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Update Notes

2.7.5

  • Feature Added more debugging tools for adding Grimora Mod cards to either your hand or deck. There is now also a dropdown for custom added cards.

    • Enable developer mode in config file.
  • Refactor Skeleton is now the default card that will spawn from Ice Cube.

  • Refactor Added try/catch blocks for ProgressionData.UnlockAll and PlayGlitchOutAnimation for better error logging.

  • Refactor Removed Skin Crawler from sigil pool. Until I can spend an entire day or 2 debugging this ability, it will be removed for the time being. It is the cause of way too many outlier softlocks or issues during battle and it's both frustrating for the player and myself personally.

2.7.4

  • Feature Can now access rulebook after adding a new sigil to a card in the Electric Chair sequencer.

    • This also means that you can right-click the newly added sigil so you can see wtf it is.
  • Feature Can now view your deck during normal or rare card choices.

  • Feature Added Bellist and Spirit Bearer to Electric Chair ability pool.

  • Feature Added new rare card appearance!

  • Refactor Removed negative effects from Card Remove sequence. Community feedback overall did not like sacrificing a card and still getting fucked over (Bone Lord was a little too harsh...).

Bosses

Kaycee

  • Refactor Added more dialogue to better indicate how the mechanics work.

  • Refactor Slight nerf to freeze mechanic from 4 to 5.

Sawyer

  • Refactor Added more dialogue to better indicate how the mechanics work. Player now only gets 1 bone at the start of phase 2.

Grimora

  • Bugfix Hopefully fixed issue with phase 2 not spawning the twin giants. Cards will no longer be weakened going into phase 2.

  • Refactor Reduced twin giant attack from 2 to 1. Increased health by 1.

  • Refactor Removed reanimation sequence entirely. With Double Death especially, the difficulty ramp for the first phase due to this mechanic is just too overwhelming and can heavily swing the board in Grimora's favor in just 2-3 turns.

Ability/Card Changes

  • Bugfix Reworked the logic for Skin Crawler, again.

    • Fixed potential softlock if Boo Hag is hiding under a card when you die.
    • New description: [creature] will attempt to find a host in an adjacent friendly slot, hiding under it providing a +1/+1 buff. Cards on the left take priority.
  • Bugfix Adjusted Death Knell emission art to line up.

  • Bugfix Added special stat icons for Catacomb and Death Knell.

  • Feature Multiple new card arts

    • Bone Lord's Horn art from Cevin2006™ (◕‿◕)#7971.
    • Bone Prince art from Cevin2006™ (◕‿◕)#7971.
    • Headless Horseman art from Cevin2006™ (◕‿◕)#7971.
    • Hydra art from Cevin2006™ (◕‿◕)#7971.
    • Skelemagus art from Cevin2006™ (◕‿◕)#7971.
    • Summoner art from Cevin2006™ (◕‿◕)#7971.
  • Feature Added multiple new basic cards. All art from Bt Y#0895.

    • Centurion: 1/4, 6 Bones, Armored. Description courtesy of Bt Y#0895.
    • Compound Fracture: 1/2, 4 Bones, Sharp Quills. Description courtesy of BONG MASTER.
    • Dalgyal: 0/2, 2 Energy, Sentry. Description courtesy of TheGreenDigi#8672.
    • Deadeye: 1/1, 5 Bones, Hoarder. Description courtesy of TheGreenDigi#8672.
    • FesteringWretch: 1/1, 3 Bones, Stinky. Description courtesy of Blind, the Bound Demon#6475.
    • Manananggal: 3/3, 8 Bones, Flying. Description courtesy of TheGreenDigi#8672.
    • Will 'O' The Wisp. 0/1, 1 Bone, Spirit Bearer (Gain Battery but themed for Grimora). Description courtesy of Blind, the Bound Demon#6475.
  • Refactor Reduced cost of Wyvern to 3 bones from 4. Reduced energy cost of Screeching Call from 3 to 2.

  • Refactor Wendigo has been removed from the card pool.

  • Refactor Inverted Strike and AOE Strike icons are now flipped when played by the opponent.

  • Refactor Corrected visual issue with Possessive sigil where the opposing card would look like it's attacking the adjacent slots of the card bearing Possessive, and not the adjacent friendly slots.

    • Updated description to: [creature] cannot be attacked from the opposing slot. The opposing slot, if possible, instead attacks one of its adjacent friendly cards.

2.7.2

  • Bugfix Fixed issue with hammer interaction when a card in your hand has Corpse Eater and Hoarder.

    • When the hammer is used, it disables the cursor so you can't interact with anything until the hammer sequence finishes. The problem is that with Corpse Eater and Hoarder, is that the hammer sequence doesn't finish until after you choose a card from the Hoarder sequence, but you can't choose a card because the hammer disabled your cursor. Hence, softlock.
  • Bugfix Fixed issue where you could spam click the Deck View button and continue overlapping the cards in your deck.

  • Bugfix Fixed issue with Electric Chair where it was possible to add 2 more abilities if the electrocuted card had 3 abilities to start.

  • Feature Added hammer dialogue option in config file.

    • 0 = Disable hammer dialogue entirely.
    • 1 = Play only once for the entire session. (default)
    • 2 = Play dialogue each battle.
  • Refactor Card Removal, Boneyard, and Electric Chair initial dialogue now only gets played once, similar to how the vanilla game does not play certain dialogues once you've done it before.

  • Refactor Re-positioned retrieveCardInteractable in Electric Chair sequencer so that it's easier to take the card away from the chair.

    • Before, the slot was still positioned as if it was on the ground flat, so that you had to click between the chair and the stone.

Bosses

  • Bugfix Fixed potential softlock in Grimora's fight if a card had Possessive.

  • Bugfix Fixed icicle on Kaycee's figurine to now properly move with the head.

  • Bugfix Fixed issue with Sawyer taking a bone when a player would have zero bones, causing the PlayerBones to go in the negative.

    • This would cause the player to be unable to play zero cost bone cards like Skeleton.
    • Sawyer will now only take 1 bone from the player if the player has at least 2 bones or more.
  • Refactor Tweaked Kaycee boss logic so the card freezing is less frustrating.

  • Refactor Changed Grimora's theme to Corrupted Queen from Akisephila (Addie Brahem).

Ability/Card Changes

  • Bugfix Fixed Skin Crawler ability not dying after the first time the dialogue is played. Forgot to move the card dying part outside the check for if the dialogue has not been played yet...

  • Bugfix Fixed issue with Handy ability drawing a new hand for the player if the card would die and then reanimated during the first phase of Grimora's fight.

  • Refactor Zomb-Geck no longer appears as a rare card. Was more or less meant as filler until more cards were added.

    • Maybe used for future event?
  • Refactor Added description for Banshee.

  • Refactor Added Bonehound to normal card pool.

  • Refactor Updated Skeleton Army ability description to better clarify what it does.

  • Refactor Added extra logic for when a card has Area of Effect Strike and Inverted Strike and Alternating Strike.

    • If AOE Strike and Inverted Strike, the slots to attack be will now be done in a counter-clockwise manner. For example,left adj, left opposing, center, right opposing, right adj now becomes right adj, right opposing, center, left opposing, left adj.
    • If AOE Strike and Alternating Strike, same as below:
    • If AOE Strike and Inverted Strike and Alternating Strike, the slots to attack be will now be done in a counter-clockwise alternating manner. For example,left adj, left opposing, center, right opposing, right adj now becomes right adj, left adj, right opposing, left opposing, center.
    • Unsure of how to handle having Inverted Strike and Alternating Strike as the slot targeting slot is confusing to handle...

2.7.1

  • Bugfix Made HellHound no longer selectable in rare chest. Hope you had fun while it lasted!

  • Bugfix Fixed Amoeba showing up as both a rare and normal card.

  • Feature Added new Sawyer blocker piece courtesy of Catboy Stinkbug#4099.

  • Feature Added short and long dialogue outros for Boneyard sequencer courtesy of Mr. Etc.#3925 & Bt Y#0895.

  • Feature Increased collider box for the hammer so that it's much easier to click.

  • Feature Added head movement for Kaycee and Sawyer boss pieces.

  • Refactor Moved playing boss themes to start of IntroSequence as opposed to end, except for Royal.

  • Refactor Cannon theme for Royal is played first, then the main theme. Flows better. Thanks to Catboy Stinkbug for the suggestion.

  • Refactor Changed ability for HellHound to be a VariableStateBehaviour SpecialBehaviour.

2.7.0

  • Bugfix Potentially fixed issue interacting with nodes at x0 y0 by just moving them to any other place on the board. Not sure why x0 y0 has issues with interaction.

  • Feature New boss themes courtesy of Akisephila (Addie Brahem)

  • Feature You now gain +1 Starting Bone for each boss you have defeated in the current run.

  • Feature The Sawyer boss now has unique mechanics, like stealing bones for you and spawning a certain hound of his.

  • Feature Added new Kaycee and Sawyer boss figurines courtesy of Catboy Stinkbug#4099.

    • Model updates for Sawyer courtesy of Pink#9824
  • Feature Added new Flames artwork and FlameStrafe ability icon courtesy of Cevin_2006.

2.6.6

  • Bugfix Fixed menu card flying off the screen with one line during creation of menu card: MenuController.Instance.cards.Add(menuCardGrimora).

  • Bugfix Fixed softlock if boss skull is null as there was no null check.

  • Bugfix Fixed issue where Stinky sigil would debuff both twin giants. The vanilla code handles Giant cards as if it was the moon and checks all player slots, and not just the opposing slots of the Giant card.

  • Bugfix Fixed softlock after defeating Grimora and chessboard does not load.

  • Bugfix Fixed Grimora queueing player cards that have died during second phase.

  • Bugfix Fixed Flying & Submerge combo not showing the card being submerged.

  • Bugfix Fixed issue with a card having both Strafe Push and Skin Crawler where the card would force itself out of the other card's skin, causing a softlock. It is now no longer possible to receive the Skin Crawler sigil if the card has Strafe Push and vice versa.

  • Feature Added new Ember Spirit, Plague Doctor, and Vengeful Spirit artwork courtesy of Cevin_2006.

  • Feature Added new Sawyer Boss Skull and Hammer model courtesy of Pink#9824.

  • Refactor Removed Bonelord from rare card pool entirely. Wasn't really meant to be playable, but hope anyone had fun while it lasted!

  • Refactor Moved dialogue event RoyalBossPreIntro from Royal to Grimora as it fits better.

2.6.5 HOTFIX

  • Bugfix Fixed softlock when choosing cards and one of those cards has an energy cost. The problem was that I was trying to get the PlayableCard component from the parent, as opposed to literally just using the CardRenderInfo object that is passed in GravestoneRenderStatsLayer.RenderCard method.

2.6.4

  • Bugfix Fixed card's with flying appearing no longer flying when attacked or is attacking. Animation resets loop when attacking or being attacked, but it's better than no longer flying.

  • Feature Added initial prefab for energy cells to show on cards. Will be tweaked accordingly.

  • Feature Added new Poltergeist artwork provided by Cevin_2006.

  • Feature Updated Kaycee's boss skull model courtesy of Pink#9824.

  • Refactor Potentially fixed issue with having your current save already at Grimora's finale breaking the mod. This should now allow you to continue from any point as long as you are not at the finale.

2.6.3

  • Bugfix Changed setting boss skull transform for Kaycee to hardcoded position, rotation, and scaling.

  • Bugfix Fixed issue with NRE being thrown if Reset Run button was clicked. The issue was that the getter for finding Grimora's right wrist was static.

  • Refactor Removed Buff Enemy (Annoying) and Random Consumable ability from Electric Chair.

2.6.2

  • Bugfix Hopefully fixed weird NRE with finding Royal's skull.

2.6.1

  • Bugfix Fixed softlock in Grimora's finale phase.

  • Feature Added new Bonelord artwork and emission courtesy of Ryan S. Art!

  • Feature Added new Kaycee boss skull courtesy of Pink#9824!

  • Refactor Separated out dialogue lines after beating Royal so it looks less jumbled.

  • Refactor Tweaked card's light color in Grimora fight to be a bit light so the art is more visible.

  • Refactor Removed ice break counter for Kaycee so that she breaks Draugrs when possible.

    • Also removed clearing the board in the final phase of Kaycee.
  • Refactor Cleaned up descriptions of some cards to have correct punctuation and spacing.

  • Refactor Corrected viewing of queue slots to be before the start of the Bonelord phase instead of after.

2.6.0

Card Changes

  • Bugfix Changed Amoeba random ability to now only choose from the list of abilities that the Electric Chair choses from. This is due to the fact that Amoeba can be given an ability that breaks the game in unintended ways.

    • Amoeba now has a modified version of RandomAbility. The ability description may not show up correctly in Deck Review, just as a heads up.
  • Bugfix Fixed Screaming Skull damage done to now correctly deal damage to the owner of the card.

  • Feature Added new Wendigo and Wyvern artwork courtesy of Cevin2006™ (◕‿◕)#7971.

Bugfixes/Features/Refactors

  • Bugfix Fixed issue with Giant cards in phase 2 fight of Grimora throwing exceptions when spawning. Issue was that I did not add the Giant Strike ability to the card pool...

  • Bugfix Fixed issue with Hoarder ability (Tutor) throwing an exception when attempting to pick a card from your deck. The issue was caused by the fact that in the finale, there is no GameObject to handle the Hoarder ability. Therefore, it throws an exception.

  • Bugfix Fixed DrawNewHand (Handy) ability to now correct the visual issue of cards still appearing in draw pile after drawing.

  • Bugfix Fixed issue with card removal node decreasing card costs in the negatives.

  • Feature Electric Chair sequence now uses new model provided by Pink#9824.

    • Moved confirm stone button closer to chair.
    • Changed camera rotation during sequence to 32.5 from 37.5.
  • Feature New hammer dialogue courtesy of Mr. Etc.#3925.

  • Refactor Ordered decklist alphabetically in viewing cards left in the deck.

2.5.10

  • Bugfix Fixed logic in Kaycee's upkeep phase to now look for the Draugr's correctly.

  • Bugfix Hopefully fixed issue with duplicate rare cards showing up in choice selection.

  • Feature Added toggle button for viewing cards left in the deck during battle! Auto-updates in realtime as well.

  • Refactor Removed Reset Deck button as it doesn't really get used besides for debugging purposes, and Reset Run will most likely be used if the player wants to restart their deck.

  • Refactor Card changes:

    • Changed Revenant to use original sprite and emission.
    • Added vanilla Banshee to card pool.
    • Disabled attack and health shadows as sometimes the shadows don't correlate to the number and the overlapping is ugly.

2.5.8

  • Bugfix Corrected Double Death rulebook name to no longer be Handy. Funnily enough, the game has the ability page set with the name Handy. Probably because it was never actually meant to be used in an other act other than 2.

  • Bugfix Corrected logic for determining opening hand to at least always guarantee a Bonepile or Gravedigger.

  • Bugfix Corrected Erratic ability logic to now no longer force itself onto other cards.

  • Bugfix Set default ice cube creature within to Skeleton if the card would receive Ice Cube ability from Electric Chair.

  • Refactor Card changes

    • Changed Skeleton Army ability to now create a Skeleton in all owner owned open slots when played.
    • Lowered Dans Macabres Bone cost to 5
    • Lowered Screaming Skull Bone Cost to 2
  • Refactor Electric Chair changes:

    • Removed more abilities from Electric Chair sequence:
      • Activated Sacrifice Draw Cards (True Scholar)
      • Brittle
      • Buff Gems (Gem Animator)
      • Create Bells
      • Create Dams
      • Draw Ants
      • Draw Copy on Death
      • Draw Random Card On Death
      • Drop Ruby on Death
      • Draw Vessel on Hit
      • Latch Brittle
      • Latch Death Shield
      • Latch Explode on Death
      • Shield Gems (Gem Guardian)
    • Updated dialogue.
    • Reduced number of times to electrify card to a max of 2 times.
    • Changed texture of selection slot to be a plus sign with a question mark instead of 3 question marks.
  • Refactor Changed Sporedigger description to better fit the card.

  • Refactor Reduced Skeleton Army activated bone cost from 2 to 1.

  • Refactor Made hammer only usable up to 3 times per battle. The reasoning for this is that the hammer use should be used when necessary, and not a large crutch.

2.5.7

  • Feature Redid all of the Chessboard layouts...again!

    • The new nodes are now introduced gradually
    • Slightly less linearity. Beat optional enemies to gain access to more nodes.
  • Feature Difficulty rebalance!

    • Blueprints now follow a difficulty curve.
    • Kaycee now has a new Boss Mechanics, making the first map slightly easier.
    • Royal's and Grimora's areas have been buffed to provide for a more challenging experience given the new chess pieces.
    • Rebalanced the new cards to make them more interesting and less underpowered.
    • Removed the BoneLord sigil from the Electric Chair ability pool :)

2.5.6

  • Bugfix HOTFIX - Removed checking for DataFiles and Artwork folders as some mod managers appear to extract the files inside them to the main directory?

2.5.5

  • Bugfix HOTFIX - Issue with attempting to wipe deck if Grimora's deck contained previous GrimoraMod cards that were prefixed with ara_. This is throwing an exception because accessing the deck means calling CardLoader.GetCardByName(), which throws the exception.

2.5.4

  • Bugfix HOTFIX - Royal was using original vanilla battle sequencer and not the new one, therefore unable to progress. The new GrimoraMod battle sequencers are now prefixed woith GrimoraMod so that I don't accidently set the wrong one again...

2.5.3

  • Bugfix HOTFIX - Fixed issue with death touch not working. Problem was that there is a check for a certain card that the result should have been negated and it was not.

2.5.2

  • Bugfix HOTFIX - Problem was on very first load, no cards are loaded at all. Default base cards are now used and then reset later.

2.5.0

Feature

  • 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
  • Feature Grimora phase 2 redone to be more difficult.

  • Feature Grimora has a new set of blocker pieces!

  • Feature Added custom animations to make the skeleton arm attack animation work for both player and opponent sides.

  • Feature Added multiple cards from Bt Y#0895, included with artwork!

Cards

  • Boo Hag - 1,1 - cost_bonecost_bone_5 Sigils: Skin Crawler.

  • Danse Macabre - 3,3 - cost_bonecost_bone_8 Sigils: Alternating Strike, Erratic.

  • Dybbuk - 0,1 - cost_bonecost_bone_6 Sigils: Possessive.

  • Giant - 2,7 - cost_bonecost_bone_1cost_bone_5 Sigils: Bone King, Bifurcated Strike.

  • Project - 1,1 - cost_bonecost_bone_8 Sigils: Trifurcated Strike.

  • Ripper - 6,6 - cost_bonecost_bone_1cost_bone_2 Sigils: Brittle.

  • Screaming Skull - 1,1 - cost_bonecost_bone_6 Sigils: Area Of Effect Strike.

  • Silbon - 3,2 - cost_bonecost_bone_7 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

  • Bugfix Fixed possible infinite loop if the player would have fewer than 3 cards in their deck when starting a battle.

  • Bugfix Set cardbacks to gravestones in Rare Card choice. Before it was the default paper cardbacks from Act 1.

  • Bugfix Fixed NPE in GameEnd method for GrimoraModBattleSequencer to now correctly reset the run if the player has lost with no NPE.

Refactor

  • Refactor Added PrefabConstants class for ease of grabbing prefabs and other objects.

  • Refactor Changed Object.Find calls to use .Instance calls where necessary. This is because .Instance will automatically give me the object I need to destroy/check.

  • Refactor Removed patch for ChessboardMap as the UnrollingSequence will never be called as it replaced by the extension class ChessboardMapExt.

  • Refactor Deactive beginning animation for original ChessboardMap class in the scene so the transition looks cleaner.

  • Refactor Updated CardBuilder to mimic API2.0 until kmod is officially released.

  • Refactor Removed power level in creation of ability as it was never used.

  • Refactor Replaced config entries for each boss to just BossesDefeated.

  • Refactor Added thrown exceptions in FileUtils to check if the Artwork and DataFiles folder exists.

  • Refactor Removed unused fields in GrimoraChessboard as the getters are the only ones used.

  • Refactor Cleaned up SetupBoard in GrimoraChessboard to use PlacePieces<T> generic method.

  • Refactor Added Resources.UnloadUnusedAssets() in OnDestroy() method as I think it was causing a lot of memory issues without it. Still not sure...

  • Refactor Added RandomUtils class for having a method that will return a list of 3 random choices given a metacategory and list of cards.

  • Refactor Cleaned up a bunch of comments.

  • Refactor 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.

  • Refactor Moved config logic and setup to own ConfigHelper class.

  • Refactor 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.

  • Refactor Added DebugHelper class for debug related tools.

  • Refactor 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.

  • Refactor Multiple classes cleaned up and reformatted for easier reading.

  • Refactor Renamed CreateInsertAbilityNameHere to just Create

  • Refactor Added emission sprites to Sprite bundle, and logic to add emission sprites to NewCard.emissions.

  • Refactor Added extra builder methods for setting abilities.

  • Refactor Modified build command in project to include artwork folder.

2.4.1

  • Bugfix Fixed softlock after defeating Grimora for the first time.

  • Bugfix Fixed Bone Lord weakening himself instead of the player.

  • Bugfix 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.

  • Bugfix Fixed scaling on Plague Doctor and Summoner art.

  • Refactor Tweaked Grimora's second phase to no longer give a card +1 attack if it had zero.

  • Refactor Updated ability rulebook names to have spaces.

2.4.0

Features

  • Feature 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... :(
  • Feature 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.

  • Feature Removed EnemyBattleSequencerPatches in favor of custom SpecialBattleSequencer types GrimoraModBattleSequencer and GrimoraModBossBattleSequencer for better control over what happens where instead of modifying a class with a patch.

  • Feature Added GravestoneCardAnimationControllerPatches for now being able to rotate the skeleton attacking arm correctly if a card has multistrike (Crazed Mantis and Hydra for example).

Bugfixes

  • Bugfix Fixed camera view when third candle is being added in Grimora boss fight.

  • Bugfix Fixed softlock during Grimora's final phase.

  • Bugfix Fixed Grimora queuing up too many cards.

  • Bugfix Fixed GBC abilities like SkeletonStrafe (Skeleton Crew rulebook name) not appearing correctly.

    • All abilities should now show up correctly, which includes the GBC abilities.
  • Bugfix Fixed sizing and scaling of card art to better fit inside gravestones.

    • Bonelord and Dead Hand still have scaling/portrait overlaps until fixed.
  • Bugfix Corrected outros for each boss to now play the correct dialogue if the player won or lost.

  • Bugfix Fixed dialogue not playing during Grimora's second phase.

Refactors

  • Refactor Changed CardBuilder methods to now be prefixed with Set instead of With.

  • Refactor Updated logic for resetting run to now wipe the deck, reset the config, and start you back at the tombstones falling.

  • Refactor Removed disabling act 1/2 cards from showing up as now the select card choices events now look for GrimoraMod specific cards.

  • Refactor Updated positions of masks to be closer to Grimora's face now.

  • Refactor Added blueprints to bosses when chess pieces are created instead of at intro sequence.

  • Refactor Removed BossDefeatedSequence patches.

2.3.3

Features

  • Feature Added energy drone!

  • Feature Added ** Reset Deck** button to now reset your deck back to the starter deck in case deck viewing throws errors.

Bugfixes

  • Bugfix 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

  • Refactor Updated project to net6.

  • Refactor Removed WithPortrait method call for cards to now load portraits based on names.

  • Refactor 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

  • Bugfix Fixed Blueprints

  • Bugfix Minor patches and slightly changed Kaycee's mechanics.

2.1.1

Features

  • Feature Flavor update.

  • Feature Added tons of new dialogue.

  • Feature Added ** Reset Run** button (this only resets all data values in the config, not your deck).

2.1.0

  • Refactor MASSIVE refactor for readability and overall code quality!

  • Refactor Added custom config file grimora_mod_config.cfg to keep track of bosses defeated and active/removed pieces.

Features

  • Feature 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.
  • Feature 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

  • Bugfix Fixed issue with custom card sprites being positioned too low.

  • Bugfix Fixed issue with loading the pieces back in their respective nodes if the player quit.

  • Bugfix Fixed issue with player chesspeice appearing at previous node after region change.

  • Bugfix Fixed issue with player chesspiece not spawning if there are no available nodes to spawn in for the row.

  • Bugfix Fixed issue with softlocking on final boss!

  • Bugfix Fixed issue with pieces overlapping and not being destroyed correctly causing newer pieces to never be created.

  • Bugfix Fixed issue with defeating bosses throwing an exception when changing to a new map.

Refactors

  • Refactor Encounter blueprints reworked into own class.

  • Refactor Made resource files of all artwork for significantly easier sprite loading.

2.0.2

Features

  • Feature Balance overhaul

  • Feature Added 30 more Blueprints

Bugfixes

  • Bugfix Fixed Blueprints

Full Credits

Misc

  • Akisephila (Addie Brahem) for the Soundtrack

  • Cactus (cactus#0003) for making the official Trailer

  • Arackulele for Balancing, polish, and other miscellanious things

  • JulianMods (xXxStoner420BongMasterxXx) for refactoring the code.

Code

  • JulianMods (xXxStoner420BongMasterxXx) for being the Main Developer

  • Arackulele for additional programming

Artists

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

  • Bt Y#0895 for currently working on artwork for the mod

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

  • Arackulele for additional Card art

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

3D Models

  • Pink (Pink#6999) for making the Boss Skull Models , currently working on a full crypt 3D Model, etc

  • Catboy Stinkbug (Catboy Stinkbug#4099) for the Board Skull 3D Models

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

Dialogue

  • Primordial Clok-Roo (The Primordial Clok-Roo#2156) for a ton of future Dialogue

  • Bob the Nerd (BobTheNerd10#2164) for some dialogue

  • Spooky Pig (Mr. Etc.#3925) for event dialogue

  • Arackulele, for the original Dialogue

  • JulianMods (xXxStoner420BongMasterxXx) for additional Dialogue

Additional Credits

  • Blind, the Bound Demon (Blind, the Bound Demon#6475) for Gameplay footage

  • The people of the Grimora Mod Discord Server, for Ideas , voting on features and being awesome