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.
----
(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.
Additional Overscore Adjustments
Fixed an issue where Chronicle breaker was dropping Continental badges. Accordingly, we have set the Overscore to 2,500,000. It was probably the most serious mistake, but we didn't realize it. Before the update, the programmer had once used cheat mode to go around all stages anyway. I don't know why I didn't notice it, like the bug in the room with infinite HP. (At first I thought it was due to the cheat mode.)
I believe at this point that we will continue to discover techniques for this stage for quite some time. We expect that turn saving and more efficient play will continue to slowly increase the score. We want to maintain the atmosphere of Sunstone's growth through these small discoveries, and we don't want to basically modify the rewards for players' continued exploration, even if they are inflated. As for future balance adjustments, we will make decisions based on the increasing trend of scores and the techniques developed by players over the next 1-2 weeks.
Minor bug fixes
Fixed a portal in 8B of Rainbow tactical mythology. Fixed a problem where "Move after defeating enemy(Click)" was still running even if it was turned off.(Probably)
[Chapter6-3 Rainbow tactical mythology implemented! / The balance may be a little unstable] Sorry for the long wait. New stages have been implemented. Some Legacy/Magic/Mystic gates can be acquired with 3-digit Sunstone, so if you are interested, please try them.
If you have just recently bought the Main package, you will be amazed at the number of gimmicks. However, you will need at least 1,000 Sunstone, and preferably 2,000 Sunstone, to complete the game.
Once a month, Team-nexus has an "intensive work period" where we work all night for 7-10 days, 25-40 hours straight, several times a month to come up with a game plan. Usually we have one or two intensive work periods per stage, but this time we had three intensive work periods for this stage, and the programmers worked for more than 20 days straight. The ideas that were presented were boiled down in a good sense and resulted in an interesting system. However, after declaring that the system would be implemented in 48 hours, the implementation was delayed by more than 20 days, and although the theme became clear, there was a little instability in the balance. We will do our best to prevent a recurrence of this problem, but as for delays, this will probably happen more often in the future. Sorry about that.
As mentioned later, one of the programmers' family members contracted the coronavirus, which threw the schedule off a bit and resulted in a somewhat incomplete implementation (the programmer is still working on the development of the game). (The programmer also does test-playing in parallel with the development work, but this time it was mostly just programming.)
The BGM for the very hard stages from Chapter-6 onward is supposed to be new, but we were not able to complete that work in time this time, so the same BGM as in Chapter5-4 was used. We are planning to have 5 or 6 new BGMs for Chapter-6 to Chapter-10, and they will be implemented little by little from February to June.
[About the system in Chapter 6-3] We have tried to make the system intuitive to some extent, but our staff has been in a bit of a mess, and we have not been able to implement images in the game to explain the system. Below is a brief explanation of the exclusive system of Chapter6-3.
〇There are 6 types of "Jobs" in this stage, and you can obtain a Pawn Job at the beginning of the game.
〇As you increase your level, your current "JobLV" will increase. When this reaches a certain amount, you will gain powerful passive or active skills. (Acquired skills can be activated even if you change your Job.)
〇In most locations, "Remaining Turn" will decrease each time you move around the floor. The remaining turn will be increased when you get "Clock hand" placed on the map.
〇You can check your current progress by mouse-over the mini-map in the lower right corner of the game screen.
Starting 3 days later, for about 7 days, we will have a poll on Twitter and Discord regarding the enjoyment of the stages and a poll on the "Job" system. If the "Job" system is well received, it will appear once every 3~7 stages, and if it is not well received, it will most likely not appear anymore.
Although the implementation of the game was imperfectly adjusted, we were able to implement the game's theme in a way that we are somewhat satisfied with. Please let us know what you think of the game so that we can keep the good parts and eliminate or improve the bad parts.
[New tier "Sun" in Nexusmedal!] The 7th tier, "Sun Nexusmedal", can be obtained on the Very hard stages from Chapter 6 onward. (It is more difficult to get it.) In addition, small modifications have been made to the Nexusroom in most of the stages.
[regarding bug fixes and QoL-related updates]. Sorry, I was very busy and did the work without keeping records, so I forgot what I did and how I did it. For now, here is the history of the work that remains as data.
★Added some features to the config. (I remember that I did not check the bugs properly, so there might be some bugs left. Sorry.)
★When battle skip is turned on, the total damage suffered is now also displayed above the purple.
★In the right side of Playable Games, the number of stages that can be selected is now indicated. (This is to help new players notice the existence of Chapter-EX2 and Special.)
★Fixed the structure of the route when the player does not proceed to the Nexus stage of the Limit tactical lord. One Eternal potion has been removed and additional recovery items such as Immortal potion can now be obtained.
★A sound effect is now played when the level up is enabled. It can be turned off in the configuration.
★Legacy, which can only be acquired by using the Mystic Gate, is now available in ChapterEX2-3 Tactical Beach. By using 50 Sunstone, the initial MP is increased by 5.
◇In MysticGate/Chapter-6 and later scores, there is a specification that "you get Sunstone for the medal you earn" as in PureNexus, but this was actually a bug and unintentional. I thought about fixing it, but since Chapter-6 and after and MysticGate are treated as high difficulty stages, I thought there was no need to fix it, so I am treating this as a specification for now.
×After Chapter-6, Best score is a Pure nexus frame, but I was not able to add a Help tile explaining such a system. Sorry about that. I will add it later.
×When using the pawn "Restart", the background music sometimes doubles. This can be corrected by returning to the stage selection screen once. (The cause of the bug has not been identified and will be fixed later.)
[We will most likely not be able to update the game for the next week or so.] A programmer's family member has been infected with Corona, and the programmer will not be able to work for 7-10 days due to having to make up the work for his family member and the accumulated fatigue. (We are glad we were able to update the software before we got completely stuck.)
We will try to respond to critical bugs within 24 hours, but we can't be certain that we will be able to solve the problems caused by the infection of our own people, or that the programmers themselves will be infected. Looking back, I have been getting less than 4 hours of sleep per 24 hours for the past 20 days since late December, and I am very tired, so please let me take a rest, including a break. (Although the development of Chapter6-3 was more enjoyable than usual and an easier task than Chapter6-2. That was hell.)
What became clear to me through this work was that while concentrated work for 7~14 days is extremely efficient, if it continues for more than 15 days, the disadvantage of losing concentration due to fatigue becomes stronger. After about 20 days of this work, my body was in good health to some extent, but my head was fatigued and I often felt a decline in my judgment. (It is common for people to be late for tasks that they thought they could do, but this time the frequency of such delays was clearly higher.)
We don't always work this hard, and we do take breaks (although I think we work much longer than normal), but one thing we discovered was that prolonging the period of concentrated work too much can be inefficient. Physically, I did not feel that I had reached my limit yet, but it seems that even though my body has become robust, my mind (or rather, my concentration) is still immature, and once I cross a certain threshold, I lose my ability to concentrate.
It had been a long time since I had worked this hard with an active will, and even the work I had completed with much effort was full of bugs and incomplete adjustments due to my poor judgment. However, I think that even tiring and painful work is enjoyable if it leads to knowledge, which is also true of games.
In TacicalNexus, the first time you play a game without any knowledge of the stage structure is called a "blind run," and this time was, so to speak, a blind run in a long-term intensive work. This time, in this Blind run, we found that going through the "long intensive work route" with a "physical build that can withstand long-term work" did not yield much reward. So, in the next round (i.e., the next stage of development), I will try another build and route of attack. I hope to establish a more appropriate working style, and even if it is not possible to update the game earlier, I will try to make a good product as long as it takes, and if it is not good, I will try to learn something from it.
[Future updates will likely be delayed.] Please treat this as just an understanding of the sequence of events, as there is a high possibility of delays.
Around January 25: Add the ability to display commas in some numbers. (There are many processing problems, and we anticipate problems such as numbers overflowing their frames or not being implemented for some numbers.)
End of January: Chapter 7-1 Ephemeral tactical epic is implemented. The stage is about 20-25F, with a rather small number of enemies and a fairly small volume among the stages after Chapter-4. Equipment that disappears after a certain number of moves and equipment that disappears after a certain number of battles appear. The difficulty level of this stage is not that high, and I think it will be a "relaxation" stage for both players and developers.
Until Chapter 7-2 is released, Chapter 7-1 can be played temporarily if you have the DLC for Chapter-6. (Team-Nexus has a very strong tendency to delay updates, so we will not sell any DLC after Chapter-6 until two stages have been created.)
End of February: Modification of Glitter tactical palace Only the Oath of yellow placed in this stage will have a "maximum EXP increase of 300%". Basically, Team-Nexus intentionally introduced a dynamic system in the hope that players who have played enough games will find it game-breaking. However, the route using the Oath of yellow in this stage tended to raise the score to an extreme level, so we are sorry, but we have decided to nerf it. (We will adjust the score balance, but there is a possibility that the Sunstone earned will probably be reduced a little.)
End of February: Implementation of Chapter 7-2 We are planning to implement a stage called "Quiet tactical lake" at this time, but we are wondering if we should move up the stage we are planning to implement in Chapter7-3 because there are many problems in the programming part of the stage. (In that case, after Chapter7-2 is implemented and the DLC is sold, Chapter7-3 will be implemented 2~3 months later...so we are considering whether we should implement it first or later.)
[Chapter-7 Legacy trends and future concerns regarding game balance]. We are currently placing 6~10 Legacy/Magic/Mysticgate per stage, but we are thinking a bit about Chapter-7 because we are running out of Legacy/Magic material. After Chapter-8, in addition to Mysticgate, Lastinflator item will be placed, and after Chapter-9, Magic with Orb effect will appear.
At present, it is highly likely that Chapter-7 will see the appearance of Legacy and Magic items that "enhance existing equipment," such as a Fire knife that multiplies its effectiveness by several times. (If anything, the variety of Magic may increase considerably. (If anything, Magic is easier than Legacy in terms of game balance adjustment, and it is easier to incorporate a variety of effects.)
Partial correction of the processing of the Reserve function
Fixed an issue where using a legacy after using the Reserve function would de-reserve all legacies (A special fix process was applied, so perhaps another bug is happening: ......)