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

Tactical Nexus

New feature implemented! & Twitch campaign underway!

[Implementation of !]
Not a stage update, but perhaps one of the most important features ever implemented, .
This can be activated by pressing at the start of the stage, or by pressing Shift+Home, and allows you to load the key unlocking information from another saved data.
(Think of "ghost replay" in racing or action games.)

When replaying a large stage after a long time has passed, or when replaying a stage that was once game over, it is often easy to forget how the game was played before.
With , players will be able to play more comfortably, more efficiently, and with greater sophistication.
(I think it will probably increase the comfort level of the game by a factor of 1.5~2.0. ......)


We have only been able to load key usage information at this time, but in the future we plan to be able to load Nexus medal and orb usage information as well.
(It may be a long time before we can do that...)


[New DLC price reduction campaign by Twitch is underway!]
(This is a repost of the campaign announced on Twitter)

https://twitch.tv/team_tactical_nexus

TacticalNexus is not a profit game, but thankfully we have received requests from players who want to make donations to Team-Nexus, so we have set up a Twitch channel where you can send subscribe(Bits).
We are currently broadcasting our work on Twitch about a few times a week.
(We will probably broadcast less frequently in early January.)


At first, we were thinking of a service such as "offering free DLC to players who donate a certain amount of money" (we were thinking of a crowdfunding or Kickstarter-like system).
However, we found out that we can't reward individuals for donations and bids, as that would violate our terms of service.


Now, TacticalNexus has set the price of the game extremely high for the time being so that subsequent developers can make money, but currently TacticalNexus is already far more expensive than a full-priced game.
In other words, it seems to me that we have already created the environment we wanted to create, where it is difficult for new players to buy the game, and where subsequent developers can sell TacticalNexus-like games and not cause competition with TacticalNexus.
And I'm sure most of the players, of whom there are more than a few, who have already played the game for thousands of hours, will continue to buy the game, whether the DLC is expensive or inexpensive.

In other words, the pricing of new DLC, which is inherently difficult to beat if you haven't bought the previous DLC, makes no sense for either the player or the developer, Team-Nexus.
Therefore, we have decided to implement the following campaign for the Chapter-8 and Chapter-9 DLCs.



(For subscriptions, etc., we will add 100 bits per dollar, excluding margin and withholding.
Chapter-8 DLC will be released when Chapter8-3 is completed)

1,000 Bits - Chapter-8 DLC: 10% OFF
10,000 Bits - Chapter-8 DLC: 20% OFF
50,000 Bits - Chapter-8 DLC: 30% OFF
100,000 Bits - Chapter-8 DLC: 40% OFF
200,000 Bits - Chapter-8 DLC: 50% OFF
300,000 Bits - Chapter-8 DLC: 60% OFF
400,000 Bits - Chapter-8 DLC: 70% OFF
500,000 Bits - Chapter-8 DLC: 80% OFF
700,000 Bits - Chapter-8 DLC: 90% OFF
1,000,000 Bits - Chapter-8 DLC: 100% OFF
2,000,000 Bits - + Chapter-9 DLC:100% OFF

I have sent an inquiry after checking the terms and conditions of Twitch, etc., and have received a response that these promotions are "at your own risk".
 If this campaign is deemed a violation of the terms and conditions and your Twitch account is banned or stripped of monetization, the amount of bits/subscriptions sent up to that point will be applied.
(The DLC reduction will remain in effect even if the amount is refunded due to a violation of the terms and conditions and not remitted to us.)


Please note that this is only a system designed to "reward one player for making a donation, which will be returned to another player.
Please do not force us to bitz or subscribe.
(If there are no problems with the continuation of this campaign and it is not extremely unpopular, we will continue to hold this campaign after Chapter-9)

Change of key reservation command and others

◆Key reservation command has been changed from Shift+right-click to A+right-click.
◆Tips are now displayed during loading. They are displayed in the same size regardless of the processing area and resolution.
◆It is very hard to see, but the equipment log is now displayed when leveling up.
 However, due to a glitch, the equipment level-up logs displayed in the last few days' data are off by one level.
 Also, the equipment data at the time of level-up is not displayed in the logs prior to that time.
 (This is because the drafting of the process was not implemented at that time.)



Fixed a bug that prevented some saved data from being loaded

A bug that prevented some saved data from being loaded has been fixed.
We apologize for the inconvenience.

QoL update and Twitch channel promotion

◆You can now check your "notes anywhere" during the map preview.

◆Visual effects of some items have been changed.

◆Shift+right click (right click only during map preview) on key blocks on the map can now be .
 Mouse over the key on the right side of the screen (UI) while a reservation is being made, and it will now show which floor is reserved.
 (We have not yet explained the function in the game, because it is a bit difficult to explain and we did not want to clutter up the screen any more.)

Ideally, it would be desirable to implement a process that reads the data of "when the game was cleared" and "when the game failed to be cleared" and reserves (lists up) the key block that was opened last time.
However, saving data takes quite a long time (the game freezes for a moment), and if such a function is implemented, the tempo of the game seems to deteriorate when playing.
It would be nice if this could be adjusted, but it still seems to be difficult.



In addition, Team-Nexus programmers now occasionally broadcast their development work on Twitch.
(It's harder than I thought to prepare for it, and it's impossible to program as quickly as I can during a broadcast unless I write down the structure of the process in my head/notes beforehand, so it may only be temporary. ......)
We don't really broadcast anything useful, so our broadcasts are practically meaningless, but if you would like to follow us, please do.



https://www.twitch.tv/team_tactical_nexus


Chapter7-4 Score Balance Adjustment


Since it was found that more than 400 Sunstones can be earned at this point, we have adjusted to reduce the overscores instead of making it easier to earn Sun Medals.
Sun Medal: 99m -> 80m
Overscore: 1.5m -> 2.0m

Sunstones will not be modified until the high score is updated.
If you have received many sunstones, please keep them as a souvenir.

About the silent patches happening intermittently

From 11/30 to about 12/12~12/18, Team-Nexus programmers have been playing TacticalNexus normally, and I have been updating the features and improving the functionality of areas that I have noticed.
(I was under the impression that the staff tends to hesitate to send feedback to the programmers because of my workload lately.
Also, I haven't been able to properly check the game balance for a long time now, so I've been checking that as well...)

I sometimes update about five times a day, and the timing of the updates is that I am tired after clearing the stages, so I am skipping the announcements, but don't worry about it.

Chapter7-4 Re-balancing

From the players' reactions, we felt that Instance magic is more fun when its effects are visible as soon as it is acquired.
Therefore, we added the same effect to Aurora storm and Aurora Phantom, and modified the map accordingly.
In addition, the cost of breakups was increased from 2000 to 2250.
In addition, since the difficulty of clearing the map has been reduced considerably, the amount of status increase for Plasma wave has been lowered from 50 to 30.

As for Overscore, we will not make any adjustments unless the Sunstone earned swells to about 450~500 by 12/10.

Chapter7-4 Major Balance Adjustment

Chapter7-4 Major Balance Adjustment

About 15 hours had passed since the update, and overall, the game seemed to have long periods of boredom where the "fun part of the game" could not be experienced or engaged with properly.
We felt it was not good to have this kind of time in a high-volume stage where you can enjoy the game, so we made significant changes to some elements based on the records prepared by the game designers for this development.
These are based on some temporary data from test play, so while the balance of the game has changed significantly, I don't think it will lead to extreme collapse. ...... perhaps.



★The effect of "gain an additional applicable orb when leveled up" has been added to the orb-based Instance magic.
Also, the cost has been reduced overall.

★The effect of "gain an additional key when leveled up" has been added to the key-based Instance magic (yellow to platinum).
In addition, the amount of cost reduction upon leveling up has been greatly enhanced.


★The cost of Aurora Storm has been changed from yellow (red/green) to purple (blue/green).

★The amount of "Piece of Extreme Light " obtained by leveling up was changed from 20+(3/LV) to 40+(3/LV), the initial recovery amount of Aurora Heal was changed from 80000 to 50000, and the initial cost was changed from 100 to 0.

★The cost of Aurora relay down was changed from 750/3 tier to 500/2 tier.

★The cost of "Aurora relay up" has been changed from green 1200 to red and blue 250.
(This was honestly implemented on an intuitive or "it would be fun to do something like that" kind of idea.)

★Tier 10 status has been increased by 10% and changed so that tier 10 enemies do not appear in tier 9 areas.
 (They will appear above the shift switch)

★Increased the HP of Tier 11 and 12 by 25%.

★EXP gain for Tier 1~6 increased by 10~30%.

Chapter7-4 Implemented!

[Chapter7-4 has been implemented!]
Chapter7-4 Tactical Garden of Extreme Light has been implemented. Two months behind schedule.


"A mysterious paradise, shining with light.
The that once took place is revived.
This journey, guided by the Northern Lights, will soon come to an end."



The staff is a bit exhausted and there are still some glitches and misprints.
But still, I think this stage is the highest quality stage of 2023 and 2024.
Because ......


[Sincerely sorry]


A little after we finished the development of Chapter7-3, we came up with the "level-based instant magic" system, which is the main content of Chapter7-4.
It was very interesting, and at the same time, we were convinced that the quality of the stages we would implement in the future would depend on whether or not we had a level-based instant magic system.


If we announce that we have come up with a new system and are working on it, but time passes without anything taking shape, objectively it is the same as saying "no progress (we just skipped work)".
We would make a big announcement for something like Mystic Gate that we were sure we would implement, but at the time, we were not sure if the level-based instant magic system we were working on would really be interesting.
As a result, we had been working on it behind the scenes until October, and we realized that it was also a bad idea not to reveal the information to the public.


We have been working on instant magic for quite a long time this month, and the last few days have been spent adjusting data and experimenting anyway. As a result, the programmer became so ill that his autonomic nervous system went haywire for the first time in this work.
(As a result of all the cutting back on sleep, drinks became temporarily undrinkable, my sense of taste became erratic, etc.)

However, I think that the result of Chapter 7-4 (aside from the balance of the game) was wonderful.
We also got a powerful insight into all-night work: "Instead of caffeine, lying down for two hours with the mind continually aware that you are going to "wake up" allows you to work more rapidly after a short nap".

...... However, as expected, this was the most physically demanding work I've ever done, and if I overwork myself more than this time, I'm going to be in trouble.
We'd like to avoid more strenuous work than this for the next 2~3 years.
But, this level of quality can only be achieved by breaking the "we'll update in a few days" notice for a few weeks or so.
For the time being, the level of the stages will be about the level of Chapter 7-3 or 6-3, and we don't think we will be able to make as much work as we did this time.



There will be level-based instant magic quite often in the future.
The "fun of level-based instant magic" has been studied a lot in the past three months.
I think that most of the stages that will appear in the future will have about 3~8 types of "level-based" instant magic.
(Unless the evaluation of this stage is very low, ......)

About our future plans.
My hands are already cramping and sweating abnormally as I write this, so I will hasten to inform you of the main points of the future.


In December or January, we plan to do an experimental update of the system.
We're going to test one stage of the "Last Inflator" or implement the in a few Mystic Gate stages and see how players like it.


In December, Team-Nexus will start "AI image generation".
AI illustrations are controversial in Japan, but the graphic designers at Team-Nexus are originally quite interested in it, and they want to experiment with it.
However, we will most likely not "use the generated illustrations as they are," but rather "convert the data output by the AI into materials and introduce them as map chips in the game.

We plan to implement Chapter8-1 in January or February.
The Chapter8 DLC will not be sold until Chpater8-2 or Chapter8-3 is completed, and Chapter8-1 will be temporarily included with Chapter-7.
(If the DLC is sold while only Chapter8-1 is completed and then the staff dies of exhaustion, players who have already purchased the DLC will not be able to get their money back.
In order to avoid such a situation, we will temporarily release stages for free until the stages are completed to some extent.)

As for the uniqueness of the stages, Chapter 8-1 is as good as Chapter 7-4.
We think it will be a very fun stage, so please look forward to it.
Please look forward to it. ...... We probably won't be able to meet the deadline, though.



[Other bug fixes]
We have made some changes to the UI of the orbs so that you can select the 7th item or later, but it is not very easy to understand. We will fix it again at a later date.


We have modified the graphics of the key block of Winner's key / Glory key a little.


Added a function that allows remote editing of notes by Shift + right-click.
 However, "remote editing" is available, but "remote control" is not.


Added "PROTECT:x" above the DEF icon when "Turn Disable" is attached.


Added "Shift+A to toggle display of memo icons" to the configuration.


Treasured sword "Maingauche" now has an additional "Disable Attacks for 1 turn while equipped" effect.


Fixed a problem in which the "Key of the Moon Wheel (Ice)" could be used more than once.


The width of the window that appears when you are on top of a memo now changes depending on the number of lines in the memo.


Fixed a bug that prevented the Flip of time effect from being applied in the Rainbow Tactical Mythology.












Bug fixes and modifications to tactical trip mini

★The placement of items in the Crown Challenge of Tactical Trip mini has been changed.

★Several crash bugs in the memo function have been fixed.

We will update again next week to apply the feedback.