GrimoraMod
New Soundtrack + Mechanics! Probably the biggest and most ambitious mod. Gives Grimora a full act!
Date uploaded | 2 years ago |
Version | 2.7.5 |
Download link | Arackulele-GrimoraMod-2.7.5.zip |
Downloads | 1472 |
Dependency string | Arackulele-GrimoraMod-2.7.5 |
This mod requires the following mods to function
Infiniscryption-Achievements
An API for adding achievements. Includes an achievement browser and a happy little popup whenever you unlock one.
Preferred version: 0.2.0API_dev-API
The de-facto standard core API for all Inscryption mods. This lets you create new cards, abilities, challenges, map nodes, starter decks, and more.
Preferred version: 2.19.4README
Grimora Mod
-
A giant Mod made by xXxStoner420BongMasterxXx and Arackulele, with modeling from
Pink#9824
, that builds upon the finale with Grimora's chessboard. -
MOST IMPORTANT: !!!You will probably encounter some Bugs!!!
-
IMPORTANT: ENABLE ENERGY DRONE IN API CONFIG IN ORDER FOR IT TO SHOW UP
-
BEWARE:
- THIS WILL UNLOCK CERTAIN STORY EVENTS IN ORDER FOR THE MOD TO WORK, WHICH ALSO MEANS UNLOCKING CERTAIN ACHIEVEMENTS!
- THIS MOD HAS NOT BEEN TESTED WITH KAYCEE'S MOD!
-
In the event you are starting from a brand new save, this mod will unlock all learned abilities, mechanics, and cards and some Story Events like the first tutorial battle, Bones, and a few others in order for this mod to work.
-
If you are not starting from a new save, this mod will check for certain story events and determine if it needs to unlock those.
-
I suggest restarting your game at least once if you haven't actually gotten to the finale.
-
If you want to discuss the mod further, join our Discord server! https://discord.gg/Xf8CBuS8a8
Reporting Issues
- If you would to help report issues, please raise a thread here with as much detail as you can provide: https://github.com/Arackulele/GrimoraMod/issues
- Bug reports can also be submitted on the Discord Server: https://discord.gg/Xf8CBuS8a8
ANY POSTS THAT JUST SAY 'A BUG HAPPENED AND IT BROKE' WILL BE IGNORED
Known Issues
Teeth stay on board after a card with AOE Strike attacks
- No idea how to fix, just a visual bug however so it doesn't affect gameplay.
A card with Area of Effect Strike, Tri Strike, and Sniper sigils only allows 3 attacks
- Believe it or not, this is how the vanilla game code for the
Sniper
ability is handled. It doesn't base it off how many attacks you're doing, it hard codes to either 2 forSplit Strike
or 3 forTri Strike
.
Boss skull between fights doesn't reset colors
- Unfortunately this one is a bit hard to track down, as the table colors get reset after each fight. Not sure why the boss skull doesn't have the color reset.
Rare card choosing breaks/throws exceptions
- The main culprit from what the team can tell, is that it's an issue with updating the asset bundles. The only recommendation we have now is to uninstall the mod completely, and redownload. Mod managers seem to be really finnicky.
Current save file is already at the finale with Grimora
- Make a backup of your save, then delete your current save. Having your current save already at the finale seems to break the mod.
- Possibly fixed in 2.6.4 update.
Bonelord art overlaps abilities
- Bonelord does what he wants.
Update Notes
2.7.5
-
Added more debugging tools for adding Grimora Mod cards to either your hand or deck. There is now also a dropdown for custom added cards.
- Enable developer mode in config file.
-
Skeleton
is now the default card that will spawn fromIce Cube
. -
Added try/catch blocks for
ProgressionData.UnlockAll
andPlayGlitchOutAnimation
for better error logging. -
Removed
Skin Crawler
from sigil pool. Until I can spend an entire day or 2 debugging this ability, it will be removed for the time being. It is the cause of way too many outlier softlocks or issues during battle and it's both frustrating for the player and myself personally.
2.7.4
-
Can now access rulebook after adding a new sigil to a card in the Electric Chair sequencer.
- This also means that you can right-click the newly added sigil so you can see wtf it is.
-
Can now view your deck during normal or rare card choices.
-
Added
Bellist
andSpirit Bearer
to Electric Chair ability pool. -
Added new rare card appearance!
-
Removed negative effects from Card Remove sequence. Community feedback overall did not like sacrificing a card and still getting fucked over (Bone Lord was a little too harsh...).
Bosses
Kaycee
-
Added more dialogue to better indicate how the mechanics work.
-
Slight nerf to freeze mechanic from 4 to 5.
Sawyer
- Added more dialogue to better indicate how the mechanics work. Player now only gets 1 bone at the start of phase 2.
Grimora
-
Hopefully fixed issue with phase 2 not spawning the twin giants. Cards will no longer be weakened going into phase 2.
-
Reduced twin giant attack from 2 to 1. Increased health by 1.
-
Removed reanimation sequence entirely. With
Double Death
especially, the difficulty ramp for the first phase due to this mechanic is just too overwhelming and can heavily swing the board in Grimora's favor in just 2-3 turns.
Ability/Card Changes
-
Reworked the logic for
Skin Crawler
, again.- Fixed potential softlock if
Boo Hag
is hiding under a card when you die. - New description: [creature] will attempt to find a host in an adjacent friendly slot, hiding under it providing a +1/+1 buff. Cards on the left take priority.
- Fixed potential softlock if
-
Adjusted
Death Knell
emission art to line up. -
Added special stat icons for
Catacomb
andDeath Knell
. -
Multiple new card arts
Bone Lord's Horn
art fromCevin2006™ (◕‿◕)#7971
.Bone Prince
art fromCevin2006™ (◕‿◕)#7971
.Headless Horseman
art fromCevin2006™ (◕‿◕)#7971
.Hydra
art fromCevin2006™ (◕‿◕)#7971
.Skelemagus
art fromCevin2006™ (◕‿◕)#7971
.Summoner
art fromCevin2006™ (◕‿◕)#7971
.
-
Added multiple new basic cards. All art from
Bt Y#0895
.- Centurion: 1/4, 6 Bones,
Armored
. Description courtesy ofBt Y#0895
. - Compound Fracture: 1/2, 4 Bones,
Sharp Quills
. Description courtesy ofBONG MASTER
. - Dalgyal: 0/2, 2 Energy,
Sentry
. Description courtesy ofTheGreenDigi#8672
. - Deadeye: 1/1, 5 Bones,
Hoarder
. Description courtesy ofTheGreenDigi#8672
. - FesteringWretch: 1/1, 3 Bones,
Stinky
. Description courtesy ofBlind, the Bound Demon#6475
. - Manananggal: 3/3, 8 Bones,
Flying
. Description courtesy ofTheGreenDigi#8672
. - Will 'O' The Wisp. 0/1, 1 Bone,
Spirit Bearer
(Gain Battery but themed for Grimora). Description courtesy ofBlind, the Bound Demon#6475
.
- Centurion: 1/4, 6 Bones,
-
Reduced cost of
Wyvern
to 3 bones from 4. Reduced energy cost ofScreeching Call
from 3 to 2. -
Wendigo
has been removed from the card pool. -
Inverted Strike
andAOE Strike
icons are now flipped when played by the opponent. -
Corrected visual issue with
Possessive
sigil where the opposing card would look like it's attacking the adjacent slots of the card bearingPossessive
, and not the adjacent friendly slots.- Updated description to: [creature] cannot be attacked from the opposing slot. The opposing slot, if possible, instead attacks one of its adjacent friendly cards.
2.7.2
-
Fixed visual issue with energy decals showing through other cards in
Deck View
. -
Fixed issue where you could spam click the
Deck View
button and continue overlapping the cards in your deck. -
Fixed issue with
Electric Chair
where it was possible to add 2 more abilities if the electrocuted card had 3 abilities to start. -
Fixed issue with hammer interaction when a card in your hand has
Corpse Eater
andHoarder
.- When the hammer is used, it disables the cursor so you can't interact with anything until the hammer sequence finishes. The problem is that with
Corpse Eater
andHoarder
, is that the hammer sequence doesn't finish until after you choose a card from theHoarder
sequence, but you can't choose a card because the hammer disabled your cursor. Hence, softlock.
- When the hammer is used, it disables the cursor so you can't interact with anything until the hammer sequence finishes. The problem is that with
-
Added hammer dialogue option in config file. The hammer also starts to be appear more used after each use.
- 0 = Disable hammer dialogue entirely.
- 1 = Play only once for the entire session. (default)
- 2 = Play dialogue each battle.
-
Card Removal, Boneyard, and Electric Chair initial dialogue now only gets played once, similar to how the vanilla game does not play certain dialogues once you've done it before.
-
Re-positioned
retrieveCardInteractable
in Electric Chair sequencer so that it's easier to take the card away from the chair.- Before, the slot was still positioned as if it was on the ground flat, so that you had to click between the chair and the stone.
Bosses
- Actually fixed the boss skull that Grimora holds glitching out exception that I thought I fixed in 2.6.6.
Kaycee
-
Fixed issue with cards that have been ice cubed by Kaycee not having all their abilities intact when being broken out of the ice.
- The reason for this is that the original
IceCube
logic creates the card in the slot by the name and NOT by theCardInfo
object. Meaning, whatever the vanilla card attributes are, is what spawns, not the one in your deck.
- The reason for this is that the original
-
Fixed icicle on Kaycee's figurine to now properly move with the head.
-
Tweaked Kaycee boss logic so the card freezing is less frustrating.
Sawyer
- Fixed issue with Sawyer taking a bone when a player would have zero bones, causing the PlayerBones to go in the negative.
- This would cause the player to be unable to play zero cost bone cards like Skeleton.
- Sawyer will now only take 1 bone from the player if the player has at least 2 bones or more.
Royal
- Reduced cannon theme to half volume so your eardrums don't hurt.
Grimora
-
Fixed potential softlock in Grimora's fight if a card had
Possessive
. -
Changed Grimora's theme to
Corrupted Queen
fromAkisephila (Addie Brahem)
.
Ability/Card Changes
-
Fixed multiple issues with
Skin Crawler
ability.- New description: When one of your creatures is placed in an adjacent space to [creature], [creature] will hide under it providing a +1 buff. Cards on the left take priority.
-
Fixed issue with
Handy
ability drawing a new hand for the player if the card would die and then reanimated during the first phase of Grimora's fight. -
New ability icon for
Skeleton Horde
courtesy ofBlind, the Bound Demon#6475
. -
New card,
Catacomb
fromBt Y#0895
. 10 cost, 0/10 withLammergeier
(affects attack only). -
New card,
Death Knell
fromBt Y#0895
. 8 cost, 0/2 withBell Ringer
andBellist
. -
New
Mummy
andSarcophagus
art courtesy ofBt Y#0895
! -
Added
Exploding Pirate
card. 1 Bone, 2/2 withLit Fuse
sigil. Initial art fromLich underling#7678
, with modifications fromAra
.Lit Fuse
: [creature] loses 1 health per turn. When [creature] dies, the creature opposing it, as well as adjacent friendly creatures, are dealt 10 damage.
-
Changed
Tomb Robber
ability to now beDisinter
: Pay 2 bones to create a skeleton in your hand.- Similar to the act 2 ability, but nerfed to cost 2 bones instead of 1.
-
Nerfed
Wendigo
attack from 2 to 1, and set as a normal type of card. -
Zomb-Geck
no longer appears as a rare card. Was more or less meant as filler until more cards were added.- Maybe used for future event?
-
Added description for
Banshee
. -
Added
Bonehound
to normal card pool. -
Updated
Skeleton Army
ability,Skeleton Horde
, description to better clarify what it does. -
Added extra logic for when a card has
Area of Effect Strike
andInverted Strike
andAlternating Strike
.- If
AOE Strike
andInverted Strike
, the slots to attack be will now be done in a counter-clockwise manner. For example,left adj, left opposing, center, right opposing, right adj
now becomesright adj, right opposing, center, left opposing, left adj
. - If
AOE Strike
andAlternating Strike
, same as below: - If
AOE Strike
andInverted Strike
andAlternating Strike
, the slots to attack be will now be done in a counter-clockwise alternating manner. For example,left adj, left opposing, center, right opposing, right adj
now becomesright adj, left adj, right opposing, left opposing, center
. - Unsure of how to handle having
Inverted Strike
andAlternating Strike
as the slot targeting slot is confusing to handle...
- If
2.7.1
-
Made
HellHound
no longer selectable in rare chest. Hope you had fun while it lasted! -
Fixed
Amoeba
showing up as both a rare and normal card. -
Added new Sawyer blocker piece courtesy of
Catboy Stinkbug#4099
. -
Added short and long dialogue outros for
Boneyard
sequencer courtesy ofMr. Etc.#3925
&Bt Y#0895
. -
Increased collider box for the hammer so that it's much easier to click.
-
Added head movement for Kaycee and Sawyer boss pieces.
-
Moved playing boss themes to start of IntroSequence as opposed to end, except for Royal.
-
Cannon theme for Royal is played first, then the main theme. Flows better. Thanks to
Catboy Stinkbug
for the suggestion. -
Changed ability for
HellHound
to be aVariableStateBehaviour
SpecialBehaviour.
2.7.0
-
Potentially fixed issue interacting with nodes at x0 y0 by just moving them to any other place on the board. Not sure why x0 y0 has issues with interaction.
-
New boss themes courtesy of
Akisephila (Addie Brahem)
-
You now gain +1
Starting Bone
for each boss you have defeated in the current run. -
The
Sawyer
boss now has unique mechanics, like stealing bones for you and spawning a certain hound of his. -
Added new Kaycee and Sawyer boss figurines courtesy of
Catboy Stinkbug#4099
.- Model updates for Sawyer courtesy of
Pink#9824
- Model updates for Sawyer courtesy of
-
Added new
Flames
artwork andFlameStrafe
ability icon courtesy ofCevin2006™ (◕‿◕)#7971
.
Full Credits
Misc
-
Akisephila (Addie Brahem) for the Soundtrack
-
Cactus (cactus#0003) for making the official Trailer
-
Arackulele for Balancing, polish, and other miscellanious things
-
JulianMods (xXxStoner420BongMasterxXx) for refactoring the code.
Code
-
JulianMods (xXxStoner420BongMasterxXx) for being the Main Developer
-
Arackulele for additional programming
Artists
-
LavaErrorDoggo (LavaErrorDoggo#1564) for making the Original Act 2 Cards but in full Size Artwork
-
Bt Y#0895 for currently working on artwork for the mod
-
Cevin_2006 (Cevin2006™ (◕‿◕)#7971) for additional Card art
-
Arackulele for additional Card art
-
Lich Underling (Lich underling#7678) for additional Card Art
3D Models
-
Pink (Pink#6999) for making the Boss Skull Models , currently working on a full crypt 3D Model, etc
-
Catboy Stinkbug (Catboy Stinkbug#4099) for the Board Skull 3D Models
-
Draconis17#3692 for the new energy cells game object.
Dialogue
-
Primordial Clok-Roo (The Primordial Clok-Roo#2156) for a ton of future Dialogue
-
Bob the Nerd (BobTheNerd10#2164) for some dialogue
-
Spooky Pig (Mr. Etc.#3925) for event dialogue
-
Arackulele, for the original Dialogue
-
JulianMods (xXxStoner420BongMasterxXx) for additional Dialogue
Additional Credits
-
Blind, the Bound Demon (Blind, the Bound Demon#6475) for Gameplay footage
-
The people of the Grimora Mod Discord Server, for Ideas , voting on features and being awesome
CHANGELOG
Recent Update Notes
Why do the Version Numbers on Thunderstore not match the actual Version?
- Because of the official Arg this mod was involved in, i set the version Number fo the ARG version of the mod to 6.6.6 (because its all demonic and spooky), but since you cannot delete a thunderstore Version or release a new version with a lower version Number, the Mod will forever be stuck after 6.6.6
7.6.1 (really 3.6.1)
-
Softlock in Map generation when the Gambling Expansion is enabled but the Challenge isnt selected
-
Crash when dying in the Mods Story Mode
7.6.0 (really 3.6.0)
-
The new Crypt Model is now available!
-
Balance Fixes and Tweaks
-
Features Enabled by the Gambling Expansion https://thunderstore.io/c/inscryption/p/Arackulele/Grimora_Mod_Gambling_Expansion/
-
New Cards and Sigils in the Gambling Expansion
-
New Boss in the Gambling Expansion
-
Loading Time Improvements
-
Saving Issues causing the Bell to not appear
-
Bug causing the Fecundity Sigil and the Scavenger Sigil to Softlock the Game in KCMod
-
Haunter Sigil Bug Fixes
-
Some Map related Fixes
-
Fledgling Sigil Infinite Combo removed
7.5.2 (really 3.5.2)
-
Beautiful New Ambient Music has been added for the first 3 Areas of the Mod ( Composed by Matthewwwwww )
-
Fixed multiple bugs relating to the Goat Eye Node
-
Patched up the dialogue manager to work smoother and bettter
-
Sawyer Phase 3 no longer Softlocks the Game
-
Fixed some Sigil related Softlocks ( including an interaction between the Sentry and Haunter Sigil )
-
Changed the way the Fledgling Sigil works in Grimora Mod
-
General Performance improvements
7.5.0 (really 3.5.0)
-
Dialogue Overhaul! The writing of the mod has been updated and polished, along with added variety as well as Node dialogue being much more convenient now
-
3 New Boons have been added to the Goat Eye Node
-
Gravebard Node now gives
-
Accesibility Additions to the new Nodes
-
Encounters have been changed in order to provide more variety, encounters are also less static than before with more variety
-
New Terrain Variety
-
New Info Screen when you launch the Mod for the first time
-
Royal Boss, Sawyers Third Phase and the final Boss have had some minor tweaks to their mechanics, in order to make them more interesting
-
Mycologist Node has been rebalanced, making it much less overpowered ( along with making the mycologists quieter )
-
Item Node has been changed: The Tomb Robber it gives if you already have 3 items is now the same as it was in act 2, it has been removed from the normal card pool
-
Changed Electric chair sigil pool slightly
-
Item changes:
-The Ship Bottle now spawns 2/1 Skeletons
-The Trowel can now provide actual treasure, rarely
-The Dead Hand now draws a SKeleton from your side deck as well, and only gives you a dead hand if your main deck is actually completely empty
- Card changes:
-Festering Wretch is now in the main mod
-Catacomb: Now has Bonelords thirst (1 Attack for each Bone) as his attack instead of half bones
-Deadeye: Costs 4 Bones instead of 5
-Pharaos Pets: Costs 3 Bones instead of 4
-Ectoplasm: Costs 4 Energy instead of 3, has 2 health instead of 1
-Eidolon: Has 3 Health now instead of 4
-Ember Spirit: Has made of Stone now
-Fylgja: Costs 6 Bones instead of 7
-Grave Carver: Costs 5 Bones instead of 6
-Haltia: Costs 5 Energy instead of 4, has 2 health instead of 1
-Hellhand: Costs 6 Bones now, has 2 attack instead of 1
-Noseferat: Now has 2 times Brittle Latch instead of Brittle Latch and Blood Guzzler
-Plague Doctor: Has 3 Health now instead of 2
-Poltergeist: Costs 4 Energy instead of 3, lost flying, now has a new attack stat
-Polly: Costs 3 Bones instead of 4
-Skelemagus: Costs 6 Energy now instead of 5
-Slingers Soul: Costs 4 Energy now instead of 3
-Vampire: Costs 6 Bones instead of 5
-Wechuge: Has Clinger now
-Wight: Costs 6 Bones instead of 5
-Forgotten Man: Flotsams dont have Waterborne anymore
-Moroi: Sigil now gives 3 Energy instead of 1
-Starved Man: Sigil now once again depletes health
-
Energy Drone now appears even when playing with the newest API Version
-
Fixed a softlock when overkilling Bonelords horns in the final boss fight
-
Fixed a Bug where scavenger and fecundity would cause a softlock in KCM
-
Fixed issues relating to saving and the credits appearing after every run and not just the first
7.4.1 (really 3.4.1)
- Fixed various Bugs and softlocks
7.4.1 (really 3.4.1)
-
Fixed a Bug where loosing to a Boss would cause a Softlock
-
Fixed an error in ■■■■■■ ■■■■■■p
-
Improved logic for the Great Flood Terrain Condition
-
Fixed some Map layouts
-
Fixed some saving issues when launching the mod whilke your save state was in the tutorial
7.4.0 (really 3.4.0)
-
■■■■e new ■■■■s, with entirely unique mechanics and content! Youll haev to se this one in game instead of just reading the Patch Notes :)
-This is massive, trust me
-Relating to this there is a new Mechanic, new Items and new Effects
-
Entirely revamped Ankh Guards, coming with Terrain conditions instead of randomly generated Rules! There is 8 entirely unique conditions which will spice up these fights
-Since the old System was very deck dependant, frustrating and uninteresting to many players, the new system is meant to entriely solve these issues
-
Every character ( Kaycee, Sawyer, Royal, The Bonelord, ■■■■■■■■) now has a unique font to talk and uniqueSound efects! ( Many of these Sound effects were provided by the great Gold/Inversefireman)
-
A Visual UI based map creator made by Catboy Stinkbug is now included with the mod so you can make your own Maps ( it is found in the Mods files at Arackulele-GrimoraMod\Maps\Map_Creator )
-
New Antichallenge: Blessing of the Ankh, gives you ane xtra Bone and an extra starting Energy in all Boss Fights and Pharao Fights
-
Right clicking an Item to see its Rulebook entry in this Mod would previously do nothing, now it triggers a dialogue of Grimora explaining the Items Mechanics
-
Soul Urn Revamp: Now takes all of your current Soul and gives you max Soul for each Soul that was taken, if your Soul maximum is already at 6, it instead provides 2 Souls for free
-
Trowel Nerf: This item has been overpowered for a while, now gives way less Bones and very good terrains are much rarer
-
Map revamps: Almost every Chessboard layout has been revamped while a lot of new unique ones have been added
-
New Dead Hand Model by Pinks8n
-
A very significant amount of other improvements and fixes, making the mod run smoother and better overall
-
The cost displayer has gotten a major fix, amaking it look much better, actually update when a cards cost changes and reducing lag caused by it
-
Tons of Softlocks have been fixed, enjoy a way smootehr experience
7.3.3 (really 3.3.3)
-
Fixed Soulless not actually increasing skeleton energy cost
-
Some achievement triggers
-
Some internal changes for custom mod support
7.3.2 (really 3.3.2)
-
Some achievements have gotten new art by inversefireman
-
Clover not showing up on chest nodes when the wilted clover challenge is active
-
The Black Bird//The Dark Slope achievement being unobtainable
-
Achievements gotten in the final boss not saving and showing up as incomplete on the achievements screen
-
More emission fixes
7.3.1 (really 3.3.1)
-
Royal boss softlock while Vengeant Ghouls is inactive
-
Data file validation
7.3.0 (really 3.3.0)
-
Achievements! Discover the 12 new achievements in the game in the achievements tab
-
New cost renderer by Cevin_2006
-
Energy is now rendered as ornate additions around the bone cost instead of just squares
-
Blood cost is now rendered on Grimora cards ( shown at the bottom of the card )
-
Mox cost is now rendered on Grimora cards ( each mox is shown in a different place depending on the cost )
-
-
Config for an alternate way of paying for energy cards ( turning on this mode makes energy cards cost max energy as well )
-
New vfx for Royals and Kaycees 3rd phases by Cevin_2006
-
New maps for Sawyer and Royal
-
Soul Urn now also gives a max energy
-
Ouroboros portrait moved up
-
Electric chair sigil pool reset when entering the node, but the lever did not show this
-
Some cards were missing emissions
-
Other minor gameplay bugs
7.2.7 (really 3.2.6)
-
Slightly nerfed one blueprint in Kaycees area of Hell Mode
-
Fixed golden skeletons not being set correctly after beating Skull Storm
7.2.6 (really 3.2.6)
- I swear this is the final version 3.2 update, i fixed hell mode so its not literally impossible
7.2.5 (really 3.2.5)
- Hotfix
7.2.4 (really 3.2.4)
-
A certain reward for players dedicated enough to beat Skull Storm
-
Hell mode has been nerfed, especially concering some encounters that were impossible in Skull Storm runs
-
More Pharao fight bug fixes ( maybe )
7.2.3 (really 3.2.3)
-
The Electric chair Sigils now have their own metacategories so other modders can use them for their mods, and add new sigils to the list
-
The Dead Hand Item now gives you a Dead Hand ( Card ) if you use it while having no Cards in your main deck, or when you use it with less than 4 Cards in your main deck
-
Changed the Kaycee Hell Mode encounter where it spawns a turn 1 giant
-
Fixed that one Grimora Map where people couldnt click on the boss and were softlocked
-
Fixed a Softlock with the Royal Rumble challenge ( rarely the challenge still makes you unable to play Cards from your Hand, im looking for a fix for that )
-
More Pharao fight bugs squashed
7.2.2 (really 3.2.2)
-
Cards spawned by the ship in a bottle now get random pirate names
-
Apparition and other cards with Haunter breaking the final boss
-
Some Pharao fight crashes
-
Haunter breaking when a Card placed on a Haunted Slot is immediately destroyed ( by for example Sentry )
-
Terrain Cards not dropping Bones in act 1 when grimora mod is installed
-
Various Dialogue issues
7.2.1 (really 3.2.1)
- Dead Man walking crash
7.2.0 (really 3.2.0)
-
Card Changes:
-
New Card: Spectre
-
New Card: Dead Man Walking
-
Some Cards have gotten new art
-
Plague doctor: Hp buffed to 2
-
-
Expansion Changes:
-
Added 8 new starter Decks, 7 of which were picked from the starter deck competition
-
The last starter deck uses a guided random generator to randomlz generate decks
-
New Card: Grave Carver
-
New Card: Grateful Dead
-
New Card: Big Bones
-
New Card: Crossbones
-
Card Change: Wyvern changed to Ectoplasm
-
Warthr: Hp buffed to 5
-
-
Control Changes:
- The arrow Keys controls have been Changed to IJKL, i recommend using this control scheme over the wasd one, as it does not overlap with any other controls
-
A lot of miscellanious bug fixes
7.1.0 (really 3.1.0)
-
Credits, when you beat a KCmod run of Grimora Mod for the first time, the mosd full credits will play
-
New Challenge : Vengeful Ghouls
-
All Bosses gain a third phase with this final challenge, it is the Grimora mod equivilant of Kcmods royal challenge
-
Kaycee gains a fiery new phase where she finally stops freezing
-
Sawyer finally stops being scared after you kill the Hellhound, and he uses his bones to make your life hell
-
To find out what Royal does, youll have to get there in game ( no spoilers here )
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New Anti-Challenge : Pharaos Blessing
- This Final helpful modifier makes the effects of elite fights always benefit you
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Elite Fight difficulty has been readjustet and is now region based instead of constant
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New Visuals and sounds
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Kaycees Snow Effects have been completely redone, including completely different blizzard effects in her second phase
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Her fights second phase also features new snow storm ambience
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Royals second phase now features a Rain Storm
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The third phases may or may not feature some visual effects too
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Frozen Cards ( Draugr, Glacier, Cards frozen bz Kaycee or by Cold front ) are now actually encased in ice
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Terrain Cards are now dirty and Zombie-like
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Every area now has unique lighting, with Kaycees region keeping the original turquoise
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Every Node now gives Cards a unique emission Color
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Several cards start with unique emissions
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Most of the starter decks have new icons
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Missing card portraits and abilities have been added to the starter deck menu
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Hellhounds art has been redone
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Frankenstein ( not Frank & Stein ) now has unique Art and doesnt gain another sigil when being transformed at the electric Chair
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New Cards: Davy Jones and his locker
- Davy Jones is a rare pirate card, that gains more damage for every pirate on the board
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Terrain Cards now no longer drop Bones
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Anchored Cards are now immune to Hook, Line and Sinker
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Kaycees second Phase
- Kaycee now sends a barrage of Avalanches on the Board at the start of her second Phase
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Card spawning and custom Mods
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Custom Card mod compatibility has been greatly increased, cards can now spawn via a custom metacategory
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Custom Sigils can now be assigned to a specific level of the electric chair with a metacategory too
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Sniper and Sentry no longer Softlock when given mid battle
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Latchers and Sniper now use custom visuals again, instead of the ones by the api
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Latcher Bugfixes and general errors fixed
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When having an Area of effect Strike or Raider Card on the Board, and the dealt damage by all cards on one side of the board equals 0, the resulting damage points will no longer stay on the table and will instead be deleted
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Infinite Lives now correctly disappears boss visuals when loosing
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Giant Cards not being immune to certain effects they should be immune to
7.0.6 (really 3.0.6)
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Nerfs some of the Ankh Guard Blueprints
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Some Bug fixes
7.0.4 (really 3.0.4)
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All Items have descriptions now
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Two soft locks, one at the Card removal node, one at the Item Node
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Card art fixes
7.0.1 - 7.0.3 (really 3.0.3)
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The Item Node now has custom Visuals
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New Card portraits for some Cards
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Minor Bug fixes concerning the Items
7.0.0 (really 3.0.0)
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New Title Screen, the Mod's Logo is now displayed and the start Run Card has entirely new Art, thanks to Nevernamed
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The Mod has a new Icon, woo (Also thanks to Nevernamed) !
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A new Event (Node) that functions like the Item Node in act 1/3: The Pharaoh's Tomb
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There is 9 unique Items you can gain here
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Revenant Bottle ( functions like the Bottle Items in act 1, just with a Revenant in it! )
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Bone Heap Bottle ( functions like the Bottle Items in act 1, just with a Bone Heap in it! You start with this in a normal run. )
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Dead Hand ( Discards your current Hand, you draw 4 new Cards, You start with this Item in both normal and KC mod runs. )
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Bone Lords Horn ( Uses up all your current Soul, you gain 2 Bones for each used Soul. )
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Spectral Urn ( Functions like the Battery Item in act 3, refills all of your Soul to its current maximum. )
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Ship in a Bottle ( Places Skeletons on every empty Slot, all existing Skeletons gain 1 Power. )
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Mallet ( Deal 1 Damage to any enemy Card, which will then become Brittle. )
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Embalming Fluid ( Select any friendly Card, which will then gain 1 Attack. )
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Trowel ( Select an empty Slot, a random Terrain Card will be played for free on that Slot, and you will gain some Bones. )
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There may be a secret 10th Item, which can only be gained in a certain way
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A new type of Fight : The Ankh Guard which is much more difficult than regular fights
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These have unique Battle Blueprints and Cards, which are especially powerful
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At the start of an Ankh Guard fight, a random Rule will be generated, with both positive and negative Effects for the Player
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There is always one Ankh Guard per map, which protects the Pharaoh's Tomb Event
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Terrain now spawns in fights, and is unique to each Area
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2 new Challenges!
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The Bone Lords Mercy anti-challenge is intended to make the game easier and more fair, giving you increased Bone generation
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Hell Mode is a terible new challenge, which makes the Game way too difficult
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Starter Deck Changes
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As most of the Starter Decks were unfun and unplayable before, all but the default one have been reworked
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4 new Starter Decks have been added, one for each Boss in Grimora Mod
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Kaycee Mode win and loss Screens
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Complete rework to the Boneyard Node
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It now has several different effects, which Grimora tells you about before you bury your Cards, so listen to what she says!
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Completely new visuals for the Node thanks to Pink
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Read more about the specifics on the Wikie here: https://grimoramod.fandom.com/wiki/Boneyard_Event_Piece
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Rework to the Grim Reaper / Bone Lord Node
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The Node is now less random and its probabilities are determined by the amount of Sigils the Card you sacrifice has
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The Bone Lord is a big fan of Obols
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Changes to Challenges
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Several Challenges have new Art
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Challenges now show the "Bug out" Effect that also happens during act 1 when a KC Mode challenge gets activated
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Grimoras dialogue was cleaned up and fixed
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Changes to existing Cards
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Haunted Mirror and Nosferat are now in the main Mod
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Some underused Cards like Silbon and Dead Hand have had their Bone Cost reduced
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The Descriptions of Cards have been majorly reworked, to be more mysterious and philosophical
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Several Cards have new Art
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Several new Cards have been added, mainly as Terrains
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New Fair Hand! Before, you would always draw a Bone Heap and Gravedigger in your starting Hand if you had one in your Deck. The fair Hand now chooses from any cheap Cards in your Deck, making certain Strategies much more viable
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The Stinkbug has been moved, and can no longer be killed
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No Animals were harmed in the making of this Mod
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Some Snow Storm Effects have been added to Kaycee, in anticipation of adding more visual Identity to the differnt Ghouls, will see how much Players like this
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Kaycees Area now also has some unique, randomized Blocker pieces
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Several Easter Eggs have been added, mostly involving placing certain Cards on certain Nodes
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Bug where after loosing in a KC Mod run, your Game would freeze and completely break
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The Mod is now compatible with the newest API version
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Several smaller Bugs regarding Sigil interactions
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Many small Bugs, the mod should now be much more consistent to play and save