GrimoraMod
Card update + Fixes! Probably the biggest and most ambitious mod. Gives Grimora a full act!
| Date uploaded | 4 years ago |
| Version | 2.5.1 |
| Download link | Arackulele-GrimoraMod-2.5.1.zip |
| Downloads | 297 |
| Dependency string | Arackulele-GrimoraMod-2.5.1 |
This mod requires the following mods to function
API_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: 2.19.4Infiniscryption-Achievements
An API for adding achievements. Includes an achievement browser and a happy little popup whenever you unlock one.
Preferred version: 0.2.0README
Grimora Mod
-
A giant Mod made by Kopie, Arackulele, and xXxStoner420BongMasterxXx that builds upon the finale with Grimora's chessboard.
-
MOST IMPORTANT: !!!THIS IS A BETA AND IS NOT BUG FREE!!!
-
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.
Known Issues
Grimora's dialogue is unfinished and still the one from the finale and part 1 dialogue in some cases
- Ongoing process to add new dialogue.
Current save file is already at the finale with Grimora
- Make a backup of your save, then delete it. Having your current save already at the finale will break the mod.
Update Notes
2.5.0
Feature
-
Added 3 new special node pieces!- Boneyard: Bury one of your cards to give it Brittle and halve it's bone cost rounded up. For example, 9 bones becomes 5.
- Card Removal: Remove a card to give another card (or maybe your entire deck?!) in your deck a random special effect.
- Electric Chair: Give one of your cards a random positive sigil. This will not give your cards blood related sigils like
Sacrificial. - Goat Eye: Unsettling
-
Grimora phase 2 redone to be more difficult. -
Grimora has a new set of blocker pieces! -
Added custom animations to make the skeleton arm attack animation work for both player and opponent sides. -
Added multiple cards from Bt Y#0895, included with artwork!
Cards
-
Boo Hag - 1,1 -

Sigils: Skin Crawler. -
Danse Macabre - 3,3 -

Sigils: Alternating Strike, Erratic. -
Dybbuk - 0,1 -

Sigils: Possessive. -
Giant - 2,7 -


Sigils: Bone King, Bifurcated Strike. -
Project - 1,1 -

Sigils: Trifurcated Strike. -
Ripper - 6,6 -


Sigils: Brittle. -
Screaming Skull - 1,1 -

Sigils: Area Of Effect Strike. -
Silbon - 3,2 -

Sigils: Inverted Strike, Sprinter.
Sigils
- Alternating Strike - [creature] alternates between striking the opposing space to the left and right from it.
- Area Of Effect Strike - [creature] will strike it's adjacent slots, and each opposing space to the left, right, and center of it.
- Erratic - At the end of the owner's turn, [creature] will move in a random direction.
- Inverted Strike - [creature] will strike the opposing slot as if the board was flipped. A card in the far left slot will attack the opposing far right slot.
- Possessive - [creature] cannot be attacked from the opposing slot. The opposing slot instead attacks one of it's adjacent slots if possible.
- Skin Crawler - When [creature] resolves, if possible, will hide under an adjacent card providing a +1 buff. Otherwise, it perishes. Cards on the left take priority.
Bugfix
-
Fixed possible infinite loop if the player would have fewer than 3 cards in their deck when starting a battle. -
Set cardbacks to gravestones in Rare Card choice. Before it was the default paper cardbacks from Act 1. -
Fixed NPE in GameEnd method for GrimoraModBattleSequencerto now correctly reset the run if the player has lost with no NPE.
Refactor
-
Added PrefabConstants class for ease of grabbing prefabs and other objects. -
Changed Object.Findcalls to use.Instancecalls where necessary. This is because.Instancewill automatically give me the object I need to destroy/check. -
Removed patch for ChessboardMapas theUnrollingSequencewill never be called as it replaced by the extension classChessboardMapExt. -
Deactive beginning animation for original ChessboardMapclass in the scene so the transition looks cleaner. -
Updated CardBuilderto mimic API2.0 until kmod is officially released. -
Removed power level in creation of ability as it was never used. -
Replaced config entries for each boss to just BossesDefeated. -
Added thrown exceptions in FileUtilsto check if theArtworkandDataFilesfolder exists. -
Removed unused fields in GrimoraChessboardas the getters are the only ones used. -
Cleaned up SetupBoardinGrimoraChessboardto usePlacePieces<T>generic method. -
Added Resources.UnloadUnusedAssets()inOnDestroy()method as I think it was causing a lot of memory issues without it. Still not sure... -
Added RandomUtilsclass for having a method that will return a list of 3 random choices given a metacategory and list of cards. -
Cleaned up a bunch of comments. -
Moved patches to Patches directory. This is to keep patches in their own directory to easily differentiate what is custom class and what is a modifciation of an existing class. -
Moved config logic and setup to own ConfigHelper class. -
Updated Start patch for chests to now only set the NodeData type if it is null. This is so chests can placed with a specific node type. -
Added DebugHelper class for debug related tools. -
Changed ApiUtils creation of abilities to now set the rulebook name based on the type passed in, or as an optional param for setting a specific name. This just means less keystrokes when creating abilities. -
Multiple classes cleaned up and reformatted for easier reading. -
Renamed CreateInsertAbilityNameHereto justCreate -
Added emission sprites to Sprite bundle, and logic to add emission sprites to NewCard.emissions. -
Added extra builder methods for setting abilities. -
Modified build command in project to include artwork folder.
2.4.1
-
Fixed softlock after defeating Grimora for the first time. -
Fixed Bone Lord weakening himself instead of the player. -
Fixed issue where if a player would close the game during the rare card choice sequence after defeating a boss, the new boss does not spawn and there isn't a way to go into the next region without closing the game and removing the boss piece from the removed pieces entry in the config file. -
Fixed scaling on Plague Doctor and Summoner art. -
Tweaked Grimora's second phase to no longer give a card +1 attack if it had zero. -
Updated ability rulebook names to have spaces.
2.4.0
Features
-
Added new
energy object provided by Draconis17#3692!- Unfortunately Unity does NOT like external prefab objects. Will have to keep playing around with it to make it show up... :(
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Changed
energy cell color from light blue to Grimora's Text Display color. When able to play an energy card, highlighted cells
are now a dark yellow, similar to the emissions on the gravestone cards. -
Removed EnemyBattleSequencerPatchesin favor of custom SpecialBattleSequencer typesGrimoraModBattleSequencerandGrimoraModBossBattleSequencerfor better control over what happens where instead of modifying a class with a patch. -
Added GravestoneCardAnimationControllerPatchesfor now being able to rotate the skeleton attacking arm correctly if a card has multistrike (Crazed Mantis and Hydra for example).
Bugfixes
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Fixed
camera view when third candle is being added in Grimora boss fight. -
Fixed
softlock during Grimora's final phase. -
Fixed
Grimora queuing up too many cards. -
Fixed GBC
abilities like SkeletonStrafe (Skeleton Crew rulebook name) not appearing correctly.- All abilities should now show up correctly, which includes the GBC abilities.
-
Fixed
sizing and scaling of card art to better fit inside gravestones.- Bonelord and Dead Hand still have scaling/portrait overlaps until fixed.
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Corrected
outros for each boss to now play the correct dialogue if the player won or lost. -
Fixed
dialogue not playing during Grimora's second phase.
Refactors
-
Changed
CardBuilder methods to now be prefixed with Setinstead ofWith. -
Updated logic for resetting run to now wipe the deck, reset the config, and start you back at the tombstones falling. -
Removed
disabling act 1/2 cards from showing up as now the select card choices events now look for GrimoraMod specific cards. -
Updated
positions of masks to be closer to Grimora's face now. -
Added
blueprints to bosses when chess pieces are created instead of at intro sequence. -
Removed BossDefeatedSequencepatches.
2.3.3
Features
-
Added energy
drone! -
Added **
Reset Deck** button to now reset your deck back to the starter deck in case deck viewing throws errors.
Bugfixes
-
Corrected
logic for adding bones to the start of combat once a boss has been defeated.- Kaycee defeated = 2 bones
- Sawyer defeated = 5 bones
- Royal defeated = 10 bones
Refactors
-
Updated
project to net6. -
Removed
WithPortrait method call for cards to now load portraits based on names. -
Had to
undo Resource-based image loading as net6 threw a slew of errors at startup.- Images are now loaded through asset bundles.
2.1.2
Bugfixes
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Fixed
Blueprints -
Minor
patches and slightly changed Kaycee's mechanics.
2.1.1
Features
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Flavor
update. -
Added tons
of new dialogue. -
Added **
Reset Run** button (this only resets all data values in the config, not your deck).
2.1.0
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MASSIVE
refactor for readability and overall code quality! -
Added
custom config file grimora_mod_config.cfgto keep track of bosses defeated and active/removed pieces.
Features
-
Added 53
random chessboard layouts in JSON format for 'random' setups.- This is a now a future QOL as randomized boards look ugly as hell.
-
Added Deck
Review board view!- If you are unable to click on a chess node after viewing your deck, try viewing your deck again.
Bugfixes
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Fixed issue
with custom card sprites being positioned too low. -
Fixed issue
with loading the pieces back in their respective nodes if the player quit. -
Fixed issue
with player chesspeice appearing at previous node after region change. -
Fixed issue
with player chesspiece not spawning if there are no available nodes to spawn in for the row. -
Fixed issue
with softlocking on final boss! -
Fixed issue
with pieces overlapping and not being destroyed correctly causing newer pieces to never be created. -
Fixed issue
with defeating bosses throwing an exception when changing to a new map.
Refactors
-
Encounter
blueprints reworked into own class. -
Made
resource files of all artwork for significantly easier sprite loading.
2.0.2
Features
-
Balance
overhaul -
Added 30
more Blueprints
Bugfixes
Fixed
Blueprints
Special thanks to
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LavaErrorDoggo for making a lot of the Artwork
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YisusWhy for the epic Bone Lord Artwork
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JulianMods (xXxStoner420BongMasterxXx) for refactoring the code.
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Morrígan/crow_system#3539, Comrade Alpaca#0292, TheGreenDigi#8672, Plot#6972 for extensive beta testing v2.1
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Bt Y#0895 for currently working on Artwork for the mod
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Kopie for being a former developer.
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Draconis17#3692 for the new energy cells game object!
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
-
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
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New Card: Grave Carver
-
New Card: Grateful Dead
-
New Card: Big Bones
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New Card: Crossbones
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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 )
-
-
New Anti-Challenge : Pharaos Blessing- This Final helpful modifier makes the effects of elite fights always benefit you
-
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
-
Her fights second phase also features new snow storm ambience
-
Royals second phase now features a Rain Storm
-
The third phases may or may not feature some visual effects too
-
Frozen Cards ( Draugr, Glacier, Cards frozen bz Kaycee or by Cold front ) are now actually encased in ice
-
Terrain Cards are now dirty and Zombie-like
-
Every area now has unique lighting, with Kaycees region keeping the original turquoise
-
Every Node now gives Cards a unique emission Color
-
Several cards start with unique emissions
-
Most of the starter decks have new icons
-
Missing card portraits and abilities have been added to the starter deck menu
-
Hellhounds art has been redone
-
-
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
-
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
-
Card spawning and custom Mods-
Custom Card mod compatibility has been greatly increased, cards can now spawn via a custom metacategory
-
Custom Sigils can now be assigned to a specific level of the electric chair with a metacategory too
-
-
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)
-
Nerfs some of the Ankh Guard Blueprints -
Some Bug fixes
7.0.4 (really 3.0.4)
-
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)
-
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)
-
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
-
Revenant Bottle ( functions like the Bottle Items in act 1, just with a Revenant in it! )
-
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. )
-
Dead Hand ( Discards your current Hand, you draw 4 new Cards, You start with this Item in both normal and KC mod runs. )
-
Bone Lords Horn ( Uses up all your current Soul, you gain 2 Bones for each used Soul. )
-
Spectral Urn ( Functions like the Battery Item in act 3, refills all of your Soul to its current maximum. )
-
Ship in a Bottle ( Places Skeletons on every empty Slot, all existing Skeletons gain 1 Power. )
-
Mallet ( Deal 1 Damage to any enemy Card, which will then become Brittle. )
-
Embalming Fluid ( Select any friendly Card, which will then gain 1 Attack. )
-
Trowel ( Select an empty Slot, a random Terrain Card will be played for free on that Slot, and you will gain some Bones. )
-
There may be a secret 10th Item, which can only be gained in a certain way
-
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
-
At the start of an Ankh Guard fight, a random Rule will be generated, with both positive and negative Effects for the Player
-
There is always one Ankh Guard per map, which protects the Pharaoh's Tomb Event
-
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
-
Hell Mode is a terible new challenge, which makes the Game way too difficult
-
Starter Deck Changes -
As most of the Starter Decks were unfun and unplayable before, all but the default one have been reworked
-
4 new Starter Decks have been added, one for each Boss in Grimora Mod
-
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!
-
Completely new visuals for the Node thanks to Pink
-
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