

We are half traumatized by the phenomenon that the number of active users tripled after a minor bug fix update about two years ago.
That phenomenon (which was an incident for us) showed us how many players were looking forward to the update, and we really want to get it out in time.
But we have not been able to do so. We are sorry.


Anyway, this update was a threat for the developers.
Some time ago, we started to adopt a "concentrated work period," in which we work on the same task for several dozen hours without sleeping, to increase our concentration.
This always works very well, but this time the workload was simply too much and the "work required" time was too long.
The programmers of Team-Nexus had to work on their own with 3~4 hours of sleep every day, and for the first time in several years, I was quite ill.

To recover from this and to make up for other work (and the normal days off...), the update of Chapter 6-3 will not be available for 3 weeks.
(As for critical bugs, we will address them immediately, but low priority bugs may delay the update a bit.)




[We have greatly increased the number of Mystic Gate/Last inflator implemented in one DLC].
We've learned over the last few months that we can't do everything in time (or rather, the more efficient we are, the better we want to make the game), so instead we've changed our strategy to increase the amount of stages you can play in a single update.
Specifically, we increased the number of "MysticGate" and "Last Inflator" stages, which allow you to play the Very Hard mode of past stages, and implemented 2~4 MysticGate/LastInflator stages in a single new stage.
(Tactical towers OLD implemented this time can get 3 MysticGate).

After the Chapter 6-1 update, the number of active players increased for about three times longer than usual, and the average playing time of players increased significantly during that period.
There were also three MysticGates in Chapter 6-1, and what we can determine is that MysitcGate and Legacy have a much greater impact on the replayability of the game than we thought.

As a game design policy, we like items that have a dynamic effect on the game, such as the Blizzard Orb, so we will be introducing items with such dynamic effects, while at the same time implementing multiple MysticGates at once, so that we can make the game as replayable as possible in a single update.



[We'll be taking a survey on Twitter and Discord at a later date about this stage.]

We forgot to announce this on Steam, but after the implementation of Chapter I forgot to announce on Steam, but after the implementation of Chapter 6-1, I took a survey on Twitter and Discord regarding the impressions of the stage and the fun of Legacy.
Similarly, we will be doing a Twitter and Discord survey for Chapter 6-2 in the next few days to see what players think.

We hope that this stage will be "moderately enjoyable," as we found Chapter 6-2 to be decidedly tiring in proportion to the complexity of the game system.
If it becomes popular, we will have to create another similar stage...

Bug fixes and QoL updates

★Fixes for Undo related bugs have been applied.
(We could not confirm the bug in our environment, but we are not sure because it was a new implementation of the process and the testing time was short. Another bug may happen again soon...)

★Added display of both "Sunstone consumed by Sunwishers" and "Sunstone consumed by Legacies" when clearing a game.

★In the Legacy selection screen, the current "Sunstone consumption by Sunwishers" and "Sunstone consumption by Legacies" are now displayed when hovering the mouse over the Sunstone icon.

We will be working on fixing bugs in Chapter 6-2, so there will be no updates for probably 4 days. We apologize for any inconvenience.
(We prioritized this work because it was right after the implementation of Chapter6-1 and we wanted to spend as much time as possible on QoL for legacy related issues.)

Fixed bugs related to score updates

Fixed a problem in which data was not reflected correctly when updating scores except when using Pure Nexus/Mystic gate.
(Sorry, if you faced this bug, please step on Clear tile again using your best score data...)

Correction of design errors in puzzle solving

*Ch6-1 Oath of ice was not available in Nexusstage. (Probably)
*Ch6-1 Changed Winner's Key in Nexusstage to Magic elixer.
Although there should not be design errors in solving riddles, various mistakes were made in the rearrangement of items. Our apologies.

Chapter6-1 Temporarily implemented!



Chapter6-1 Final tutorial was implemented.
(Originally this was DLC content, but since we are a group that delays work at a critical level, we decided not to sell the DLC until two stages were ready, and to temporarily include it in the main package for free when there is only one stage of game to play.)

We now have three full-fledged contents to play: "Legacy", "Magic", and "MysticGate", but the programmers are delaying the whole process, which is causing a lot of glitches and bugs. Sorry...

We are currently spending a lot of time on UI and bug fixes, so the amount of game description is minimal, but the following system will be implemented from Chapter 6-1.
The implementation of "Legacy" and "Magic", special items that can be used at any time in stages from Chapter 6 onward.
Mystic gate" which can be used to play the hardcore mode in that stage.

[Balance of Chapter6-1]
The balance up to the middle of the game is generally good, but the balance at the end of the game is somewhat broken, and in some cases, the status of enemies and the placement of very few items may be changed.
(Especially around Violet oath...)

Also, there are a lot of hastily implemented processes, and I think there are a lot of bugs and inconveniences in general.
(In particular, the map preview function in Chapter-6 and later should be fixed as soon as possible.)
However, I think these fixes will probably be made at the time of implementation of Chapter6-3, not at the time of implementation of Chapter6-2.


[Implementation of Chapter6-2]
Currently, the programmers are delaying the work, and the test player group has finished most of the test play of Chapter6-2. We hope to implement Chapter6-2 in 5~7 days, but we do not know what will happen (it is probably much more likely to be delayed).

Since the beginning of this year, all we have been doing is trying to improve our efficiency in order to get the work done in time.
However, as we became more efficient, we realized that our desire to implement more features that we think are necessary outweighs our desire to get the work done on time.
I apologize for always exceeding deadlines, but the pace of this year and the first half of next year will probably be like this...

[regarding the frequency of future implementations].
The game designer's work speed has increased significantly since Tactical Beach, but the programmers tend to get stuck.
I think that stages will probably appear at a frequency of about one stage per month, but there may be a situation where three stages will suddenly appear in a row after a gap of three months.
We would like to somehow solve this pacing problem, but it is still difficult for us. We apologize for any inconvenience.