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Shang Mu Architect 1.2.0.7

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@whitelilydragon whitelilydragon released this 16 May 19:28
· 545 commits to master since this release
7453bbd
Changelog 1.2.0.7
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Campaign Changelog
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-Taishan Peaks Changes
	-Map 4 is finally finished! Yay!

New Features
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Adjustments
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-Guardian Balance Changes
	-Laser Beam Attack Changes
		-Laser Beam is now disabled for Normal Mode and below
		-Laser Beam now deals multi-hit damage at Hard Mode and above, much like the DNA Cannon's laser beams
		-Laser Beam hitbox particles now reliably delete themselves when the Guardian's claws' active attack state changes, preventing them from sticking to the player, and dealing damage, even after the attack has ended
		-Laser beam particles now also delete themselves 16 frames after attaching to the player, preventing those "sticky" registered attacks from looping
		-Laser Beam hitbox particles now spawn every 45 frames, for the time that the laser beam is active; previously, only a couple of respawning hitbox particles would spawn (Resulting in finicky collisions with the player, sometimes registering damage, and sometimes not doing so at all)
		-Added an addition check to delete laser beam hitbox particles if the claw that spawned them has been destroyed by the player, preventing runaway invisible damage particles from attacking the player
		-Added a pause check to the laser beam particles' damage code, preventing them from triggering the player's damage system while the game is paused (Which would then result in the player receiving damage after the game is unpaused, regardless of the particle's existence or position)
		-Laser beams now have a warning symbol that flashes on either the left or right-hand sides of the screen, when they're firing, to warn the player of an imminent attack
		-Code cleanup- Redundant player damage checks were also present in the Guardian's claws' code, which further complicated the "stickiness" of its attacks
		-Fixed a bug where the Guardian's conditional checks would prevent it from activating, if the player zipped past its position before the darkness transition completed
	-Falling spike hazards now having a hazard warning symbol, which draws at the position they're about to fall onto, ala Dragon Valley's boss in Freedom Planet 1
	-Falling spike hazards now also drop while the guardian is slamming his claws onto the ground (Except on Easy mode, as a mercy to casual players)
	-Falling rocks were no longer visible, after the addition of the Guardian's dark background transition- le whoops
	-For consistency's sake, falling rocks now also spawn whenever the Guardian slams his head into the ceiling; not just while slamming his claws onto the ground

Bugfixes
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-Fixed a long-standing bug, where the DNA Cannon's beam could be "walked" on top of while firing on Hard Mode and Above
	-This fix has also been applied to the RNA Cannon
-Fixed a bug where the Saw Flounder's attack could be triggered, even while the player was not active, in Editor Mode