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- Boss Battles - Path to Ascension

Boss Battles - Path to Ascension
About This Mod
Fight powerful gods like a boss. 1.1 update is coming! New maps, weapons processing and general bug fixes!
Battles with bosses: the way to climb 8. Made for update!
I've been working on this mode for months! I'm glad I finally released him. This is a beta version as more features have been released, but it works in general!
10 gods, 11 waves, fight with and without slaves! They have their own unique weapon, and this weapon can only be used by deceiving or killing the boss! Fight them in the temple of the gods!
Remove all limbs to kill the boss. Some of them may still be left, so aim for other detachable parts such as arms and elbows!
Changes in version 1.1
- new boss! Hephaestus, God of tattoos! With his cestuses, he'd just do it... Hit him to death :)
- New maps! The pillar of Olympus is a map without walls, a small arena suitable for destroying enemies :)
- Recycle textures for multiple weapons!
- Complete processing of hopes, slaves of Artemis!
- Great fix: double use means that enemies are now dual use
- He made Artemis, her henchmen, Uranus and other enemies double-edged
- Optimized Sanctum partitions and some model fixes in the new Lod
- All cards have default waves, so users can fight against normal waves of enemies
Bug fixes
- Lightning strike Zeus now acts as a weapon
- Now slaves Zeus shoot only with lightning.
- Fixed a bug that prevented the opponent from doubling
- Optimize some waves by bringing the maximum number of enemies to 3
- Fixed no enemies
Current Error
- Overthrowing enemies may not happen
- Deca Zeus bolt can sometimes get stuck between enemies
-Some pillars of Olympus are very bright
- In the sanctuary, some models may look darker than further away from the model
- Particle in the columns of the Olympus map will be displayed in a strange way
"Enemies can drop weapons if they are held back by gravity
- Hephaestus's proximity distance is strange, but AI is a bit strange
- Enemies with double use can spam 1 animation per attack
(I'd like to fix them if I find a reason)
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