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Arackulele-GrimoraMod-2.10.1 icon

GrimoraMod

Compatibility update... again! Probably the biggest and most ambitious mod. Gives Grimora a full act!

Date uploaded 2 years ago
Version 2.10.1
Download link Arackulele-GrimoraMod-2.10.1.zip
Downloads 5607
Dependency string Arackulele-GrimoraMod-2.10.1

This mod requires the following mods to function

Infiniscryption-Achievements-0.2.0 icon
Infiniscryption-Achievements

An API for adding achievements. Includes an achievement browser and a happy little popup whenever you unlock one.

Preferred version: 0.2.0
API_dev-API-2.19.4 icon
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: 2.19.4

README

Grimora Mod

  • A giant Mod made by just a lot of people (look in the credits section of the readme for more info), that builds upon the finale with Grimora's chessboard.

  • MOST IMPORTANT: !!!YOU WILL ENCOUNTER BUGS!!!

  • 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.
  • If you want to discuss the mod further, join our Discord server! https://discord.gg/Xf8CBuS8a8

Reporting Issues

Icon Definitions

  • Bugfix Bugfix. Self-explanatory.

  • Feature Feature. Newly added implementations or other enhancements.

  • Refactor Refactor. Anything that changes/modifies existing logic. Not necessarily a bugfix.

Known Issues

Haunter sigils can be seen through cards in hand

  • Currently investigating, although I'm not quite sure where the issue exactly lies. Tried messing around with the layer ordering and that didn't seem to fix the issue.

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 sigil is handled. It doesn't base it off how many attacks you're doing, it hard codes to either 2 for Split Strike or 3 for Tri 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.

Update Notes

2.10.1

  • Feature New Anti- Challenge ( Safe Chair )

  • Bugfix Issues with api 2.4

2.10.0

  • Feature 4 New Challenges ( Soulless x2 , Fraile Hammer, Jammed Chair and Wilted Clover )

  • Feature 1 New Anti- Challenge ( Infinite Lives )

  • Feature Challenges and anti Challenge Skulls are now properly colored ( challenge skulls are now cream-yellow and anti-challenge Skulls are electric-blue )

  • Refactor The KC mod related code has been basically completely rewritten, resulting in a much more stable experience ( major thanks to Kopie for this )

  • Refactor Changed the name of the Royals Revenge challenge to Royal Rumble

  • Refactor Reworked the Sawyers Showdowm Challenge

  • Bugfix Fixed an issue where the player wouldnt gain Bones even when the No Bones Challenge is disabled

  • Bugfix Fixed an issue where Quitting a Kc mod grimora run wouldnt delete the assosiated Save Data

  • Bugfix Fixed an issue where quitting the game in a Kc mod Grimora run and returning to it would reset the Players Deck

  • Bugfix Fixed Various issues with Challenges not applying behaviors properly

2.8.10 aka 2.9.0

  • Bugfix Fixed issue with the mod being incompatible with the newest version of the Api.

2.8.9

  • If you happen to encounter any further bugs, you may have to delete your ModdedSaveFile.gwsave file in your Inscryption directory. This is in the same directory as your main save file, SaveFile.gwsave

  • Bugfix Fixed issue with choosing a card causing a softlock. Apparently you can't use .Any() on the override choices.

2.8.8

  • Bugfix Potentially fixed issue with current save file already being at the Grimora finale.

    • Thanks to the work already done by divisionbyzorro#2868 with the P03 Mod, I was able to borrow and tweak accordingly a lot of the code related to save file handling.
    • Still expect bugs because it is not perfect.
  • Feature Initial beta for Ascension Mode! EXPECT A LOT OF BUGS!

    • Challenge skull art courtesy of Bt Y#0895.
    • No Bones: You no longer gain the extra bones after defeating bosses.
    • Kaycee's Kerfuffle: The fourth turn of every battle, all your cards will are Frozen Away.
    • Sawyer's Showdown: Lose 1 bone every 3 turns.
    • Royal's Revenge: Every third card you play gains the Lit Fuse sigil.
  • Refactor The last Skeleton in your side deck pile now has 2 attack instead of 1.

Ability Changes

  • Bugfix Latch related abilities can no longer choose cards with 5 abilities as targets.

  • Bugfix Chaos Strike description updated: [creature] will strike the opposing slots to the left, right, and center of it randomly, up to 3 times.

  • Bugfix Skin Crawler can no longer go under other cards with Skin Crawler.

  • Bugfix Marrow Sucker can now only be activated if the card is not at max health.

  • Bugfix Marrow Sucker now correctly shows up in Rulebook.

  • Bugfix Malnourishment will now correctly cause the card having the sigil to die if the health reaches zero.

  • Bugfix Sea Shanty will now only buff Skeletons on the owner's side of the board, and not all Skeletons.

  • Refactor Malnourishment no longer appears in the chair.

  • Refactor Blood Guzzler is no longer possible to get on zero attack cards in the Electric Chair.

  • Refactor Updated rulebook descriptions of Power Dice and Marrow Sucker so that it better indicates what it actually does.

Card Changes

  • Bugfix Fixed Spectrabbits sigils not showing when drawn from Fecundity.

  • Feature Added Ourobones card. 1/1 2 Bone cost with Brittle.

  • Refactor Spectrabbits sigils will no longer stack.

    • This is to fix the issue with getting Fecundity and Sentry on the rabbits to the point where you end up one-shotting everything.
  • Refactor Multiple card descriptions updated per Mr. Etc.#3925.

  • Refactor Vampire attack nerfed from 3 to 2. Bone cost buffed from 6 to 5.

  • Refactor Giant attack buffed from 2 to 3.

  • Refactor Ripper bone cost buffed from 9 to 6.

  • Refactor Jikininki attack buffed from 0 to 1. Energy cost nerfed from 4 to 6.

2.8.7

  • Bugfix Fixed issue when assets don't load fast enough on slow hard drives, causing exceptions when entering the game.

  • Bugfix Added check to only replace the bomb object from Explode On Death when it's Grimora's finale.

  • Feature Cards can now have 5 abilities!

    • The sigil icons have now also been resized and repositioned slightly to better fit on the cards.
  • Refactor Multiple refactors to handle new API 2.2 updates.

  • Refactor Added KMod code logic for regular and rare card choices.

  • Refactor Cursor interaction disabled at beginning of Electric Chair intro so you can't break the intro sequence...

  • Refactor Added custom animation controller for playing specific animations and better overall control for card animations instead of using patches.

Bosses

Grimora
  • Bugfix Fixed Twin Giants and Bonelord playing attack animation after dying.

  • Bugfix Fixed softlock with Twin Giants and Bonelord if their attack animations don't finish playing before another card attacks.

  • Refactor Now using ModifyQueuedCard and ModifySpawnedCard methods instead of patches when spawning cards.

Ability Changes

  • Bugfix Fixed Blood Guzzler and Malnourishment causing a softlock if the card dies from Sharp Quills or other means before the attack sequence finishes.

  • Feature Skeletons Within: Once [creature] is struck, draw a card from your Skeleton pile.. Art courtesy of Bt Y#0895.

  • Refactor Alternating Strike icon will now flip if on the opponent side.

  • Refactor Moved logic for enraging a Twin Giant to be inside the Giant Strike sigil instead of Grimora's battle sequence.

Card Changes

  • Bugfix Fixed Skin Crawler cards not being destroyed correctly during Royal's fight after swaying.

  • Feature Hellhand is actually usable now!

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

  • Arackulele for additional programming

  • Kopie for some Bug fixes

  • Orochi Umbra for some code for the Ourobones Card

  • JulianMods (xXxStoner420BongMasterxXx) for a ton of the Code

Note from BongMaster 2022-04-30

  • Due to the toxicity/negativity of the GrimoraMod server in regards to really any discussion that might be taking place, I'm going to be taking a hiatus from working on the mod.
  • I personally have been private messaged from 6 different members in the server about ideas being not only shutdown, but aggressively attacked from other members in the server as well. I wanted to work on this mod as it was a great idea and to extend the Scrybe of the Dead even further, not deal with people who are unable to have a decent idea discussion or have no idea how to give constructive criticism.

Artists

  • LavaErrorDoggo (LavaErrorDoggo#1564) for making the Original Act 2 Cards but in full Size Artwork

  • Bt Y#0895 for a ton of 2D Assets for the Mods

  • Cevin_2006 (Cevin2006™ (◕‿◕)#7971) for additional Card art

and some Challenge Skull Art

  • Lich Underling (Lich underling#7678) for additional Card Art

  • Anne Ghoul for some 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 and Wilted Clover Model

  • Draconis17#3692 for the new energy cells game object.

  • JestAnotherAnimator for the new attack animations.

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

  • 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

7.5.2 (really 3.5.2)

  • Feature Beautiful New Ambient Music has been added for the first 3 Areas of the Mod ( Composed by Matthewwwwww )

  • Bugfix Fixed multiple bugs relating to the Goat Eye Node

  • Bugfix Patched up the dialogue manager to work smoother and bettter

  • Bugfix Sawyer Phase 3 no longer Softlocks the Game

  • Bugfix Fixed some Sigil related Softlocks ( including an interaction between the Sentry and Haunter Sigil )

  • Bugfix Changed the way the Fledgling Sigil works in Grimora Mod

  • Refactor General Performance improvements

7.5.0 (really 3.5.0)

  • Feature 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

  • Feature 3 New Boons have been added to the Goat Eye Node

  • Feature Gravebard Node now gives

  • Feature Accesibility Additions to the new Nodes

  • Feature Encounters have been changed in order to provide more variety, encounters are also less static than before with more variety

  • Feature New Terrain Variety

  • Feature New Info Screen when you launch the Mod for the first time

  • Refactor Royal Boss, Sawyers Third Phase and the final Boss have had some minor tweaks to their mechanics, in order to make them more interesting

  • Refactor Mycologist Node has been rebalanced, making it much less overpowered ( along with making the mycologists quieter )

  • Refactor 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

  • Refactor Changed Electric chair sigil pool slightly

  • Refactor 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

  • Refactor 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

  • Bugfix Energy Drone now appears even when playing with the newest API Version

  • Bugfix Fixed a softlock when overkilling Bonelords horns in the final boss fight

  • Bugfix Fixed a Bug where scavenger and fecundity would cause a softlock in KCM

  • Bugfix Fixed issues relating to saving and the credits appearing after every run and not just the first

7.4.1 (really 3.4.1)

  • Bugfix Fixed various Bugs and softlocks

7.4.1 (really 3.4.1)

  • Bugfix Fixed a Bug where loosing to a Boss would cause a Softlock

  • Bugfix Fixed an error in ■■■■■■ ■■■■■■p

  • Bugfix Improved logic for the Great Flood Terrain Condition

  • Bugfix Fixed some Map layouts

  • Bugfix Fixed some saving issues when launching the mod whilke your save state was in the tutorial

7.4.0 (really 3.4.0)

  • Feature ■■■■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

  • Feature 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

  • Feature 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)

  • Feature 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 )

  • Feature New Antichallenge: Blessing of the Ankh, gives you ane xtra Bone and an extra starting Energy in all Boss Fights and Pharao Fights

  • Refactor 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

  • Refactor 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

  • Refactor Trowel Nerf: This item has been overpowered for a while, now gives way less Bones and very good terrains are much rarer

  • Refactor Map revamps: Almost every Chessboard layout has been revamped while a lot of new unique ones have been added

  • Refactor New Dead Hand Model by Pinks8n

  • Refactor A very significant amount of other improvements and fixes, making the mod run smoother and better overall

  • Bugfix 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

  • Bugfix Tons of Softlocks have been fixed, enjoy a way smootehr experience

7.3.3 (really 3.3.3)

  • Bugfix Fixed Soulless not actually increasing skeleton energy cost

  • Bugfix Some achievement triggers

  • Refactor Some internal changes for custom mod support

7.3.2 (really 3.3.2)

  • Refactor Some achievements have gotten new art by inversefireman

  • Bugfix Clover not showing up on chest nodes when the wilted clover challenge is active

  • Bugfix The Black Bird//The Dark Slope achievement being unobtainable

  • Bugfix Achievements gotten in the final boss not saving and showing up as incomplete on the achievements screen

  • Bugfix More emission fixes

7.3.1 (really 3.3.1)

  • Bugfix Royal boss softlock while Vengeant Ghouls is inactive

  • Bugfix Data file validation

7.3.0 (really 3.3.0)

  • Feature Achievements! Discover the 12 new achievements in the game in the achievements tab

  • Feature 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 )

  • Feature Config for an alternate way of paying for energy cards ( turning on this mode makes energy cards cost max energy as well )

  • Feature New vfx for Royals and Kaycees 3rd phases by Cevin_2006

  • Refactor New maps for Sawyer and Royal

  • Refactor Soul Urn now also gives a max energy

  • Refactor Ouroboros portrait moved up

  • Bugfix Electric chair sigil pool reset when entering the node, but the lever did not show this

  • Bugfix Some cards were missing emissions

  • Bugfix Other minor gameplay bugs

7.2.7 (really 3.2.6)

  • Refactor Slightly nerfed one blueprint in Kaycees area of Hell Mode

  • Bugfix Fixed golden skeletons not being set correctly after beating Skull Storm

7.2.6 (really 3.2.6)

  • Refactor 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)

  • Bugfix Hotfix

7.2.4 (really 3.2.4)

  • Feature A certain reward for players dedicated enough to beat Skull Storm

  • Refactor Hell mode has been nerfed, especially concering some encounters that were impossible in Skull Storm runs

  • Bugfix More Pharao fight bug fixes ( maybe )

7.2.3 (really 3.2.3)

  • Refactor 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

  • Refactor 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

  • Refactor Changed the Kaycee Hell Mode encounter where it spawns a turn 1 giant

  • Bugfix Fixed that one Grimora Map where people couldnt click on the boss and were softlocked

  • Bugfix 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 )

  • Bugfix More Pharao fight bugs squashed

7.2.2 (really 3.2.2)

  • Feature Cards spawned by the ship in a bottle now get random pirate names

  • Bugfix Apparition and other cards with Haunter breaking the final boss

  • Bugfix Some Pharao fight crashes

  • Bugfix Haunter breaking when a Card placed on a Haunted Slot is immediately destroyed ( by for example Sentry )

  • Bugfix Terrain Cards not dropping Bones in act 1 when grimora mod is installed

  • Bugfix Various Dialogue issues

7.2.1 (really 3.2.1)

  • Bugfix Dead Man walking crash

7.2.0 (really 3.2.0)

  • Feature Card Changes:

    • New Card: Spectre

    • New Card: Dead Man Walking

    • Some Cards have gotten new art

    • Plague doctor: Hp buffed to 2

  • Feature 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

  • Refactor 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
  • Bugfix A lot of miscellanious bug fixes

7.1.0 (really 3.1.0)

  • Feature Credits, when you beat a KCmod run of Grimora Mod for the first time, the mosd full credits will play

  • Feature 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 )

  • Feature New Anti-Challenge : Pharaos Blessing

    • This Final helpful modifier makes the effects of elite fights always benefit you
  • Feature Elite Fight difficulty has been readjustet and is now region based instead of constant

  • Feature 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

  • Feature Frankenstein ( not Frank & Stein ) now has unique Art and doesnt gain another sigil when being transformed at the electric Chair

  • Feature New Cards: Davy Jones and his locker

    • Davy Jones is a rare pirate card, that gains more damage for every pirate on the board
  • Feature Terrain Cards now no longer drop Bones

  • Feature Anchored Cards are now immune to Hook, Line and Sinker

  • Refactor Kaycees second Phase

    • Kaycee now sends a barrage of Avalanches on the Board at the start of her second Phase
  • Refactor 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

  • Bugfix Sniper and Sentry no longer Softlock when given mid battle

  • Bugfix Latchers and Sniper now use custom visuals again, instead of the ones by the api

  • Bugfix Latcher Bugfixes and general errors fixed

  • Bugfix 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

  • Bugfix Infinite Lives now correctly disappears boss visuals when loosing

  • Bugfix Giant Cards not being immune to certain effects they should be immune to

7.0.6 (really 3.0.6)

  • Refactor Nerfs some of the Ankh Guard Blueprints

  • Bugfix Some Bug fixes

7.0.4 (really 3.0.4)

  • Feature All Items have descriptions now

  • Bugfix Two soft locks, one at the Card removal node, one at the Item Node

  • Bugfix Card art fixes

7.0.1 - 7.0.3 (really 3.0.3)

  • Feature The Item Node now has custom Visuals

  • Refactor New Card portraits for some Cards

  • Bugfix Minor Bug fixes concerning the Items 

7.0.0 (really 3.0.0)

  • Feature New Title Screen, the Mod's Logo is now displayed and the start Run Card has entirely new Art, thanks to Nevernamed

  • Feature The Mod has a new Icon, woo (Also thanks to Nevernamed) !

  • Feature 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

  • Feature 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

  • Feature Terrain now spawns in fights, and is unique to each Area

  • Feature 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

  • Feature 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

  • Feature Kaycee Mode win and loss Screens

  • Refactor 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

  • Refactor 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

  • The Bone Lord is a big fan of Obols

  • Refactor Changes to Challenges

  • Several Challenges have new Art

  • Challenges now show the "Bug out" Effect that also happens during act 1 when a KC Mode challenge gets activated

  • Refactor Grimoras dialogue was cleaned up and fixed

  • Refactor Changes to existing Cards

  • Haunted Mirror and Nosferat are now in the main Mod

  • Some underused Cards like Silbon and Dead Hand have had their Bone Cost reduced

  • The Descriptions of Cards have been majorly reworked, to be more mysterious and philosophical

  • Several Cards have new Art

  • Several new Cards have been added, mainly as Terrains

  • Refactor 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

  • Refactor The Stinkbug has been moved, and can no longer be killed

  • No Animals were harmed in the making of this Mod

  • Refactor 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

  • Refactor Several Easter Eggs have been added, mostly involving placing certain Cards on certain Nodes

  • Bugfix Bug where after loosing in a KC Mod run, your Game would freeze and completely break

  • Bugfix The Mod is now compatible with the newest API version

  • Bugfix Several smaller Bugs regarding Sigil interactions

  • Bugfix Many small Bugs, the mod should now be much more consistent to play and save