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UPDATE 12 - Hard bosses and level 4

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- Final boss is a real challenge now. He is so good at killing you, that I took out the dragons from that fight. Because leaving them in would just be unfair and mean spirited.
- Everyone in level 4 has new move sets, making them much more interesting (and challenging) to fight. But only if you change the difficulty to Hard.
- Finally fixed autoaim, and his weird animation jitter while running.

What's New?

- Final boss (in level 4) has Inverse Kinematics (IK) now. Most AAA games use IK for precise hand or foot placement when picking up objects, or climbing things. I use IK to help the game boss crush you with his foot every single time he tries. :) So if you're chopping away at his legs and you see his foot come off the ground? RUN!!
- Made level 2 (The Temple) 50% bigger, so fighting in there isn't so cramped.
- New enemy, the Giant Black Armor Warrior with a blue sword, his specialty is hard hitting swing attacks.
- New enemy, the Knight in Black Armor. He's got a combo attack, and two gap closers. I've placed him in level 4 as patrollers (who sneak up on you while you're already fighting), and as ambushers (who hide in dark corners and pounce on you when you explore his little corner of the dungeon).
- New AI ability for patroling, so enemies can sneak up on you when you think you're safe. Or join an already difficult battle.
- On Hard, if you eat you'll make some noise that travels 50 meters (164 feet). Any computers that hear will look in your direction, and come fight you if there are no walls in the way and you're within their vision bounds.

What's Different?

- Gave all the black armored enemies better vision, so now they'll see you from three times farther away as before.
- Giant Black Armor Warriors now have an opening combo move (on hard difficulty), on a 30 second cooldown.
- Added patrolling ability to enemy AI, so not EVERYONE will stand around waiting for you to come by and kill them.
- In hard mode gave the Blue Sword Black Armor enemy the ability to WalkFollow you during attacks, and from 2-10 meters away he will run at you. (1 meter = 3.28 feet)
- New moveset for Black Armored Axeman, on Hard difficulty. Instead of a single swing like on Easy or Normal, he gets a jumping gap closer from 2-4 meters away, and a swing-chop combo from 0-2 meters away.
- Made the Giant Scorpion much harder. If you don't figure out his vulnerability window, then he's going to kill you.

Bug Fixes

- Fixed a bug where Minotaur would look/jitter while running.
--- This also fixes Minotaur's auto-aim problems.
- Minotaur's attacks get cancelled now, if he rolls away mid-attack.
- Fixed Minotaur's knockdown animation logic. There was a problem with him automatically getting up, before he was finished being knocked down. Instead of staying knocked down for the full duration of his stun, he was getting up the very next frame and then standing in place stunned.
- Fixed some missing skyboxes.

What's Next?

- Lady Minotaur, I've made her model, just need to polish her up.
- Tutorial level.
- Story, probably Dark Souls style; where an NPC reads you a few lines. Blizzard Diablo style would be better, but I don't have the money to pay for a team of animators and modellers. :)
- Trading cards. They're great! For games I enjoy I always get a badge or two. For games I don't like, the cards get sold on the marketplace and I earn $0.15 or more.