-
Added more debugging tools for adding Grimora Mod cards to either your hand or deck. There is now also a dropdown for custom added cards.
- Enable developer mode in config file.
-
Skeleton
is now the default card that will spawn fromIce Cube
. -
Added try/catch blocks for
ProgressionData.UnlockAll
andPlayGlitchOutAnimation
for better error logging. -
Removed
Skin Crawler
from sigil pool. Until I can spend an entire day or 2 debugging this ability, it will be removed for the time being. It is the cause of way too many outlier softlocks or issues during battle and it's both frustrating for the player and myself personally.
-
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.
-
Added
Bellist
andSpirit Bearer
to Electric Chair ability pool. -
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...).
- Added more dialogue to better indicate how the mechanics work. Player now only gets 1 bone at the start of phase 2.
-
Hopefully fixed issue with phase 2 not spawning the twin giants. Cards will no longer be weakened going into phase 2.
-
Reduced twin giant attack from 2 to 1. Increased health by 1.
-
Removed reanimation sequence entirely. With
Double Death
especially, the difficulty ramp for the first phase due to this mechanic is just too overwhelming and can heavily swing the board in Grimora's favor in just 2-3 turns.
-
Reworked the logic for
Skin Crawler
, again.- Fixed potential softlock if
Boo Hag
is hiding under a card when you die. - New description: [creature] will attempt to find a host in an adjacent friendly slot, hiding under it providing a +1/+1 buff. Cards on the left take priority.
- Fixed potential softlock if
-
Bone Lord's Horn
art fromCevin2006™ (◕‿◕)#7971
.Bone Prince
art fromCevin2006™ (◕‿◕)#7971
.Headless Horseman
art fromCevin2006™ (◕‿◕)#7971
.Hydra
art fromCevin2006™ (◕‿◕)#7971
.Skelemagus
art fromCevin2006™ (◕‿◕)#7971
.Summoner
art fromCevin2006™ (◕‿◕)#7971
.
-
Added multiple new basic cards. All art from
Bt Y#0895
.- Centurion: 1/4, 6 Bones,
Armored
. Description courtesy ofBt Y#0895
. - Compound Fracture: 1/2, 4 Bones,
Sharp Quills
. Description courtesy ofBONG MASTER
. - Dalgyal: 0/2, 2 Energy,
Sentry
. Description courtesy ofTheGreenDigi#8672
. - Deadeye: 1/1, 5 Bones,
Hoarder
. Description courtesy ofTheGreenDigi#8672
. - FesteringWretch: 1/1, 3 Bones,
Stinky
. Description courtesy ofBlind, the Bound Demon#6475
. - Manananggal: 3/3, 8 Bones,
Flying
. Description courtesy ofTheGreenDigi#8672
. - Will 'O' The Wisp. 0/1, 1 Bone,
Spirit Bearer
(Gain Battery but themed for Grimora). Description courtesy ofBlind, the Bound Demon#6475
.
- Centurion: 1/4, 6 Bones,
-
Reduced cost of
Wyvern
to 3 bones from 4. Reduced energy cost ofScreeching Call
from 3 to 2. -
Inverted Strike
andAOE Strike
icons are now flipped when played by the opponent. -
Corrected visual issue with
Possessive
sigil where the opposing card would look like it's attacking the adjacent slots of the card bearingPossessive
, and not the adjacent friendly slots.- Updated description to: [creature] cannot be attacked from the opposing slot. The opposing slot, if possible, instead attacks one of its adjacent friendly cards.
-
Fixed issue with hammer interaction when a card in your hand has
Corpse Eater
andHoarder
.- When the hammer is used, it disables the cursor so you can't interact with anything until the hammer sequence finishes. The problem is that with
Corpse Eater
andHoarder
, is that the hammer sequence doesn't finish until after you choose a card from theHoarder
sequence, but you can't choose a card because the hammer disabled your cursor. Hence, softlock.
- When the hammer is used, it disables the cursor so you can't interact with anything until the hammer sequence finishes. The problem is that with
-
Fixed issue where you could spam click the Deck View button and continue overlapping the cards in your deck.
-
Fixed issue with
Electric Chair
where it was possible to add 2 more abilities if the electrocuted card had 3 abilities to start. -
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.
-
Card Removal, Boneyard, and Electric Chair initial dialogue now only gets played once, similar to how the vanilla game does not play certain dialogues once you've done it before.
-
Re-positioned
retrieveCardInteractable
in Electric Chair sequencer so that it's easier to take the card away from the chair.- Before, the slot was still positioned as if it was on the ground flat, so that you had to click between the chair and the stone.
-
Fixed potential softlock in Grimora's fight if a card had
Possessive
. -
Fixed icicle on Kaycee's figurine to now properly move with the head.
-
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.
-
Tweaked Kaycee boss logic so the card freezing is less frustrating.
-
Changed Grimora's theme to
Corrupted Queen
fromAkisephila (Addie Brahem)
.
-
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... -
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. -
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?
-
Updated
Skeleton Army
ability description to better clarify what it does. -
Added extra logic for when a card has
Area of Effect Strike
andInverted Strike
andAlternating Strike
.- If
AOE Strike
andInverted Strike
, the slots to attack be will now be done in a counter-clockwise manner. For example,left adj, left opposing, center, right opposing, right adj
now becomesright adj, right opposing, center, left opposing, left adj
. - If
AOE Strike
andAlternating Strike
, same as below: - If
AOE Strike
andInverted Strike
andAlternating Strike
, the slots to attack be will now be done in a counter-clockwise alternating manner. For example,left adj, left opposing, center, right opposing, right adj
now becomesright adj, left adj, right opposing, left opposing, center
. - Unsure of how to handle having
Inverted Strike
andAlternating Strike
as the slot targeting slot is confusing to handle...
- If
-
Made
HellHound
no longer selectable in rare chest. Hope you had fun while it lasted! -
Added new Sawyer blocker piece courtesy of
Catboy Stinkbug#4099
. -
Added short and long dialogue outros for
Boneyard
sequencer courtesy ofMr. Etc.#3925
&Bt Y#0895
. -
Increased collider box for the hammer so that it's much easier to click.
-
Moved playing boss themes to start of IntroSequence as opposed to end, except for Royal.
-
Cannon theme for Royal is played first, then the main theme. Flows better. Thanks to
Catboy Stinkbug
for the suggestion. -
Changed ability for
HellHound
to be aVariableStateBehaviour
SpecialBehaviour.
-
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.
-
You now gain +1
Starting Bone
for each boss you have defeated in the current run. -
The
Sawyer
boss now has unique mechanics, like stealing bones for you and spawning a certain hound of his. -
Added new Kaycee and Sawyer boss figurines courtesy of
Catboy Stinkbug#4099
.- Model updates for Sawyer courtesy of
Pink#9824
- Model updates for Sawyer courtesy of
-
Added new
Flames
artwork andFlameStrafe
ability icon courtesy ofCevin_2006
.
-
Fixed menu card flying off the screen with one line during creation of menu card:
MenuController.Instance.cards.Add(menuCardGrimora)
. -
Fixed softlock if boss skull is null as there was no null check.
-
Fixed issue where
Stinky
sigil would debuff both twin giants. The vanilla code handlesGiant
cards as if it was the moon and checks all player slots, and not just the opposing slots of theGiant
card. -
Fixed softlock after defeating Grimora and chessboard does not load.
-
Fixed Grimora queueing player cards that have died during second phase.
-
Fixed
Flying
&Submerge
combo not showing the card being submerged. -
Fixed issue with a card having both
Strafe Push
andSkin 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 theSkin Crawler
sigil if the card hasStrafe Push
and vice versa. -
Added new
Ember Spirit
,Plague Doctor
, andVengeful Spirit
artwork courtesy ofCevin_2006
. -
Added new Sawyer Boss Skull and Hammer model courtesy of
Pink#9824
. -
Removed
Bonelord
from rare card pool entirely. Wasn't really meant to be playable, but hope anyone had fun while it lasted! -
Moved dialogue event
RoyalBossPreIntro
from Royal to Grimora as it fits better.
- 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 inGravestoneRenderStatsLayer.RenderCard
method.
-
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.
-
Added initial prefab for energy cells to show on cards. Will be tweaked accordingly.
-
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.
-
Changed setting boss skull transform for Kaycee to hardcoded position, rotation, and scaling.
-
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. -
Removed
Buff Enemy (Annoying)
andRandom Consumable
ability from Electric Chair.
-
Added new
Bonelord
artwork and emission courtesy ofRyan S. Art
! -
Separated out dialogue lines after beating Royal so it looks less jumbled.
-
Tweaked card's light color in Grimora fight to be a bit light so the art is more visible.
-
Removed ice break counter for Kaycee so that she breaks Draugrs when possible.
- Also removed clearing the board in the final phase of Kaycee.
-
Cleaned up descriptions of some cards to have correct punctuation and spacing.
-
Corrected viewing of queue slots to be before the start of the Bonelord phase instead of after.
-
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 thatAmoeba
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.
-
Fixed
Screaming Skull
damage done to now correctly deal damage to the owner of the card. -
Added new
Wendigo
andWyvern
artwork courtesy ofCevin2006™ (◕‿◕)#7971
.
-
Fixed issue with
Giant
cards in phase 2 fight of Grimora throwing exceptions when spawning. Issue was that I did not add theGiant Strike
ability to the card pool... -
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.
-
Fixed
DrawNewHand (Handy)
ability to now correct the visual issue of cards still appearing in draw pile after drawing. -
Fixed issue with card removal node decreasing card costs in the negatives.
-
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.
-
Ordered decklist alphabetically in viewing cards left in the deck.
-
Fixed logic in Kaycee's upkeep phase to now look for the Draugr's correctly.
-
Hopefully fixed issue with duplicate rare cards showing up in choice selection.
-
Added toggle button for viewing cards left in the deck during battle! Auto-updates in realtime as well.
-
Removed
Reset Deck
button as it doesn't really get used besides for debugging purposes, andReset Run
will most likely be used if the player wants to restart their deck. -
- 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.
- Changed
-
Corrected
Double Death
rulebook name to no longer beHandy
. Funnily enough, the game has the ability page set with the nameHandy
. Probably because it was never actually meant to be used in an other act other than 2. -
Corrected logic for determining opening hand to at least always guarantee a
Bonepile
orGravedigger
. -
Corrected
Erratic
ability logic to now no longer force itself onto other cards. -
Set default ice cube creature within to
Skeleton
if the card would receive Ice Cube ability from Electric Chair. -
- Changed
Skeleton Army
ability to now create aSkeleton
in all owner owned open slots when played. - Lowered
Dans Macabres
Bone cost to 5 - Lowered
Screaming Skull
Bone Cost to 2
- Changed
-
- 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.
- Removed more abilities from Electric Chair sequence:
-
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.
-
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.
-
- 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 :)
- HOTFIX - Removed checking for
DataFiles
andArtwork
folders as some mod managers appear to extract the files inside them to the main directory?
- 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 callingCardLoader.GetCardByName()
, which throws the exception.
- 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...
- 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.
- HOTFIX - Problem was on very first load, no cards are loaded at all. Default base cards are now used and then reset later.
-
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
-
Added custom animations to make the skeleton arm attack animation work for both player and opponent sides.
- 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.
-
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
GrimoraModBattleSequencer
to now correctly reset the run if the player has lost with no NPE.
-
Added PrefabConstants class for ease of grabbing prefabs and other objects.
-
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. -
Removed patch for
ChessboardMap
as theUnrollingSequence
will never be called as it replaced by the extension classChessboardMapExt
. -
Deactive beginning animation for original
ChessboardMap
class in the scene so the transition looks cleaner. -
Updated
CardBuilder
to 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
FileUtils
to check if theArtwork
andDataFiles
folder exists. -
Removed unused fields in
GrimoraChessboard
as the getters are the only ones used. -
Cleaned up
SetupBoard
inGrimoraChessboard
to 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
RandomUtils
class for having a method that will return a list of 3 random choices given a metacategory and list of cards. -
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.
-
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.
-
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.
-
Added emission sprites to Sprite bundle, and logic to add emission sprites to
NewCard.emissions
. -
Modified build command in project to include artwork folder.
-
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.
-
Tweaked Grimora's second phase to no longer give a card +1 attack if it had zero.
-
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... :(
-
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
EnemyBattleSequencerPatches
in favor of custom SpecialBattleSequencer typesGrimoraModBattleSequencer
andGrimoraModBossBattleSequencer
for better control over what happens where instead of modifying a class with a patch. -
Added
GravestoneCardAnimationControllerPatches
for now being able to rotate the skeleton attacking arm correctly if a card has multistrike (Crazed Mantis and Hydra for example).
-
Fixed camera view when third candle is being added in Grimora boss fight.
-
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.
-
Corrected outros for each boss to now play the correct dialogue if the player won or lost.
-
Changed CardBuilder methods to now be prefixed with
Set
instead 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.
-
Added ** Reset Deck** button to now reset your deck back to the starter deck in case deck viewing throws errors.
-
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
-
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.
-
Added custom config file
grimora_mod_config.cfg
to keep track of bosses defeated and active/removed pieces.
-
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.
-
- If you are unable to click on a chess node after viewing your deck, try viewing your deck again.
-
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 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.
-
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.
-
JulianMods (xXxStoner420BongMasterxXx) for being the Main Developer
-
Arackulele for additional programming
-
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
-
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.
-
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
-
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