★AutoWeapon now has a “+6 first strike” effect, making it ridiculously strong. This change is retroactive.
When Chapter-7 was being developed, the system was implemented. In response to a staff member's suggestion to include a effect on these weapons (or rather, it would be odd if there was no first strike effect), we have decided to apply this effect. (Because of the halving of EXP gained, we thought it would probably be okay to have that much of a bonus. ......)
★The enemies are now transparent on mouse-over. (I thought it would be OK to get that much bonus because you get half the EXP. ) *The enemies are now transparent when the mouse is over.
★Remote placement and editing of memos is now possible by pressing 3 on the keyboard and left-clicking. (No definite plans yet, but perhaps Shift+Right Click will be removed in the future.)
★When generating memos, “game mode selection” can now be performed (for Mystic Gate). (It is now possible to create branches for Mystic Gate, Pure Nexus, etc.)
×But for the time being, we will not be adding a function to “highlight only the memo icons for a specific mode. At first glance, it looks like a very easy feature to implement, but it was a lot of work, so I'm going to put it off until later. Sorry.
★In EX2-4 Tactical Canyon of the Chains, “Skill of Great Tribe (Shukuchi)” can now be activated even through unpaved walls.
★The maximum number of memos per stage has been increased from 1000 to 2000. (However, we do not know because we have not debugged it.)
×We have decided to delay the implementation of the “Play animation when game is cleared” function for a while. Sorry. (Team-Nexus has been on holiday for the past few days except for some staff members, so we could not do much debugging.)
◇The next update is scheduled for around 9/27, but it will probably be delayed to some extent, so please don't expect too much. You will be able to experience the new feature “Last Inflator” which will be implemented after Chapter-8.
★About 10 more difficult-to-use memo icons are available. Combined with memo remote control, various creative expressions are possible.
Minor functional improvements + EX2-4 adjustments
Reduced the cost of several passives in ChapterEX2-4 that are acquired by consuming violet keys. Mouse-over on the item catalog now highlights the corresponding item on the map.
I think we will continue to see silent updates for a while of functional improvement systems in the future. (The notification process is tedious, so we will probably skip notifications except for balance adjustments.)
Upward revision of the effect of
Sorry, we forgot to apply this in the previous update. The effect of has been modified as follows. ◆ATK+LV x 10 -> ATK+LV x 10 DEF+LV x 10 ◆Effect changed from 10 MP for 10 Chain to 5 MP for 5 Chain.
"Item catalog" was implemented!
We have made an update to greatly enhance the "item batch view" functionality by using Space + Z keys. This is because the test players strongly suggested that it should be implemented. I am currently at the bottom of a cliff, looking for rescue. (The conventional batch display of items can also be done with 1 on the keyboard.)
I think that the glitches and operability are a little more noticeable than I had expected due to the hastily implemented features. But at any rate, I think it will be very useful for the strategy of ChapterEX2-4. (At the moment of being pushed down, he was told that we should announce it as a major update, so I did so.)
We plan to improve the functionality of the item catalog, and silent updates may come in from time to time. The UI may change suddenly...
Balance adjustment of ChapterEX2-4
The difficulty level was adjusted because some items tended to be extremely strong and the difficulty level without them was somewhat high.
◆Added Winner's key x1 as a condition for obtaining Poptail. (It is now impossible to defeat Pure Nexus and Violet Crown.)
◆The number of platinum keys required to obtain the passive of ATK/DEF increase has been reduced by roughly 1. (It is now slightly easier to increase the status)
◆The cost of has been reduced slightly. Also, additional orbs can now be obtained.
◆The passive has been placed in some locations. (This is mainly an adjustment for Mystic Gate.)
◆Additional orbs have been placed on the floor that can be entered by consuming the return key.
◆Overscoring increased from 2m to 3.5m and the score for defeating Violet Crown doubled. (Instead of the score for destroying the Violet Crown being increased, other clear scores were decreased.)
Balance adjustment of ChapterEX2-4
Since it was our impression that the difficulty level of Mystic Gate had increased too much at the time of the final adjustment, we made the following adjustments.
◆Changed the base value of the effect of “Buffs that increase status according to the maximum number of chains” from 10 to 15, and set the maximum effect value of chains to 255. (However, the upper limit will be removed when Mystic Gate is activated.) ◆Changed the OverScore from 1.5m to 2.0m because the status is increased and HP is less likely to decrease.
ChapterEX2-4 is implemented!
[ChapterEX2-4 is implemented!] Finally, ChapterEX2-4 has been implemented.
An adventure in a mysterious frontier land where a certain person's theory of heavenly motion is still believed. Let's go in search of the legend of the man who is still called even after his country was dismantled and he became a citizen. *Unique Enemies do not appear in this stage.
ChapterEX2 is a free DLC. (We plan to eventually separate it from the free DLC, but for now we are doing so because the number of contents is small and because it is free DLC, it is practically included in the main package and there is no problem.) However, the difficulty level of this stage is the same as the high difficulty stage of Chapter-4, so if you have recently started the game, it may be difficult to complete. (Recommended Sunstone is at least 250. If you are very confident in your skills, you may be able to complete the stage without any Sunstone. ......)
We think it would be ideal to be able to update the game roughly on a Friday, but every time we try to do that, the update is made on Monday or Tuesday. I am very sorry.
Basically, the programmer who writes this article participates in the game balance adjustment, but this month he was busy with the development of the new system , which will be implemented next month. Just before the update, the programmers actually play the new stages as a “final adjustment” to ease some parts that were difficult to understand or extremely difficult to play on the first try, and then upload the update. This time, however, we had little information about the stage until the final adjustment, so we had to make a lot of additional corrections and QoL-related development, and the final adjustment took a long time.
I really wanted to implement the mouse movement to avoid items except when chaining, and to implement the new legacy effects properly, but I was not able to do so in time. I'm planning to fix it in a few days (maybe two weeks) or so.
[Future Plans] In a few days or two weeks, we plan to make some improvements to QoL and add a special animation when updating scores. We are also planning to update the “Last Inflator” preview next month. ......, but it may not be until the month after next.
[more] When we made the main package free in mid-July, the number of players increased hundreds of times over normal times, and our staff was very impatient at the time, and for a while some of them became very ill. Now that the population growth has been smoothed out and the staff is back to normal, we are ready to get back to our normal work routine. (Still, the number of players per day is about 15 times higher than it was before we went free.)
About 25 years ago, the “shareware” system was popular, where people could try a product for free and only accept donations from those who liked it. I've been thinking since last year or so that TacticalNexus should originally be sold that way, and this year I thought I could finally make it free in a good way, but I didn't expect people to flow in this far. ......
At this point, the game has a 96% high rating, but the game is inherently targeted at a niche audience, and the majority of players tend to play the game and quit right away. We recommend that you play the game thoroughly before purchasing the DLC. The game gets harder the further you go, and even the first DLC tends to require at least 100 hours of play through the main package to earn the Nexus Medal. The price of DLC for this game will not go up or down for the foreseeable future, so take your time. (At least 10 bronze to silver Nexus medals are desirable. Preferably at least 8 platinum or higher nexus medals)
----
It is good that the staff is feeling better again, but the programmer is in despair because his hemorrhoids have worsened drastically after sitting and working endlessly for so long. Depending on the case, sometime in the next few months, the programmer may suddenly have to go to the hospital for about 1~2 weeks. If the programmer suddenly becomes unresponsive, please assume that he is either hospitalized or dead and waiting to respawn. (Common sense dictates that you should be able to take your phone or laptop with you, so you should be able to work on the project itself.)
The Arrow Step design has been reverted
After a series of comments on the feedback that the new design was “hard to see,” I put it to a vote, and the vote was unanimous, so I thought it would be a good idea to fix it as soon as possible, so I reverted it back. (When we change specifications or designs like this, if the new design is left as is for a long period of time, it will look strange again when it is restored. ......)
Originally, we prepared two new designs and applied the more popular of the two, but in doing so, we completely forgot to “compare it with the old design as well”. This may be a different word that means something different to native speakers, but it was an event that gave me a sense of the “silent majority”.
Correction of problems in Chapter7-1
Fixed a problem that prevented certain Instance Magic (Instant Magic) from being activated.
Urgent bug fixes/QoL improvements
We have not yet been able to implement any new stages in this update. Sorry.
Some bugs have been fixed. Operation may be unstable for several tens of minutes after the update. Please be careful. (Sometimes data is not updated properly and certain files are missing. Most of the time, it will work properly after a few minutes.)
★Added a new item “Don't exit the game with ESC” to the config.
★When you mouse over a key block, the keys on that floor are now highlighted. Also, an explanation of the “key reservation” process was added to the mouse-over description of the key block. (I think the text is too long and obtrusive, so I made it so that it can be hidden in the configurator.)
★When the “A” key is held down, right-click does not light up.
★When you mouse over a nexus medal block, a description of the reserved function will be displayed.
★Added a description of the fact that maximum HP does not exist in principle.
★Changed the description of “To reduce turns”.
★Japanese version of the stage list (medal list) was changed to Japanese.
★Changed the graphics of Arrow Step.
★Cursor movement by Home and End has been implemented in the Legacy and Magic selection screens. (Probably quite unimportant. ...... )
★In the UI on the right side of the screen, mouse-overing a key icon now highlights the corresponding key block. This process is also applied during map preview, so it may be useful from time to time when you want to look up a key block for a platinum or glory key.
★The order in which legacy keyblocks are displayed when they are reserved and when they are used is now switched (this may take some getting used to). (This may take some getting used to, but we thought it would be better for the future. ......)
★In Chapter 8-1, a process has been added to display equipment details on mouse-over. ★ Fixed a bug where devices could be acquired even with negative HP values.
★Improved the visibility of notes on the map. (The squares where memos are placed are now marked with “MEMO” alphabetically. (Currently, this display layer is too far forward, so it is a little difficult to see, but the fix will probably be delayed.)
★Added “INFO” to the cells that explain information. →(If you don't understand what it means, please go to Chapter1-1.
★Reduced CPU usage. We thought we had originally arranged the process to reduce CPU usage, but we didn't. we're sorry.
★Two types of jammers were installed in the “Door to heaven” of Tactical Island in Glacier. (We didn't notice it at all. ......)
★In the “Orb of Blizzard” and “Orb of Spring,” a process has been implemented to highlight the affected items by hovering the mouse over them.
★Fixed a bug where memory for memos was not released when a memo was deleted. This is applied retroactively. (However, the limit for memos remains 1000, so the bug occurs when trying to place more than 1001 memos.)
★Added damage notation to undo logs.
★The number of undo logs displayed can now be controlled in the range of 5-34 (default is 25). (Default is 25).
★Fixed a bug of soot of intense heart. (Probably ......)
x Some bugs are not fixed. Sorry.
x Since going free, the number of players has increased more than 100 times faster than before, and our staff is still busy dealing with the situation, which has slowed down our work speed. Sorry. (If you like, if you have a lot of followers, please wait just another 1~2 weeks to spread the word about this game. Maybe after that time, we will have more time to work on this again...)