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Tactical Nexus News

Functional Improvement - "Performance Lightening" implemented

〇Modified lightweight mode of performance.
Puddle Reflection" has been changed to "Performance Lightweight" and turning it on will ease the load on equipment effects and NexusStage clear graphics.

〇When using "Compare" in the map preview, the status list of defeated enemies is now also displayed.

〇Fixed a bug related to mouse-over notes in the map preview function (F key).
(When using the map preview, notes can now be correctly referenced on mouse-over.)

〇In the stage selection screen, stage selection and GAMESTART can now be performed with the keyboard.
(Overall, we apologize for the inconsistent design of keyboard and mouse operation.
Originally, TacticalNexus was intended to be a game played only with the keyboard, but that became unclear when we implemented click to move.
It is not certain that when TacticalNexus is completed, this game will be playable only with the keyboard.)


△Fixing placement errors in some map and a bug that causes infinite status increases under certain conditions will probably be fixed after the 64-bit version is implemented.

☆Within a few weeks, we plan to make an update to show "how much your score increased compared to the previous data when updating your high score", etc.

☆This will be at least 2~3 months after the conversion to 64-bit, but we are also planning to implement a memo function in a form that does not specify coordinates.
(We are thinking of adding a function that allows users to reference written memos in a manner similar to Magic's UI when using MysticGate.
We are also planning to implement a note sharing and merging function in the future, although it will take some more time.)


We apologize for the inconvenience as updates have been delayed for some time.
We are currently updating TacticaNexus from the 32-bit version to the 64-bit version for reasons of the development environment.
The 64-bit version will (somewhat) reduce the scope of what can be done with the program and the frequency of some bugs, but it will also make it impossible to use the program extensions (DLLs) that were created for the 32-bit version.
In addition, the programming languages we normally use for development are hardly 64-bit compatible, so we are working on those, as well as finding source code and licenses for DLLs.
We now know how much work is left to do, but have no idea how long it will take.

Urgent Fix - D score balance adjustment

Due to the Magic/Legacy coming in the future, the score balance was going to get out of whack. Platinum score was lowered from 7 million to 5 million, and Overscore was changed from 1.5 million to 2 million. Sorry about that.
We don't intend to do that yet, but maybe K will get a similar modification.

Special-5 Kawarawaridojo & Mysticgate(1-3 D,1-4 K) implemented!

[Special-5 Kawarawaridojo & Mysticgate(1-3 D,1-4 K) implemented!]

Special-5 Kawarawari dojo", a stage to experience "Magic" and "Mystic Gate" of Legacy, Magic, and Mystic Gate to be implemented in Chapter-6 and later, has been implemented.
(It is located at the bottom of the stage selection screen)

Special-5 is a stage whose structure will change with each update, and it mainly allows you to acquire Legacy and Magic with small effects depending on the amount of Sunstone you have.
(In this version, you can get two of the three Mysticgates from Chapter 6-1 as a special bonus.)
The Magic and Mysticgates you acquire are permanent items, just like the Nexusmedal.

If your Sunstone is above 200 or 400, go to the Kawarawari dojo, get the items, and go back to the stage selection screen!
There may be some changes in the Chapter-1 stage.
And when you start that stage, you may see an unfamiliar icon on the right side. ......
(Please note that the strange icon will disappear when you defeat the enemy)


Main work:

★The placement of the Nexusroom in Chapter1-3 Tactical tower D has been significantly changed.
(The staff hadn't noticed until now that you could get x2 golden feather with almost no risk.
Normally we don't fix design errors or score-raising elements, but this was a more blatant and obvious design error than the others, so we changed the Nexusstage layout).

★Notes are now displayed on mouseover.

★Help-tile and Clear-tile no longer interfere with Map-view.

★The bug of infinite status increase under certain conditions is still in the process of being fixed. ...... It will be fixed by the next update. Sorry, but if you find a bug, please leave it alone.



Mini update - Chapter5-4 Fix


Nexusstage in Chapter 5-4 has been modified.
(The bug was not fixed in time. It will be a few days later......)
The Nexusstage requirement of Iced key x5 has been changed to Iced key x10, and some recovery items have been placed instead.
(I think it is possible to get more than three digits of Sunstone without any problem, but the score has been slightly lowered.)

Also, I placed two "Magic" items in Chapter 5-4.
Magic is an item that, like Nexusmedal and Sunstone, stores information permanently once it is acquired.
These items originally appear only in Chapter 6 and later, but Chapter 5-4 is an exception.
In order to get the Magic, you need to have updated data, so please re-run the game.
(Please check the map view to see if there is a Magic icon on 56F or Clear 3.
If you have any questions, please feel free to contact me.)

Please note that the acquisition and use of Magic is limited to Chapter-6 and later, and even if you acquire Magic, it does not mean you will be able to handle it at this time.
However, when Chapter 6-1 is implemented, these two Magic you can get this time will have a great effect.


Also, the BGM for 1F-49F in Chapter 5-4 has been replaced with "Heading the dawn". This BGM is exclusive to this stage.
(The music was composed by a programmer from Team-nexus, who is not very good at composing music, and originally avoided composing music because it made his body itch and caused strong changes in his physical condition.
However, I decided to do it now because it seems like there is no time left if I don't do it at the timing of the map change.
(The main BGM for Chapter 6 and beyond is still incomplete, but due to the pace of work, there is a possibility that it will be done later.)
As a general rule, the BGM will be on two loops, but since I couldn't get it done in time, I'm sure some things will be fixed later.

We are planning to update the Mysticgate experience as soon as we finish fixing the bugs related to Mysticgate.


Since we're on the verge of finishing the whole thing, and the programmer will be leaving for his hometown to get his second dose of vaccine soon after this update, it will be completely impossible to fix bugs for a few hours to a dozen hours, and then it will be difficult to fix them quickly for a few days.
(I have to leave my house 10 minutes after this update is made. I'm really sorry.)

This is a bit of an internal issue.
Magic and Legacy items are now "visible while not picked up, hidden when already picked up".
(This is a problem that is affected by Swap orb, etc., but so far it hasn't caused any major bugs, and we've already found a way to fix it, so it may remain that way for a while.)
We've been testing, and we don't think it will happen, but there may be a bug this time in acquiring Magic and Legacy.
In that case, you can create a save data that allows you to enter the Magic location, and then load that save data after the update to collect it again.

Emergency fix - level-up bug

We have implemented a fix for a bug that can cause unscheduled changes in status at level up when certain conditions are met.