Releases: jekyllgrim/Alice-Toys-of-Madness
Alice: Toys of Madness 1.1.0
Changelog
Changes
- Hobby Horse - secondary attack:
- Performing alt attack on the ground will momentarily push away nearby shootable actors as long as they aren't boss monsters and don't have bDontThrust.
- Throw velocity is calculated as player's velocity at the moment of jump * factor, where the factor is a value between 0.9 (if the enemy's mass is 100) and 0.5 (if the enemy's mass is 1000), but not clamped to these values.
- The swing movement of the horse when performing the jump now deals damage, like a regular swing attack, except it doesn't stun or push enemies it hits (so it doesn't interfere with the jump attack itself), and doesn't produce wall impact sounds if it hits geometry. This swing will deal 10 damage in the main swing phase and then 50 damage in the falling phase.
- Blunderbuss buffs:
- Ammo consumption per shot reduced from 60 to 50 (6 shots in total instead of 5)
- Explosion damage buffed from 1024 to 1200
- The no-falloff damage distance increased from 256 to 320 (explosion will deal full damage within this distance)
- Revised ammo spawning rules:
- Cell ammo can now be replaced either with green or purple mana (previously was always purple). New chances are: Cell - 50% green, 50% purple; Cell Pack - 30% green, 70% purple.
- Both Clip and Shell can still be replaced by yellow or green mana, but the chances are now different. Clip - 80% yellow, 20% green; Shell - yellow 40%, green 60%; Clip Box - yellow 20%, green 80%; Shell Box - yellow 60%, green 40%.
- If mana is dropped by an enemy rather than spawned in the world, it'll always be a small version of the mana pickup, and enemies will never drop two mana pickups at once.
- If one ammo pickup is replaced with two mana pickups (most mana types have a chance of that happening), they will be much more likely to be both small pickups.
- Improved non-English-letter glyphs in the fonts.
- The health/armor numbers on the HUD are now much bigger and better placed.
New features
- All weapon pickups now have a pulsing brightness effect to make them more visible.
- Under the hood, a new system for displaying debug information was added. Curious players may find it under the Debug submenu in Alice: Toys of Madness settings.
Bug fixes
- Fixed an issue during Hobby Horse's alt attack that caused the red trails to disappear under Alice.
- Fixed Eyestaff's beam appearing incorectly positioned during the first frame of its attack.
- Fixed Alice's 3rd-person model animation issues when holding/charging Hobby Horse's swings.
- Fixed Vorpal Knife hits producing sparks from bleeding monsters. They will now properly appear only when hitting geometry and non-bleeding but shootable actors.
- Fixed some issues with melee attack sounds.
- Fixed dust devils produced when Alice moves not having the NOTIMEFREEZE flag.
- Fixed missing localizations.
Alice: Toys of Madness 1.0.1
Changelog
Changes
- Coyote time no longer negates gravity. You can jump off air but you can't walk on it. This will prevent awkward floaty movement next to small ledges (especially stairs).
New features
These new features are aimed to be complete by v1.1.0, so while they are present in v1.0.1, they are subject to change by the next release.
- Added configurable shadow under Alice. The shadow can be fully 3D or a simple blob (adjustable in Mod Settings). The intention with it is to serve as a simple marker of the spot above which you are located, like in classic platformer games.
- Added dust devils spawned at Alice's feet while she's moving on the ground.
- The scale of the Eyestaff beam will now slightly jitter to match the jittering of the weapon itself, making the look of the beam a little more dynamic
Bug fixes
- Fixed cases where dealing damage to a voodoo dolls could cause a VM abort
- Fixed Eyestaff beam not appearing at all if the attack hit a sky or horizon
- Fixed a minor oversight where receiving a Rage powerup directly (e.g. through cheats), in contrast to getting it from the Rage Box world object, would not fully switch Alice's model to Rage version
Alice: Toys of Madness 1.0.0
Changelog
🔴 This version will NOT be compatible with save files made with the previous version. If you want to continue your progress, I recommend using the console to warp to the desired map and, if necessary, give yourself the weapons you are supposed to have by that point. No, it's not cheating.
Changes and new features
General
- Minimum ZScript version bumped to 4.12.2. (You shouldn't use 4.12 or 4.12.1 anyway because those versions have bugs.)
- Added proper support for the ability to change your player colors in the Player Settings menu (this menu will now also display Alice's portrait instead of Doomguy's sprites). The originally blue sections of Alice's dress will utilize the player color you set.
- Melee weapons now feature input buffering. This means that to perform another swing/slash you will no longer have to press the attack button within a specific short window; instead, just make sure you press once to attack, let go, and then press again at any pointer during the animation, and that input will be buffered, and the animation will proceed to the next swing after that. This will make melee combos much easier to perform and controls will feel much more reponsive.
Third-person mode
This is still primarily a 1st-person mod, but there are some updates to 3rd-person camera made in this version. This version offers a new optional 3rd-person camera that can replace the built-in GZDoom's chasecam.
- Under the Mod Settings menu, you'll now find a new option: 3rd-person camera mode with 4 options: Standard chasecam (uses the built-in chasecam that comes with GZDoom), Classic (imitates camera from American McGee's Alice), Over the shoulder (an over-the-shoulder camera, slightly more similar to Resident Evil 4, or Alice: Madness Returns) and Custom (you have control over everything).
- 3rd-person camera is still activated alongside GZDoom's chasecam, so you need to press the chasecam button to activate it.
- If 3rd-person camera mode is set to "Custom", you can utilize options under the "Custom camera mode options" section: Distance, Horizontal offset and Vertical offset.
- There's also a new input, Swap shoulder button, which swaps the shoulder. It works when you're either using an Over the shoulder camera mode, or a Custom mode with non-zero horizontal offset. Pressing it will flip the camera's horizontal position to the other side.
Expanded 3rd-person animations and models
- Each weapon attack now has a unique associated 3rd-person animation. For example, the Vorpal Knife, which has 3 different attack animations in 1st person (left-to-right slash, right-to-left slash and overhead slash) will now show 3 different 3rd-person animations too.
- Alice's model will appropriately change in Rage Mode, like it did in American McGee's Alice. This includes both an animation (it'll trigger when interacting with the Rage Box object in the world) and a change in the model and texture (eyes glowing red, horns and spider-like appendages growing on her, left hand turning into a claw).
- With Mock Turtle Shell active (the mod's replacement for Radiation Shielding Suit) Mock Turtle's shell model will appear on Alice.
In-world crosshair
There's now a new in-world crosshair that imitates the look of the purple glowing crosshair from American McGee's Alice. It's primarily intended for third person, but you have an option to activate it in first person too. Under Mod Settings, use the "In-world crosshair replaces reticle" option.
This crosshair usually looks like a simple purple dot, but some weapons define unique-looking crosshair, notably the Playing Cards and the Teapot Cannon. Note, there are some known bugs with this crosshair, which are mostly caused by limitations of the available methods to create such a thing in GZDoom.
Movement updates
Platforming and jumping in Doom is difficult because of slippery movement: even when you stop pressing movement keys, the player will slide on the ground due to weird friction. Version 0.9.0 of the mod tried to make jumping and platforming a bit easier by adding a feature where the player's velocity would be quickly negated if you stopped pressing movement keys when landing after a jump. Version 1.0.0 introduces updates to this system:
- You now have 10 tics of coyote time! This system is fairly common in platforming games nowadays, but in case you're not familiar with it, here's what it does: when crossing a ledge, instead of immediately falling, you'll essentially walk on air for 10 tics, and you'll be able to jump off it too, which makes it much easier to jump off a ledge precisely.
- In 3rd person mode Alice will now have non-slippery movement at all times. You'll be able to change your movement direction instantly (not only after landing, but also during regular movement).
- In 1st person, aside from coyote time, you'll move like before: largely it'll feel the same was as in Doom, with one exception: if you land after a jump and you don't press any movement keys, or you try to move backwards, your forward momentum will be almost instantly nullified. This will make jumps a lot more controllable even in 1st person, eliminating the cases where you landed correctly but then slipped off a platform due to weird friction.
New throwable weapon: Jackbomb
Jackbomb from American McGee's Alice is now a part of the mod with one caveat: it's not a full separate weapon, but a simple activateable item that fires a projectile upon activation. In short, it's like a quick grenade. To keep things simple, it only has one attack, where it first sprays flames around and then explodes. (In the original game it also had another attack which was just an explosion, but it has always seemed redundant and somewhat boring in comparison to the flamethrower attack, so I opted not to include it.)
- Jackbomb pickups spawn randomly next to other ammo pickups. Under the hood there's an algorithm that prevents Jackbomb pickups from spawning too close to each other, so even if many ammo pickups appear in the same place, they won't have many Jackbomb pickups next to them. They will be spread by distance.
- You can carry up to 15 Jackbombs, and they have a separate indicator in the HUD. There's also a separate button to use them, which you can configure in the Mod Settings menu.
- In contrast to usable items in Heretic or Hexen, for example, Jackbombs have a delay between uses. That delay is represented in the HUD by a grey background appearing behind the Jackbomb icon.
Jackbomb has one attack: after landing on the ground, Jack will pop out of the box and start spraying flames around itself. After a few turns, it explodes, spawning one final ring of flame. Note, the flames can't hurt you (in constrat to how this weapon works in the original game), but the explosion can, so use it with care. Flames don't deal too much damage, but they apply a DoT effect on most monsters, and they can sometimes force their pain animation, so this weapon is more of a support tool for crowd control than a fully-fledge damage dealer.
Vorpal Knife
- Added input buffering for easier combos (see General) both for Knife and Claw (Rage Box mode) attacks.
- Added an extra fail-safe for recalling the knife: if the knife was recalled but doesn't return to Alice for over 6 seconds, it'll be put into her hand forcefully, wherever it was.
Hobby Horse
Hobby Horse received significant buffs and upgrades to how it feels to use. Previously it felt underwhelming compared to the faster Vorpal Knife, so now it features easier combo-ing, stun capabilities and optionally charged swings.
- Added input buffering for easier combos (see General). Note, input buffering won't work if you press altfire twice in a row to avoid awkward cases of performing double jumping attacks. Any other combo (multiple primary attacks, or going primary→secondary or secondary→primary any number of times) will be buffered normally.
- The Hobby Horse can now stun enemies. Stun chance is based on the enemy's current health (beginning at 100% with 300 health or below, and capping at 30% at 2000 health or above), and stun duration is based on how many hits you perform in succession (not necessarily on the same enemy), between 12 tics starting at 1st hit, and capping at 35 tics at the 8th hit.
- When performing each swing you now have an option to hold the attack button instead of tapping: if you do that, the swing can be charged. Charging the swing adds up to 20 bonus damage (if you hold for 18 tics or more) and increases stun duration for up to 12 extra tics.
- While performing the jumping attack (secondary), you will not collide with monsters (or other players). This will help avoid awkward moments where you end up on top of another monster after a jumping attack. Now you will instead fly through them until you hit the floor. If after the attack you end up inside a monster/player, you will still not collide with them until your collision boxes stop overlapping. (This is done so that you don't end up stuck inside a monster after a jumping attack).
- Attack ranged increased from 70 t...
Alice: Toys of Madness 0.9.0 beta
First public release! Features fully playable mod with all weapons and items functioning properly.
Here are some KNOWN missing features or issues:
- Jackbomb is included in the code but cannot be obtained in the game.
- Sprites of Alice's legs can blink in the top left corner before appearing the right place.
- There's no separate menu background for quick game dialog.
- Some kind of tutorials and/or in-game codex is planned to tell players more about the weapons, but so far nothing like this is included.
- The claw (Rage Box effect) swing and hit sounds still need some work.
- There are plans to add special interactions when you have both Rage Box and Cake active at the same time, but nothing like this is in the game yet.
- Cake doesn't have first-person use animation.
- Rage Box doesn't have any special first-person effects while active.