Tactical Nexus - How to Play!

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Published on ● Video Link: https://www.youtube.com/watch?v=xIGXNIeHsN4



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An overview of the many features and mechanics in Tactical Nexus, which will hopefully clarify things which the game itself has trouble clarifying, and make you aware of useful features you might not have known of. This description also contains chapters for quick reference, as well as addendums for things I forgot to mention.

Chapters:
0:00 Introduction
0:34 (UI) Main Menu
4:32 (Controls) Gameplay Basics
6:10 (Mechanics) Basic Stats
7:16 (UI/QoL) Other UI Elements, Saving/Loading
9:36 (Mechanics) Battles
12:18 (Mechanics) Leveling Up
13:06 (Mechanics) Explaining XP% and HP%
14:43 (UI) Enemy Stats
16:13 (Mechanics) Item Drops and Brief Enemy Types Overview
17:33 (UI) TRT and Associated Numbers
19:36 (QoL) Undo, Redo, and Autosaves
21:55 (Mechanics) Using Stairs
22:40 (QoL) Using the Map
24:23 (Metaprogression/UI) Scoring and Medals
27:00 (Metaprogression) How to use Medals
28:28 (Metaprogression) Sunstones, and Impure/Pure Scoring Split
29:54 (Metaprogression) How to use Sunstones
30:55 (Metaprogression) Explaining Overscore
32:24 (Metaprogression) The Nexus Stage and Why It's Important
34:05 (Metaprogression) Brief Glimpse of Late DLC Mechanics
35:25 (Mechanics) Dig Blocks and Mattocks
36:06 (Mechanics) S Warp [Necessary for Tower G and Tower P]
37:34 (Mechanics) Orbs
40:28 (Mechanics) Equipment
44:46 (Mechanics) Blizzard Orb
46:14 (Mechanics) Arrow Tile
47:46 (QoL) Turbo Mode
48:13 (QoL) Mouse Movement
49:14 (QoL) Key Reservation
51:36 (QoL) Memories from 0 (Key Reservation pt.2)
52:41 (QoL) Writing Memos
53:42 (QoL) Status Stamp
55:50 (QoL) Enemy Overview
56:30 (QoL) Item Distribution Overview
59:50 (QoL) Config
1:05:09 Refresher
1:08:37 Closing

Addendum A:
At 6:49, I hover over the LV stat, and a blue window pops up. I never explain what this popup is, but it is a breakdown of all of your levelups so far, and what levelup options you picked. If a tower has equipment, you will also be able to see what equipment you held at the time of each levelup. This popup will also appear whenever you stand on a scoring tile.

Addendum B:
I ended up fumbling my explanation for how the Pure and Impure scoring split works, and missed some details. Impure simply tracks your highest ever score, and uses that to give you medals. Pure, on the other hand, tracks your highest score WITHOUT using medals (sunstones are OK), and for each medal tier you match, you are also rewarded a bonus sunstone for it. If you score high enough over the highest medal a tower provides (usually Diamond), you will be rewarded with bonus "overscore" sunstones depending on how high you scored over the max rank. Even though Pure runs are the only ones which give sunstones for the normal medal tiers, both Impure and Pure runs separately can provide overscore sunstones. This means that even Impure runs will grant sunstones at a high enough level.

Addendum C:
Your available sunstones and medals are what you've accumulated from every available tower so far,
and the order doesn't matter. You can freely choose the order you play the towers in. Each tower only provides one medal, but its rank can be upgraded depending on your highest score. Available medals and sunstones refresh at the start of a run, so you do not need to worry about permanently losing them.

Addendum D:
I never explained the blue bar at the bottom of the screen, but it is the Memo Tray. Here you can create memos which will persist throughout rooms, for quick and easy consultation at any time. They work in largely the same way that normal memos do.

Addendum E:
If anyone is curious what the formula is for EXP required to level up, in most tower it functions as such: The first levelup is a "base value" (usually 10), and then for subsequent levels, the required EXP is [EXP Requirement of Previous Level] + [LV*10]. This is a quadratic scaling formula, which means that EXP is a cubic function of LV. There are later towers with different formulae, but are quite rare.







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