Have found that enemies telegraph their attacks real hard, starting their swing animations while they're plenty of distance away, and for some reason the basic knights will either stand completely still while winding up, or be sliding backwards in a different direction. Female knights, on the other hand, seem to take about 2 hits per armor piece, then two more hits after that, but besides their fire spell they aren't any more of a challenge than the basic knight.
Not like that's a reason to intentionally get yourself surrounded and try to hit several of them at once, of course.
Have also found that running up and clicking to attack immediately causes damage instead of needing to wait for the swing, which can be figured from blood spray. They might bleed without flinching, but more often than not, they do both, which also interrupts their attack. If they don't do either, it missed.
Running back does wonders for just not getting hit instead of trying to perfectly block. That said, archers apparently aren't aiming directly for you? Have tested standing completely still and blocking once I hear the shot, and as far as I can see, they would either miss anyway or are leading their shots (which seems weird compared to everything else going on, but I have managed to be hit by them before by just not switching directions. Also, the arrows are surprisingly slow).
Well I can clear up the archers being shit at shooting things
they only shoot in the players general direction. In the early levels this will appear easy but it all part of the plan
when it comes to the enemy job roles.
Knight: surround the player
archers: shoot allot of arrows in the direction of the player to force the player to face them or move (more archers in later levels will make this harder as even a random volley might hit something.
Black mages: force the player to move and risk turning there back to another enemy by using unblock able AOE spells.
priestess: heals enemy characters, so if you don't get stuck in and kill them then they will heal the enemies.
village militia: Heavy damage at medium range with pitch forks, but only one hit point.
royal guards: a lot of hit points and large damage but very slow.
The invisible walls were caused by my dumb ass forgetting to turn off the Collison model of the money bag the knights dropped as a place holder, now that the shop and currency system has been made, this will not be a problem in future versions.
Enemy Ai is still very basic, currently it boils down to: see player - move to player location - attack at random intervals - if close to player move in circle around player. this is why sometimes they run backwards as they are moving to players last seen location or moving to random location while targeting the player.
Bosses
boss 1: normal enemy with more health and a ranged attack
boss 2: has a range attack, an AEO attack and calls for re- enforcements
boss 3: cant be hit until her summon is defeated, will shoot AOE at you while your fighting her summon.
boss 4: lots of health, moves faster than you, attacks multiple times in a row, calls heavy re -enforcements.
Still got a long way to go before the demo version
ill keep picking at it one thing at a time.
oh and more actually sex stuff planned for 0.4 now the shop is working and the capture system.