GrimoraMod
KAYCEE'S MOD SUPPORT! Probably the biggest and most ambitious mod. Gives Grimora a full act!
| Date uploaded | 4 years ago |
| Version | 2.8.3 |
| Download link | Arackulele-GrimoraMod-2.8.3.zip |
| Downloads | 431 |
| Dependency string | Arackulele-GrimoraMod-2.8.3 |
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
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A giant Mod made by xXxStoner420BongMasterxXx and Arackulele, that builds upon the finale with Grimora's chessboard.
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MOST IMPORTANT: !!!You will probably encounter some Bugs!!!
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BEWARE:
- THIS WILL UNLOCK CERTAIN STORY EVENTS IN ORDER FOR THE MOD TO WORK, WHICH ALSO MEANS UNLOCKING CERTAIN ACHIEVEMENTS!
- 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.
- I suggest restarting your game at least once if you haven't actually gotten to the finale.
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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
Known Issues
Activated abilities no longer work
- The primary cause of this is whenever another ability gets added to the card. The bug lies in the
Activated Ability Fixmod, but I'm not sure where.
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
Sniperability is handled. It doesn't base it off how many attacks you're doing, it hard codes to either 2 forSplit Strikeor 3 forTri Strike.
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.
Update Notes
2.8.3, 30+ NEW CARDS
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NOTE: - Adding extra logging to see what's happening for Explode on Death ability. There are still issues with being Hooked and then exploding.
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Hopefully fixed deck resetting each run. For some reason, CardInfo in the CardCollection class seems to be always null at startup? -
Fixed Player chess piece not saving position correctly. -
Fixed hammer not resetting and not being usable.- Also fixed not correctly disappearing after third use.
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Fixed card flip only playing the first time for a card. -
Fixed electric chaired cards having broken names. -
Reset Button in pause menu now replaces the Library pause menu card! No more awkward spam clicking. -
When hammering a card, it will also check that the card is not dead. -
Added config option to randomize enemy encounters! Disabled by default. -
Added config option for your preferred input type.- Either wasd to move around or arrows keys.
- 0 = W for viewing deck, S for getting up from the table.
- 1 = Up arrow for viewing deck, down arrow for getting up from the table.
- Either wasd to move around or arrows keys.
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Now able to view your deck and get up from the table using W and S (or respective joysticks)! No more buttons!- This does however lock the player chess piece movement to the arrow keys. Joystick will no longer work moving the player piece.
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New attack animations courtesy of Jest!-
Cards with
Sentry. -
Cards with
Sniper. -
Twin Giants and Bonelord!
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Certain special secret animations will play under certain board conditions...
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The twin giants also have custom attacks now as well!
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Removed Part 1 metacategories for rulebook abilities so they don't show up in Act 1. -
Royal ship sway happens every other turn instead of every turn.- Cards with flying are not affected by board sway.
Bosses
Kaycee
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- Ice Cube: Normal, 1/1, 5 Bones with
Cold Front. - Glacier: Normal, 0,4, 10 Bones with
Ice Cube. - Frost Giant: Unobtainable, 2,4, 10 Bones with
Split Strike.
- Ice Cube: Normal, 1/1, 5 Bones with
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Kaycee does not freeze cards that already have Frozen Away. -
Kaycee now removes Stinkysigil when freezing away.- Cards that would be frozen from
Cold Frontsigil and have theFrozen Awaysigil already, only have their stats affected. - This means that
Cold Frontwill not stackFrozen Awaysigils.
- Cards that would be frozen from
Sawyer
Kennelterrain card.
Royal
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Cards!Shipreckterrain card.Pollyplayable card now spawns with Yellowbeard.
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Royal ship sway happens every other turn instead of every turn. Forgot to set this back to every other turn... -
Cards with flying are not affected by Royal's ship sway.
Grimora
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Fixed multistrike attacks not working on giant cards. -
Fixed Bonelord being replaced with a gang of wild Starvations. -
Bonelord's Reign is no longer an ability, but an effect when spawning.
Card Changes
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Bone costs should no longer display negative costs. -

- Honestly, too many added that I don't feel like typing out except for the specifics.
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- A bunch of card descriptions, most courtesy of Spooky Pig, withBloody Sackdescription courtesy ofBlind, the Bound Demon. -
Added patch for spikes ability, as it is possible to take damage from spikes even though the attacking card's attack is zero. -
Starvationart update byBt Y#0895. -
The Walkersart update byCatboy Stinkbug. -
Amoebareplaced byApparition. Normal 1/2, 4 Energy with Amorpheous (sigils from the electric chair). -
Corpse Maggotsreplaced byWight. Normal 2/1, 5 Bones withCorpse Eater. -
Projectnow just hasChaos Strikeability. -
Danse Macabrecost reduced to 6 from 8.
Ability Changes
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Fixed Area of Effect Strikeattacking the opposing slot first, then the rest. -
Hook Line and Sinkernow also checks the target card is not dead before hooking. -
Fixed Alternating Striketargeting adjacent slots and not adjacent opposing slots. -
Skin Crawlerability reworked again to hopefully be a lot more stable, added back to the pool!- Cards with
Skin Crawlerability are no longer possible to choose for the Electric Chair. - This is because the card is not considered on the field, and therefore does not trigger any sigil effects.
- Cards with
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Replaced Latchability icons with Grimora themed ones, courtesy ofBt Y#0895. -

- Boneless: [creature] yields no bones upon death.
- Bone Thief: When [creature] kills another card, gain 1 bone.
- Chaos Strike: [creature] will strike each opposing space to the left, right, and center of it, randomly.
- Cold Front: When [creature] perishes, the card opposing it is Frozen Away.
- Haunter: When [creature] perishes, it haunts the space it died in. The first creature played on this space gains its old sigils.
- Original code logic from
Bt Y#0895, refactored and cleaned up byBongMaster.
- Original code logic from
- Imbued: When a non-brittle ally card perishes, [creature] gains 1 power.
- Loose Limb: Thematic version of
Loose Tail. - Marching Dead: When [creature] is played, also play the cards in your hand that were adjacent to this card for free.
- Puppeteer: Cards on the owner's side of the field are unaffected by Brittle.
- Sea Legs: Renamed to
Anchoredwith art courtesy ofBlind, the Bound Demon. - Warren (Draw Rabbits): Received card is now
Spectrabbit.
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Inverted Strikenow has logic to handle TriStrike.
2.8.2 KAYCEES MOD SUPPORT
ALL CARDS HAVE NEW INTERNAL NAMES! YOU WILL NEED TO RESET YOUR SAVE DATA MOST LIKELY!
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Fixed still being able to click the hammer and hear the sounds even though it is invisible. -
Fixed being able to get up during special card sequences like the Electric Chair. -
Fixed tombstones not playing the falling animation sometimes. -
Stat icons are now right-clickable and viewable in the rulebook! -
Asset bundles are now loaded asynchronously. This just means it should get to the main menu faster. -
Added specific patch for getting adjacent slots for Giant cards to get the correct adjacent slots. -
Randomization for card choices and electric chair should be a bit more random now.
Bosses
Fixed Royal's skull not showing up in Endless mode.
Ability/Card Changes
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Fixed potential softlock if a card with Hook Line and Sinkerkills aLeaping Trap. -
Reworded Spirit Bearerdescription to now sayenergy soulinstead ofenergy cellto fit more thematically.
2.8.1
Corrected issue with rulebook not showing all the abilities.
2.8.0
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Fixed teeth not disappearing from cards that attack their owners.- For example, AOE Strike and now Raider. The reason being is that teeth only get cleared if
DamageDealtThisPhaseis greater than zero. There is logic for theCombatPhaseManager.SlotAttackSequencepatch that I made to minus the damage done to this field so that it would correctly add the damage to the scale for the respective owner. - Now there is logic in that patch right after subtracting the damage to call
CombatPhaseManager3D.VisualizeDamageMovingToScalesand cleardamageWeightsso that it will correctly remove the teeth from the board.
- For example, AOE Strike and now Raider. The reason being is that teeth only get cleared if
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FIXED ANNOYING BLUE LIGHT ON BOSS SKULL AFTER ROYAL'S FIGHT.- Apparently when the cannons are created, there is 2 spotlights created that don't get destroyed when they glitch out.
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Fixed hammer dialogue playing each battle instead of only once.- Problem was that I was only setting to not play the dialogue, only if you used the hammer the 3rd time.
- If you only used it once or twice each fight, it will play each fight.
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Giant cards will now be buffed from both side of the card if the adjacent friendly cards have Leader.- For example, if Bonelord has a Bone Prince on the left and right side of it, then the total buff will be 2 instead of 1
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Reset button is now only available to click in the Pause Menu. -
Explorable crypt! Although it's mostly the building, and not a whole lot in it at the moment. -
Added button to get up from the chessboard! -
3 more Skeletoncards are added to side deck. -
If no chess pieces have been interacted with at all, starting position for player piece will be defaulted. Meaning, if you haven't battled or opened a chest, your position will reset back to the start position for that board. -
Stinkbug will now glitch out when dying if it hasn't been clicked yet.
Boneyard
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Cards having 4 abilities cannot be chosen for the Boneyard event.- Breaks the card rendering unfortunately.
Electric Chair
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Changed campfire sounds to be more electric. -
Cards that have been Electric Chaired will now have a permanent blue emission. -
If the Electric Chair would give Swappersigil, a new sigil will be randomly chosen if the card has zero attack or fewer than 3 health.- This helps to avoid a card committing forever sleep on first hit.
Bosses
Boss skull during boss fight will glitch out when dying.
Kaycee
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Corrected issue with Submerge being removed from all cards instead of the card that was frozen during Kaycee's fight. (Thanks Magnificus!) -
Cards with Hook Line and Sinker,Possessive, orWaterbornewill now lose that ability when frozen, and regain it back once unfrozen. Causes the lane to die entirely and not be useable... -
Chess figurine icicle now looks more ice-like. Ice is hard to look like ice.
Royal
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Fleshed out more of Royal's first and second phases. -
New phase 2 music from Akisephila (Addie Brahem).
Grimora
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Fixed issue with Twin Giants spawning.- The primary issue seemed to be how the creation of the abilities were done. No more direct static calls!
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New Bonelord entrance! -
The giants now have personal names! I wouldn't make one mad though... -
Will now only reanimate every other card. -
Giant Strikereworked with a new description.[creature] will strike each opposing space. If only one creature is in the opposing spaces, this card will strike that creature twice.
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Bonelordis now 1 attack 20 health.
Ability/Card Changes
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Fixed potential softlock if two Screaming Skullcards are on the board and the first one dies toLeaping Trap. -
Fixed potential softlock if a card with SprinterandSubmergedies fromSentryafter moving into the new slot. -
Fixed cards with flying no longer flying after attacking. -
New pirate cards, regular cards, and abilities! Art courtesy Bt Y#0895.-
Captain Yellowbeard: 2/2, 7 Bones with
Sea Shanty. -
First Mate Snag: 2/2, 7 Bones with
Hook Line And Sinker. -
Privateer: 1/1, 4 Bones with
Sniper. -
Swashbuckler: 1/2, 0 Bones with
Raider. Not obtainable. -
Vellum: 0/2. Spawned from
Leaping Trapinstead of a normal pelt. -
Abilities:
- Raider: [creature] will strike it's adjacent slots, except other Raiders. Icon courtesy of
Blind, the Bound Demon#6475. - Sea Shanty: [creature] empowers each Skeleton on the owner's side of the board, providing a +1 buff their power. Icon courtesy of
Blind, the Bound Demon#6475. - Hook Line And Sinker: When [creature] perishes, the creature in the opposing slot is dragged onto the owner's side of the board. Icon courtesy of
Bt Y#0895.
- Raider: [creature] will strike it's adjacent slots, except other Raiders. Icon courtesy of
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New art for DisinterandScreeching Callabilities, courtesy ofBlind, the Bound Demon#6475. -
New art for multiple cards.- Drowned Soul, courtesy of
Bt Y#0895. - Ghost Ship, courtesy of
Cevin2006™ (◕‿◕)#7971. - Poltergeist, courtesy of
Cevin2006™ (◕‿◕)#7971. - The Walkers, courtesy of
Catboy Stinkbug#4099. - Zombie, courtesy of
Bt Y#0895.
- Drowned Soul, courtesy of
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Set all cards to Undeadtemple so they don't show up in Act 1.
Full Credits
Misc
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Akisephila (Addie Brahem) for the Soundtrack
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Cactus (cactus#0003) for making the official Trailer
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Arackulele for Balancing, polish, and other miscellanious things
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JulianMods (xXxStoner420BongMasterxXx) for refactoring the code.
Code
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JulianMods (xXxStoner420BongMasterxXx) for being the Main Developer
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Arackulele for additional programming
Artists
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LavaErrorDoggo (LavaErrorDoggo#1564) for making the Original Act 2 Cards but in full Size Artwork
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Bt Y#0895 for currently working on artwork for the mod
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Cevin_2006 (Cevin2006™ (◕‿◕)#7971) for additional Card art
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Arackulele for additional Card art
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Lich Underling (Lich underling#7678) for additional Card Art
3D Models
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Pink (Pink#6999) for making the Boss Skull Models , currently working on a full crypt 3D Model, etc
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Catboy Stinkbug (Catboy Stinkbug#4099) for the Board Skull 3D Models
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Draconis17#3692 for the new energy cells game object.
Dialogue
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Primordial Clok-Roo (The Primordial Clok-Roo#2156) for a ton of future Dialogue
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Bob the Nerd (BobTheNerd10#2164) for some dialogue
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Spooky Pig (Mr. Etc.#3925) for event dialogue
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Arackulele, for the original Dialogue
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JulianMods (xXxStoner420BongMasterxXx) for additional Dialogue
Additional Credits
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Blind, the Bound Demon (Blind, the Bound Demon#6475) for Gameplay footage
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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
7.6.2 (really 3.6.2)
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When playing the gambling boss, slot machine slots now return to normal after the battle -
Finally, and i really mean FINALLY changed the energy drone to always appear consistently no matter your api configs -
Replaced the great Flood Egypt Encounter ( Rest in piss, you might be missed only for your jankiness ) with a new one, that is hopefully bug free -
Added much better looking transitions to the Goat EYe Node
7.6.1 (really 3.6.1)
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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)
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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)
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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)
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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
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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)
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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)
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■■■■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
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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
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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)
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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)
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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)
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Royal boss softlock while Vengeant Ghouls is inactive -
Data file validation
7.3.0 (really 3.3.0)
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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
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Blood cost is now rendered on Grimora cards ( shown at the bottom of the card )
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Mox cost is now rendered on Grimora cards ( each mox is shown in a different place depending on the cost )
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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)
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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)
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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)
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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)
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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)
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Card Changes:-
New Card: Spectre
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New Card: Dead Man Walking
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Some Cards have gotten new art
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Plague doctor: Hp buffed to 2
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Expansion Changes:-
Added 8 new starter Decks, 7 of which were picked from the starter deck competition
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The last starter deck uses a guided random generator to randomlz generate decks
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New Card: Grave Carver
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New Card: Grateful Dead
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New Card: Big Bones
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New Card: Crossbones
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Card Change: Wyvern changed to Ectoplasm
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Warthr: Hp buffed to 5
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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
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A lot of miscellanious bug fixes
7.1.0 (really 3.1.0)
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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
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Kaycee gains a fiery new phase where she finally stops freezing
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Sawyer finally stops being scared after you kill the Hellhound, and he uses his bones to make your life hell
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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 -
New Visuals and sounds-
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 -
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 -
Anchored Cards are now immune to Hook, Line and Sinker -
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-
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 -
Latchers and Sniper now use custom visuals again, instead of the ones by the api -
Latcher Bugfixes and general errors fixed -
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 -
Infinite Lives now correctly disappears boss visuals when loosing -
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 -
Some Bug fixes
7.0.4 (really 3.0.4)
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All Items have descriptions now -
Two soft locks, one at the Card removal node, one at the Item Node -
Card art fixes
7.0.1 - 7.0.3 (really 3.0.3)
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The Item Node now has custom Visuals -
New Card portraits for some Cards -
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 -
The Mod has a new Icon, woo (Also thanks to Nevernamed) ! -
A new Event (Node) that functions like the Item Node in act 1/3: The Pharaoh's Tomb -
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 -
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 -
2 new Challenges! -
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 -
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 -
Complete rework to the Boneyard Node -
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 -
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 -
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 -
Changes to existing Cards -
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 -
The Stinkbug has been moved, and can no longer be killed -
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 -
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 -
Bug where after loosing in a KC Mod run, your Game would freeze and completely break -
The Mod is now compatible with the newest API version -
Several smaller Bugs regarding Sigil interactions -
Many small Bugs, the mod should now be much more consistent to play and save