

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:
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.
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!
Sacrificial.
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!
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.
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 the UnrollingSequence will never be called as it replaced by the extension class ChessboardMapExt.
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 the Artwork and DataFiles folder exists.
Removed unused fields in GrimoraChessboard as the getters are the only ones used.
Cleaned up SetupBoard in GrimoraChessboard to use PlacePieces<T> generic method.
Added Resources.UnloadUnusedAssets() in OnDestroy() 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.
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 CreateInsertAbilityNameHere to just Create
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.
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.
Added new
energy object provided by Draconis17#3692!
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 types GrimoraModBattleSequencer
and GrimoraModBossBattleSequencer 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
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.
Fixed
sizing and scaling of card art to better fit inside gravestones.
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.
Changed
CardBuilder methods to now be prefixed with Set instead of With.
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 BossDefeatedSequence patches.
Added energy
drone!
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.
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.
Fixed
Blueprints
Minor
patches and slightly changed Kaycee's mechanics.
Flavor
update.
Added tons
of new dialogue.
Added **
Reset Run** button (this only resets all data values in the config, not your deck).
MASSIVE
refactor for readability and overall code quality!
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.
Added Deck
Review board view!
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.
Encounter
blueprints reworked into own class.
Made
resource files of all artwork for significantly easier sprite loading.
Balance
overhaul
Added 30
more Blueprints
Fixed
BlueprintsLavaErrorDoggo for making a lot of the Artwork
YisusWhy for the epic Bone Lord Artwork
JulianMods (xXxStoner420BongMasterxXx) for refactoring the code.
Morrígan/crow_system#3539, Comrade Alpaca#0292, TheGreenDigi#8672, Plot#6972 for extensive beta testing v2.1
Bt Y#0895 for currently working on Artwork for the mod
Kopie for being a former developer.
Draconis17#3692 for the new energy cells game object!