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)
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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...)
Column: thoughts on Chapter-5 (for those who have already played)
Note: I'm going to conclude this article first because I feel like I'm going to end with this sentence when I read it back. ‘Now that we think about it, there is not enough content in Chapter-5, so we want to increase it soon (this year)’
*The thumbnail screenshots are from Chapter-7. Just in case......
[On the repercussions of going free]. Hello.
It's been a day and a half since we went free, and the number of players per day has now increased by about eight times. (from just under 40 to just under 300). What surprises me is that, population-wise, the percentage of day 1 players still playing on day 2 is quite high. (Apparently, 70-80% of them play two days in a row. We thought that less than 25% would continue for more than two days. ......)
Now that we've had a chance to think about this, I thought I'd write a little column mainly for existing players.
In this article I'm going to talk about DLC for a while. If you're a recent newcomer to the game, DLC is content you won't be exposed to until you've played at least 100 hours of the main package. Play the main package before you consider buying it.
All stages in the main package are designed so that you can reach full completion (Clear 3) without buying the DLC. The DLC will not increase or decrease in price until at least 2027. (Also, all stages of the DLC, with the exception of ‘Mystic Gate’ / ‘Last Inflator’ (see below), can be completed without purchasing new DLC. The last stage in the main package, Chapter 2-6 Pop Tactical Road, is a very popular stage that was voted #2 by Discord players. but if you are considering purchasing the DLC, bear in mind that Clear 3 of this stage is just a tutorial, so you will need to be prepared for the DLC to be released in the future. It is recommended that you have at least 10 Silver to Gold Nexus Medals before purchasing the very first Chapter-3 DLC)
[regarding DLC for this game]
Now, have you ever seen the ‘ChapterList’ on the store page?
In this text, you will notice that from Chapter-6 onwards there is a section called ‘xx Gates’ and from Chapter-8 onwards ‘xx Inflator’.
Gates’ refers to the number of items called “Mystic Gates” introduced in Chapter-6. In the stages from Chapter-6 onwards, there are items called ‘Mystic Gates’ somewhere on the map. By obtaining these, you can play the hard mode of certain stages. (xx Gates is the number of Mystic Gates you can get with the DLC.)
▲ Using a Mystic Gate will make the enemies much stronger, but will also allow you to use special features called ‘Magic’ and ‘Legacy’.
▲ Using the Mystic Gate, you can use orbs in stages where orbs don't exist, gain equipment in stages where equipment doesn't exist, and do all sorts of crazy things!
This would be more convincing if we asked the victims who have had thousands of hours wiped out by this game on Discord than if we spoke, but the Mystic Gate system has been very well received by players. (But you'll have to play for around 500-1000 hours to fully appreciate the Mystic Gate content, so new players should think twice about purchasing the DLC after Chapter-6 this year.)
Then, after Chapter-8, an item called the Last Inflator will appear. This is another item that, like the Mystic Gate, and far more difficult than the Mystic Gate, will allow you to play the Very Hard mode. (xx Inflator is the number of Last Inflators you can get with that DLC.)
The Last Inflator is not yet implemented (it will be soon), but the current plan is to allow you to equip two weapons and two ornaments (armour) each, to be able to teleport to any position up to three times, and many more things. The programmer were asked to do about six times as much work by the game designer idiot who were told ‘you don't have to do so much programming this year’, but at the moment the staff's opinion of the Last Inflator is very high.
We often (98% of the time) tend to delay deadlines in the pursuit of perfection, but at any rate, we're confident we'll be able to produce satisfactory future DLC.
[regarding the relative lack of Chapter-5 content]. Now, with these details in mind, let's lump the Game/Gates/Inflator sections of each DLC together and rewrite them as ‘true stage counts’.
The DLC after Chapter-7 will be quite expensive, probably 1.5~2.0 times more expensive than the previous DLC. As you may have guessed, the DLC after Chapter-7 plice will be a lot more expensive than the DLC before Chapter-6, with some people asking ‘What the hell, a rip-off?’ and ‘Heh heh, I'll finish this game in no time’, the DLC after Chapter-6 is aimed at destroying the lives of those who have been fooled by the game by sending them a huge amount of content, just like Dragon Ball's Yakon, and then blowing them up.
In addition, from Chapter-6 onwards, players who have played through Chapter-5 and think they ‘understand TacticalNexus!’ and to crush players who think they understand TacticalNexus, a huge number of special systems have been introduced in some stages.
▲Chapter 6-3, which was rated #3 in Discord player polls, introduces the system, where players can change their level-up bonuses and gain exclusive passive and active skills by meeting certain conditions.
▲In Chapter 7-4, an enormous amount of stage-specific passive and stage-specific active skills are introduced, as well as special conditions for status increases. This stage is one of the most highly rated stages.
▲Each DLC from Chapter-6 onwards contains at least one ‘Unique Enemy’ per DLC. Unique Enemies are overwhelmingly strong and understanding the stage gimmick is important to defeat them. (As a staff member, we have tried to keep the balance of the game so that it can be cleared without obtaining strategy information. It's quite fun to play these games solo without getting any information......)
▲The system exists in Chapter 8-1, which is temporarily included in the main package at present. Note that near the release of Chapter8-1, programmers worked 250 hours in two weeks at peak times. The game designer will pay with their blood.
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And so on. We have no complaints about the quality and game volume after Chapter-6. (At the time of Chapter-6, the staff clearly created a system that significantly increased the technical skills of programming and game design.) However, this gives the impression that the number of contents in Chapter-5 is too small.
In fact, it was Chapter-5 that we struggled with the most, and Chapter-5-4, which we created as ‘the highest stage in the first half’, took us a whole year to develop. However, from Chapter-6 onwards, the staff rethought the development structure, and at the cost of the health of some of the staff, we were able to create a development structure that was seven times faster and had enormous technical capabilities.
Around Chapter-3 and 4, the effect per Nexus Medal was greater, and clearing one stage increased replayability. From Chapter-6 onwards, the introduction of content increases the amount of replayability to other stages created by one stage by a huge amount.
Chapter-5, some of the stages can earn quite a lot of , but that's about it. Now that I look at it, I feel that it's quite lacking in volume. To be clear, you don't feel like you have to buy the Chapter-5 DLC to make that big of a difference.
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Basically, our priorities are as follows. Staff egos > Heavy users who play for a long time > New players.
We are completely focused on ‘long-time TacticalNexus players’, so we don't think too much about new players, although it might suck for a developer to say this. (The free-to-play is just a measure to make sure we don't increase our revenue for no good reason.)
What we're looking for is a wrestling match between heavy users who've played the game for thousands to 10,000-odd thousand hours and have become muscular, and staff who've also consumed vast amounts of time and technical skills and have become muscular. Of course, we don't intend to create stages that can only be cleared by a bunch of players, but rather ‘fun’ content that solo players can enjoy clearing by themselves without looking at strategy information. However, this ‘fun’ does not mean ‘elements that anyone can easily understand’, but rather ‘elements that players who have already gained a great deal of experience can identify as good or bad, and can conquer’. This wrestling exists to bring a ‘Victory’ resolution to the player. But we don't intend to play against new players who are skinny and have not yet developed their TacticalNexus muscles. Please go on a protein kick.
On the other hand, I've been getting comments from heavy users that they want new stages that are easy to play, like the old stages. (Due to the need to place and , the stages after Chapter-6 are inevitably all quite large stages.)
So we are thinking of introducing some additional content in Chapter-5, either after Chapter-8-2, where the Last Inflator is implemented, or after Chapter-8-3, which is the next stage after that. I don't have a concrete plan yet, but I'm hoping to create 2~3 simple stages ‘in some way’.
However, the number of stages from Chapter1 to ChapterEX-2 is 70, which is already planned, so I'm a bit hesitant to implement new stages like Chapter5-5 or 5-6.
It seems that ChapterEX2-4 is almost ready to be implemented, but we don't know when we will be able to release Chapter8-2 (maybe as an interim update). (We think there will probably be an interim update to the Last Inflator experience.)
In the meantime, I'm trying to think of ‘ideas to expand the Chapter 5 content in some way that feels good’.
The main package is now free to play
The main package is now free and the trial version (Demo) has been removed.
If you have played the demo version and want to copy the save, please copy the contents of the 'while the game is running' Tactical Adventure Demo\tmp1\wwdata\save to the Tactical Nexus\tmp1\wwdata\save. (Due to the cloud synchronisation process, if you copy the save data before starting the game, it may not synchronise properly. Therefore, start TacticalNexus, copy the data afterwards and restart TacticalNexus afterwards).
If you have already purchased the main package, you can get the upcoming Chapter-8 DLC for free. (In the previous announcement, we mentioned that we were "giving away SteamKey", but Steam staff have suggested that only those who buy the paid-for main package will automatically receive the Chapter-8 DLC for free. Therefore, in contradiction to the previous announcement, it seems that those who have purchased the main package will probably be able to receive the Chapter-8 DLC without any further processing. More details will be announced again when the DLC is on sale).
The need to buy the DLC is only necessary after you have played the game for at least 100 hours or so. (In fact, you can play 500~1000 hours of the main game alone.)
Please play the game thoroughly before buying the DLC. (We made the main package free because the majority of players buy the main package without even playing it and we didn't want to get meaningless sales. https://steamcommunity.com/games/1141290/ announcements/detail/4256546298577921302. More information can be found here).
Demo version with all main package data.
I have just realised at this point in time that we are about to go free, but as long as we are declaring it free, we should have included all the data from the main package in the Demo version. I'm sorry that our staff are a bunch of idiots. Maybe now the Demo version has the Mainpackage data in it. Please contact me if you find any problems.
(Also, the update of ChapterEX2-4 will probably take at least a few more days. Sorry for the delay)
Announcement of price change for the main package around 7/15
Announcement that the price of the main package will be changed around the end of July.
The other day, we received a suggestion from English-speaking players that we should write the store page like this, and we actually received the text, so we made changes to the store page based on that text. Then, sales of the main package increased significantly in English-speaking countries (about 2.5 percent). I felt this was very dishonest to those who have not been following our recent exchanges on Twitter (now self-proclaimed X) and Discord, so I'm going to announce it now, although the schedule is a bit vague.
◆This contradicts previous declarations and announcements. but we REALLY wanted to make it free, so I will make the main package free from 7/15. (Due to the procedure and the speed of work, this schedule may be earlier or later. Sorry for the vague declaration)
◆People who have the paid main package will receive the Chapter-8 DLC(steam key), which will be available on 7/28, for free as a compensatory payment. (The deadline for receiving the package is scheduled until next summer. Also, the price of Chapter-8 is about 20% more expensive than the main package, although it may vary by currency, so there is no loss for those who purchase the DLC.)
◆The main package may be returned within 2 weeks of purchase. If you have already bought the main package recently but would not have bought it if it was going to be free, or if you have no intention of buying the DLC in the first place even if the DLC that will be free is cheaper than the current main package, please submit a return request.
◆The button to receive SteamKeys will be activated in-game right before the DLC goes on sale.
◆We are conducting a survey on Twitter (now self-proclaimed X) and Discord in advance to make it free. (but I think people who bought recently didn't know anything about the whole process. Sorry.)
[More details about the free and Chapter-8 DLC] ◆When Chapter 8-2 is completed, the Chapter-8 DLC will be sold and the main package will be made free. (We had originally planned to sell the DLC after 8-3 was completed, but we wanted to make it free as soon as possible. ......)
◆We are not sure if we can do SteamKey without delay, so we will include Chapter8-2 and Chapter8-1 in the main package for a few days.
◆You can refuse to receive the SteamKey, but there is no need to do so.
[reason explanation].
.
This is due to the fact that the majority of players who bought the main package have only played the game for less than the demo, despite having a demo that allows them to play for dozens of hours. As you can see from the reviewers, this game can usually be played for thousands of hours or more at this point.
We have also learned in recent months that there is a huge difference in cultural backgrounds between Japan and the rest of the world (especially the US), which is why this price point was provoking emotions, especially among foreign players.
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TacticalNexus is an extremely expensive game, but we're not going to extort tens of thousands of dollars from people who don't play the game. We have been declaring for several years now that we "will not be selling the game at a discount for some time," but we never intended to make a profit on it in the first place. For reference, here are the sales figures for the first few months of TacticalNexus sales.
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We were already working quite diligently on the Chapter-3 and Chapter-4 DLCs at this time, when there were no sales. (TacticalNexus became known rapidly in April 2020.) We will of course do our best to incorporate any feedback we receive and make the game as enjoyable as possible for the players who purchase it, but essentially, we are trying to make the game as enjoyable as possible for the players who purchase it. However, in essence, we do not need players and revenue for our development.
In Japan, games for "enthusiasts/niche" players are sometimes sold at high prices, but I have learned that such high pricing is perceived as "exploitative" in other countries. (I recently learned that there are probably very few countries like Japan where the management class and the working class are not in conflict.)
We were marketing this game to a niche audience in the first place, and it doesn't matter if we make money or not. Of course, we are willing to look at player feedback and find a path that seems compatible with our mutual goals. But it is a fact of life for us that we lose months, sometimes years, in game development, and we develop the game the way we want to.
But now the game is well known and the majority of players have never heard of Tower of the Sorcerer. We can develop the game ourselves, and if only a niche audience enjoys it, that's fine with us, but we hate the idea of making uninterested players pay for it.
However, we have said for years that we will not reduce the price, and we cannot make the main package free and receive direct refund requests from those who bought the game long ago. (Due to the procedures and the amount of work involved......) I've been wanting to do something about this for a long time, and I feel like I can solve this to some extent in the form of a SteamKey for the new DLC, so I've decided to do it that way.
Considering the psychological hurdle, if the main package is free and the DLC is paid for, I think it would eliminate the "I don't play the game, but I pay for the game." Or rather, it should be so. As I said, there should be no players who buy DLC before they have played the main package, which has hundreds of hours of gameplay. Or rather, I hope they don't exist.
So that's why, contradicting previous statements, the main package will be free around 7/15. (But we often delay updates so much that the DLC sales themselves could be even later. We wanted to make the announcement after we had a bit more time to finalize it, but we felt that the main package was selling a bit too well and that this was a bad idea, so we made the announcement.)