Tactical Nexus cover
Tactical Nexus screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Tactical Nexus

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)

Chapter7-1 Ephemeral Tactical Epic implemented (detailed announcement to come...



Sorry, I'm exhausted and will write more announcements later. ......
For now, Chapter 7-1 has been implemented. It is quite interesting.
If you have the DLC for Chapter-6, you can temporarily play it for free until the DLC for Chapter7 is sold.
(Chapter7 DLC sales and Chapter7-2 implementation are scheduled for next week)

The following is a list of the problems that are currently occurring
Legacy:Forgiven Contraindications is not working properly
Some images have not been replaced (e.g., Legacy icon with a Magic frame).
Sword of Ephemeral era is written as ATK+6*LV
(Actually, it is ATK+50*LV. Ephemeral equipment is an extremely strong weapon)

Fixed some bugs and added comma display function (with defections)

〇Rainbow tactical mythology's 4G cost was incorrect and has been corrected.

△ Comma display has been implemented, but there are still many problems.
 (Some of the problems are that the comma display is not implemented in some places, or the width of the text is too wide and makes it difficult to read.)
 ) We would like to fix this as much as possible, but it is difficult to do so due to various specification problems, so we cannot or will not be able to fix it until much later.
 (The comma display on the clear screen requires a lot of UI adjustment, and we would like to be able to display the history of Legacy as well, so we plan to do this together with the comma display. It will probably be more than a few months from now.)

〇Fixed a problem that Slant warp cannot be triggered unless you have more than 2 MP.

〇The effect when unlocking Nexusmedal was not new graphic, so it has been fixed.

×The problem of not being able to raise the level in promotion has not been fixed yet.(Chapter6-3)

The next update (implementation of new stages) is scheduled for the end of next week, but we don't know what will happen yet.  Please do not expect too much and wait patiently.

QoL Update - Chapter6-3

In the MainStage of Chapter6-3, an update has been made to display a "NO ENEMY" icon on the map displayed by pressing the W key when all enemies on the floor have been defeated.
However, this update is not applied retroactively, so if an enemy on the floor is newly eliminated, the process will be applied even to past saved data, but it will not be applied to maps that have already been eliminated prior to the update.

Chapter3-5 Celestial coliseum bug fixed

Fixed a problem that prevented warp from working properly when moving to the waiting room (3).

Adjustment of Nexusroom placement of D,G,Ruin

The Nexusroom in D,G,Ruin was not ready due to failure to synchronize data files within the staff or forgetting to do the work itself. This has been corrected.

Chapter6-3 Map and System Corrections and Apologies

We were going to update this in a few days, but we have moved up the schedule. Thank you for all your patience.

The following adjustments have been made.
0 Replaced Life claymore in Mainstage with Auto weapon.
zInstead, we have increased the EXP of Tier 4-10 by approximately 1.25x and fluctuated the effect of Golden feather from 30% to 20%.
 It is now easier to gain some levels during Tier 4-10.
zTier 11 EXP has been reduced from the normal 2.0x to approximately 1.25x.
zHeavenly potions placed at the edge of the map, instead of portals, have been changed to Drop of dream ocean.
The Overscore has been changed from 5,000,000 to 4,000,000.


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(The following is a slightly modified version of the text I posted on Discord.    It's weird to copy and paste an apology.)

There have been many changes to the game balance, and we apologize for any inconvenience this may cause to our players.
The programmers were very busy this time, and the design of the balancing aspect was more complicated than usual, but even if we had been able to design the game as planned to some extent, there would have been about 1/2~1/3 of the amount of bugs and design errors that caused problems.

After Chapter-6, the focus of the developer's thinking has shifted from "the structure and balance of the stages" to "the systemic and thematic aspects of the stages that are intuitively interesting and easy to grasp the enjoyment of the stages.
This is for several reasons, but mainly because after the implementation of Legacy, the balance will not be as consistent as it has been in the past, and also because of ideological issues related to Sunstone's upcoming inflation.

For example, Tutorial 1 and Mini are already different games if they have 1000 Sunstones, and Sunstone will probably continue to inflate in the future.
In addition, there will be a big difference in the amount of time and the amount of game strategies depending on whether a player is a completely solo player or a player who shares information with others.
Furthermore, due to the introduction of dynamic gimmicks such as Legacy and Magic, it will not be possible to make adjustments as in the previous chapters, and we do not think it is a good idea to place Sunwishers like "spend 100 Sunstone to get ATK+1".
Therefore, we have a tendency to balance the game roughly from Chapter-6 onward.

Therefore, what we are focusing on adjusting is very different from the balance design as it has been in the past.
For example, OLD has a "tier system" where tiers change based on the order of entry, and Rainbow has a "64 maps with the same layout but different items in each map" in addition to the Job system. (This dynamic and intuitive nature of the system is what makes the game so unique.
(While this dynamic and intuitive nature makes the game work even if there are gaps in Sunstone, it also means that certain parts of the game are so poorly designed that taking certain steps could seriously disrupt the game. In fact, we enjoy it and embrace it in some aspects.)

We have been working on the structure of the stages and the game balance to some extent (including stages to be implemented in the future), but there are many stages and game systems that are no longer viable given Sunstone's inflationary nature.
Therefore, most of the work time has been spent on "drafting the system to be implemented and verifying the rough system" rather than "checking the balance of the stages", and the time spent on the verification of the balance has become much shorter.
(Actually, it would be most desirable to complete the stage gimmicks and systems and then continue to make adjustments for 2-3 weeks, but if a new system is sparked during the adjustment process, it cannot help but be implemented.)


In fact, it is possible that people who wanted balance for Chapters 1-2 do not want balance for the later stages and DLC, and we have received comments from players about this.
Also, as I mentioned, we should be thinking of a system that would be interesting as a game and adjusting the balance at the same time, but we are not good enough and it would probably take 3 times as much development work and more than 10 years to achieve it, so we can't do that.
(Perhaps the limit of the game balance we could achieve is Dawn, and after Chapter-6, there will probably be no stage that exceeds that in terms of completeness in the future.)

Since the existing system is no longer balanced, we are focusing on the abstract aspects of the game system and atmosphere, rather than on the concrete aspects such as the placement of items or the adjustment of parameters.
The players will not receive an abstract idea of a "game system" but a concrete idea of a "completed game stage," and it is only natural that they will have problems with such aspects of the game.
(As for Chapter-6, the price is fixed semi-permanently, but this is because after Chapter-6, it is no longer possible to design a balance with a concrete form like in the previous stages, and the game's enjoyment and direction will change greatly by focusing on an abstract balance design.)

However, due to our development stance and our bad habit of not being able to meet deadlines, we tend to make rough adjustments to the balance of the game, even if we can find room for it.
We think that a DLC system like this should be consistent in the way people enjoy it, but it is probably difficult to do so.

However, we think that this kind of phenomenon will occur in future stages, especially in the Very Hard stage.
We apologize for any inconvenience caused.

Minor modifications and Chapter6-3 balance modification notice

The background of the clear screen in Chapter-6 was a toxic color, which has been corrected.
(There is a bug in TacticalNexus that causes the display to look strange when the screen is minimized, but I just realized from looking at the player's screenshots that it is not a bug caused by minimization, but by forgetting to update the background image. Sorry about that.)

In Chapter 6-3, a player has discovered a strategy that significantly improves the score we had expected.
We're sorry to say that this is the opposite of what we talked about the other day, but some strategies are so strong that it makes it a little less worthwhile to develop others, and to counteract score inflation, the following modifications will be made in the next few days.
(Probably it may be a drop in the bucket......)

◇Overscore will be increased from 2,500,000 to 5,000,000.
◇Life claymore in main stage changed to Auto weapon.
◇Jobskill:Golden feather will be increased from 30% to 20%, EXP gained by Tier 4~ Tier 10 enemies will be increased by 25%, and EXP gained by Tier 11 enemies will be decreased by 50%.

After the score is updated, the Sunstone gain will not be modified unless you "Update Highscore" or "Delete the corresponding file in the tmp1\wwdata\Medal folder and step on the Clear tile".
We hope you will feel free to use the Medal file as a sort of souvenir of completing the game in the current game balance.