Limbus Company - ProjectMoon

Community Announcements - SAKURA
大家好,这里是旅途情报员小古,本次带来的是《魂刃·卡奥斯角色攻略》,本文将帮助各位新手继承者们更详细地了解【卡奥斯】角色装备、技能和魂核的搭配等,让各位继承者们更快了解这个新角色。



一、角色背景
身负禁魂之力的战士,据说他的体内流淌着神之血脉,因而遭到厄运缠身。当堕神来袭之日,战士毅然踏上与堕神对抗的战场,即使一度堕入地狱,也未尝屈服。

二、角色特点
魂刃·卡奥斯是初期继承者能使用的角色之一。武器为巨斧,轻武器状态下单手持斧,重武器状态下双手持斧。使用轻武器时,卡奥斯攻势轻巧凌厉,更多地借用斧影或召唤狼灵来攻击敌人;而使用重武器时,卡奥斯将倾注更多力量,挥动巨斧或以本体化身狼形攻击敌方。

1. 技能
作为卡奥斯的基础职业,魂刃的技能攻击节奏适中,技能释放命中率高。非常适合新手玩家上手。
值得一提的是,【元素轰灭】技能拥有独特的机制,点击技能可召唤四元素球,再次点击时卡奥斯将化身狼灵冲击敌人。



2. 普攻
轻武器状态下,卡奥斯使用斧头从不同角度劈砍,并发动5次连续的攻势,以凌厉的横斩收尾。



重武器状态下,卡奥斯倾注力量发动三连斧击,并以势大力沉的重砍收尾。



3. 破招
卡奥斯轻武器破招和重武器破招有一定应用上的差别。
轻武器状态下,卡奥斯召唤魔爪进行破招,本体停留在原地,等待更好的进攻时机发动下一轮攻势。



重武器下的卡奥斯将化身狼灵以肉体的力量进行破招,主角将快速位移到敌人身前,可作为位移技能使用。



三、技能总览
这是魂刃·卡奥斯的技能星盘,可以看到卡奥斯所有可以学习和使用的轻武器和重武器技能。



轻武器和重武器技能相互独立,技能仅能在正确类型下才可释放,例如【虚空之握】的类型为轻武器,仅能在卡奥斯持轻武器的状态下使用:



点击星盘内技能图标,可以看到技能描述。升级技能可以提升技能伤害,重置可免费返还所有技能点。在战技连携内完成装配之后,您可以查看已装配的技能链以及技能上附带的魂核。



卡奥斯的轻武器和重武器各有8个技能,最多同时装配4个轻武器技能和4个重武器技能形成对应的技能链。因此,如何选择技能、搭配技能、调整技能顺序和分配技能点都成为了继承者在战斗前需要考虑的策略要点。

四、转职说明
此外,继承者在角色等级到达18级后,可以解锁转职战将·卡奥斯。转职完成后,角色属性、技能链和可装配技能等都会发生变化。



五、魂刃·卡奥斯搭配示例

1. 新手期技能链与魂核





由于魂刃·卡奥斯为近战职业,承受伤害较多,主要思路是通过“治疗”、“召唤” 等机制来提高生存能力。
- 治疗效果:搭配【信使·雾尼】。
- 召唤效果:搭配【破盾者】+【魔牛】组合,以及【斩魂者】+【影舞者】+【代行者】组合。

2. 中后期技能链与魂核





由于当前游戏版本为火属性版本,因此需要“火属性魂核”来提升伤害力。
- 火属性魂核:搭配【魔剑铸造者】
- 羁绊提升火伤:在已有【魔剑铸造者】的情况下可搭配【污秽魔人】,形成羁绊,进一步提升火属性伤害。
- 共鸣技能:【魔剑铸造者】与技能【崩裂旋刃】组成共鸣技能【崩裂旋刃:炎魔】,可以获得更高的伤害倍率。



六、装备推荐
1. 武器推荐
魂刃卡奥斯的攻防能力较为均衡,武器可以选择【将面板防御按照百分比转化为攻击力】词条,此时继承者们提升自己的生存能力时,也能获得输出上的提升,性价比很高。



2. 套装推荐
装备的套装选择上,由于魂刃技能链释放完后技能冷却较长,【罪业之身】套装效果的生效时间也会变长,收益更高。



同理,魂刃卡奥斯在释放完技能后的技能冷却期间较长,会更频繁的使用普攻,选择【塔之征服者】以提升普攻收益。



以上便是小古介绍的【魂刃·卡奥斯】攻略全部内容啦,大家如果有更多玩法技巧,欢迎在评论区留言或是在社区开贴交流哦!

▌更多福利请加入
官方微信:古魂
官方Q群:920125579
官方抖音:古魂-魂之刃2


▌关于游戏
《古魂》是由盘古魂工作室自研,暗黑风格的动作游戏,「魂之刃」系列第二代作品。
游戏依托于北欧神话,玩家作为轮回复生的「继承者」,从穆斯贝尔海姆出发,迈向世界树支撑的广阔空间。穿梭在虚忆、古煌、真骸三条时空线中,通过「献祭」或「救赎」的选择,获得「众神之王奥丁」「诡计之神洛基」等数百位神灵的神器或助战,推动世界的进程。

继承者,诸神湮灭于黄昏——
你,就是最后的守护
SMASH LEGENDS - 5minlab


Hey there, Smashers!

It is time to answer your questions about your favorite Legends from Library World!

It is time for “Ask Legends Anything!(A.L.A)”

WARNO - [EUG] Gal Marcel Bigeard
Hello!

We are back with another DevBlog! As teased in last week’s WARNO Roadmap, part of the team is working on a visual overhaul of several unit models.

As you might know, we previously reworked the Soviet tank models (T-64, T-72, and T-80) because they were the first done for WARNO but didn’t have the high level of detail we originally envisioned. With those out of the way, it’s time we started repainting some NATO units.

Let’s look at what’s happening in WARNO’s paint and model workshop.

M60A3 (TTS)

One of the models we worked on over the summer is the American M60A3 (TTS). The original M60 was an older generation main battle tank that, during the 1960s and 1970s, was a mainstay in the American and allied forces. By the late Cold War, the tank had been superseded by the more modern M1 Abrams. However, the M60 received continuous upgrades and a host of different variants during its service life, with the M60A3 introduced in 1978. Top brass saw this particular version as a stop-gap measure until the more advanced Abrams could be fielded in sufficient numbers. The M60 kept being in service in the U.S. Army and Cold War allies, including other NATO countries, for the duration of the Cold War and beyond.



The M60A3 was one of the most modern variants fielded in the 1980s, with the (TTS) designation meaning Tank Thermal Sight. This sighting system is also one of the more notable visual upgrades we implemented in our in-game model. The AN/VSG-2 Tank Thermal Sight with its new “eyelid” sight cover, coupled with the prominent weather sensor in the rear, exemplifies the significant updates linked to the M60A3 (TTS).



The AN/VSS-3 spotlight was removed, and its power outlet on the turret roof was welded down. In its place, a spare bogie wheel is carried in case of mines. The tank bogies themselves were upgraded, being lighter, smoother, and without structural ribs. Furthermore, the gun barrel is covered in a thermal wrap. The updated tracks stem from the RISE program, enabling better performance on asphalt. The new visuals of the M60A3 (TTS) will also be paired with a balance pass favoring the medium tank meta in WARNO.



Bradley Series Update

While working on detailing the Soviet tank models, we already eyed the Bradley series of Infantry Fighting Vehicles as one of our next targets. We found that these well-known units looked less than stellar compared to some of our models.



We also realized that the main variant in-game, the M2A2, only represented under 10% of the total Bradley fleet deployed in Europe. Its predecessor, the M2 (aka M2A0) and M2A1, were much more widespread.



To better reflect this reality on the ground, we will significantly boost the Bradley series. We currently only feature the M2A2 IFV and M3A1 CFV (Cavalry Fighting Vehicle). After the rework, WARNO will have:

  • M2 Bradley, with the same stats as our current M2A2, but only capable of firing the I-TOW.
  • M2A1 Bradley, which will have the same stats and weapon load-out as our current M2A2.
  • M2A2 Bradley, which will have been heavily up-armored compared to the current stats.
  • M3 Bradley, which will feature the same stats as our current M3A2, but only fire the I-TOW.
  • M3A1 Bradley will remain unchanged in stats and weapons.
  • M3A2 Bradley which will be a heavily up-armored variant compared to the M3A1.



The M2A1 Bradley will replace the current M2A2 version. This is just a nomenclature change, as the unit will feature precisely the same stats. Meanwhile, we’ll also reintroduce a new, remodeled, and up-armored M2A2 to be featured in limited quantities with our NATO U.S. 3rd Armored Division.

FX Improvements

Next to the new visual models, we have also put some time and effort into improving the FX and special effects. Such as?



  • Removal of older 2D textures (as requested and promised) and updating volumetric FX. This means we replace a single animated particle with several smaller ones for better rendering. We will also rework all impact/crater FXs alongside this.
  • New fire and napalm effects.
  • New unit death effects.
  • Reworking planes and helicopter crash FX.
  • Reworking tracer bullets for machine guns and autocannons.
  • Additional variety with cluster weapon impacts.
  • Optimization of some bombs FX.

Please note that some of the above FX improvements have already entered the game. We are keen to know if you’ve noticed them. Adding the other special effects is, of course, an ongoing task!



New M240B model

Another not-entirely-cosmetic change is the introduction of the American M240B squad machine gun. Although already in service with the USMC, it was in the process of replacing the M60 “Pig” in U.S. Army squads as well in the late 80’s. How fast? To which extent? Hard to tell…

At first, we decided to retain the good ol’ M60 for all American squads, but we’ve given it a second thought. That’s why we modeled the new M240B, a variant of the Belgian FN MAG, and replaced the M60 for all American squads except (Army, not Airborne) Engineers and MPs. The M240B gets the same stats as the current M60 or the British L7A2 (itself a variant of the FN MAG), so this is mostly a cosmetic change.



Meanwhile, the old M60 still used in infantry squads (not the tripod-mounted HMGs) will get a small RoF nerf. Although its performance was roughly the same as the M240B, the M60’s main issue was unreliability, being much more prone to malfunction and in need of rearming manually.

Until next week

That’s all for this DevBlog. Let us know what you think!

You can always join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

Logiart Grimoire - えぬ@Jupiter
Thank you for playing 'Logiart Grimoire'!

We would like to conduct a survey regarding the color of the cursor during puzzles.

In the future, when prioritized implementations like controller support are settled, we plan to consider adding a feature in the options menu to change the cursor's color.

For the time being, we would like to gather your opinions on what color the default cursor should be.

The survey deadline is until 9/17, and we will strive to reflect the most popular choice. Please let us know which color you prefer by using the numbers ① to ③!

As the development team, we are leaning towards option ③, which is purple. What do you think?

① Blue
② Red
③ Purple

VDoll - FoxPunch
This time, I was working on improving features that I had found to be difficult to use.
I think it has become somewhat better.

First, the position and angle of the 'poses' that can be selected are now natural, even when 'Fix In the air' is turned on. For example, if you select the 'Doggy' pose, the doll will now crawl on the floor properly.
This application was designed to be played without fixing the hip in the air. However, without fixing the hip in the air, it was inconvenient for casual play, although the degree of freedom was increased. Therefore, this modification has been made so that it can be played with the 'Fix in the air'.

In addition, I worked on fixing a problem where the body would spin around on its own depending on the pose chosen when 'Fix in the air' was turned off. I believe it is less likely to happen than before because of the modification of the physical constraints of the body and poses.

Below are the specific modifications.
- Adjustment of the position and angle of poses.
- Fixed a problem where the body would start to spin on its own.
- Fixed a problem where a part of the spine muscles were not set and the body was always swaying back and forth.
- Some poses have been added (e.g., Flat on back, Open, etc.).
- Fixed a problem with gravity being enabled in the character creation room.
Sep 13, 2023
Attack of the Karens Playtest - Studio Primitive
Had to fix some rendering issues with thrusters. All good now!
Sep 13, 2023
Street Corners of the World Playtest - RUR
Bug Fix for a Tutorial Issue
Sep 13, 2023
The Pit Arcade - Hojnost_888
- There was incorrect spawn position in LEVEL4CHAPTER2
Sep 13, 2023
Yujiro's Mansion - RacerX_Games
- Fixed a bug where the player would get caught just after respawning and cause a menu to pop up where the player could still move.

- Made the area to open doors a little wider because players wanted to open them from the sides more.

- Fixed some texturing issues.

- Fixed various collision/other bugs.
...