I don't have a cool new trailer yet, but you can read a changelog — with pictures! — and download v1.0.0 right here: https://github.com/jekyllgrim/Alice-Toy ... /tag/1.0.0
The list of changes is very large, so I'll cover only the main ones briefly.
General
- Added support for player colors — visible both in the Player Setup menu, and on the actual 3D model.
- Added extended third person camera options that replace the default chasecam — see the Mod Settings menu. You can choose between Classic, Over the shoulder and Custom 3rd-person cameras.
- More features related to Alice's 3D model: more animations for each weapon (e.g. 3 separate knife attack moves both in 1st and 3rd person), Rage Mode model, Mock Turtle Shell model (with relevant powerups).
- In-world crosshair indicator that can be used in 3rd and (optionally) 1st person in the style of American McGee's Alice.
- Better non-slippery movement in 3rd person for better control of movement directions.
- Coyote time (after crossing a ledge you'll walk on air and be able to jump off it for 10 tics). Better platforming!
- All melee weapons now feature input buffering system that makes performing combos much easier. Just keep tapping, and the Knife/Hobby Horse will keep swinging!
- Hobby Horse: overall buffed. It can now stun enemies (stun chance is based on enemy's max health), has slightly longer range, and you can also hold the attack button to hold and charge melee strikes for added damage and stun duration. During secondary attack you'll fly through actors so you never end up on top of another one.
- Jacks: in secondary mode will properly start aiming at a valid enemy if thrown directly at one, and will no longer try to clip through geometry. Also, slight damage buff per hit.
- Pepper Grinder: secondary attack's projectiles can now pierce enemies, but on each pierce their damage is reduced (at least by 50%). If a projetile has exhausted its damage, it disappears immediately.
- Ice Wand: ice walls spawned by the alternative attack will now protect against splash damage. You can finally shield yourself from Cyberdemon's rockets!
- Eyestaff: LOTS of buffs. This weapon just wasn't very efficient and wasn't a good ammo investment; now it hopefully is.
- Much faster beam charge time, and the beam will be much easier to fire in short bursts.
- Higher beam damage and stunlock potential.
- Reduced beam mana consumption.
- Firing a beam will no longer always spawn a projectile. Instead, to fire a projectile, you'll need to channel the beam for full 2 seconds. The projectile spawned after the beam will no longer deal ANY damage to its shooter, so don't be afraid if that happens inclose quarters.
- Secondary attack (meteor shower): faster to charge, projectiles are fired faster, mana consumption rate reduced.
- Secondary attack projectiles will now aim at monsters (although they won't continue homing at them if the monsters move around, they're only aimed initially). These projectiles now also deal only 25% of their splash damage to you, so even if you're under the shower, you likely won't die.
- The in-world indicator used by the secondary attack is now animated, and it'll reflect by how much you've charged the attack. - Bluderbuss: now much easier to find. Specifically, it's guaranteed to replace BFG9000. Also, mana cost per shot reduced: with full mana you can now fire 5 times instead of 3. Bluderbuss shot damage is now 300 points on impact (used to be a random value between 80 and 1600), and the explosion damage is now 1024 (used to be 512).
Follow the link above for the FULL detailed changelog!