

A giant Mod made by xXxStoner420BongMasterxXx and Arackulele, with modeling from Pink#9824, that builds upon the finale with Grimora's
chessboard.
MOST IMPORTANT: !!!You will probably encounter some Bugs!!!
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.
If you want to discuss the mod further, join our Discord server! https://discord.gg/Xf8CBuS8a8
If you would to help report issues, please raise a thread here with as much detail as you can provide: https://github.com/Arackulele/GrimoraMod/issues
Bug reports can also be submitted on the Discord Server: https://discord.gg/Xf8CBuS8a8
ANY POSTS THAT JUST SAY 'A BUG HAPPENED AND IT BROKE' WILL BE IGNORED
Made HellHound no longer selectable in rare chest. Hope you had fun while it lasted!
Fixed Amoeba showing up as both a rare and normal card.
Added new Sawyer blocker piece courtesy of Catboy Stinkbug#4099.
Added short and long dialogue outros for Boneyard sequencer courtesy of Mr. Etc.#3925 & Bt Y#0895.
Increased collider box for the hammer so that it's much easier to click.
Added head movement for Kaycee and Sawyer boss pieces.
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 a VariableStateBehaviour SpecialBehaviour.
Skeleton Army Now costs 1 Bone less.
Danse Macabre is now a common Card.
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.
New boss themes courtesy of Akisephila (Addie Brahem)
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 from you and spawning a certain hound of his.
Added new Kaycee and Sawyer boss figurines courtesy of Catboy Stinkbug#4099.
Pink#9824
Added new Flames artwork and FlameStrafe ability icon courtesy of Cevin_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 handles Giant cards as if it was the moon and checks all player slots, and not just the opposing slots of the Giant 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 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.
Added new Ember Spirit, Plague Doctor, and Vengeful Spirit artwork courtesy of Cevin_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 in GravestoneRenderStatsLayer.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.
Added new Poltergeist artwork provided by Cevin_2006.
Updated Kaycee's boss skull model courtesy of Pink#9824.
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) and Random Consumable ability from Electric Chair.
Hopefully fixed weird NRE with finding Royal's skull.
Fixed softlock in Grimora's finale phase.
Added new Bonelord artwork and emission courtesy of Ryan S. Art!
Added new Kaycee boss skull courtesy of Pink#9824!
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.
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 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.
Fixed Screaming Skull damage done to now correctly deal damage to the owner of the card.
Added new Wendigo and Wyvern artwork courtesy of Cevin2006™ (◕‿◕)#7971.
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...
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.
New hammer dialogue courtesy of Mr. Etc.#3925.
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, and Reset Run will most likely be used if the player wants to restart their deck.
Card changes:
Revenant to use original sprite and emission.Banshee to card pool.
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.
Corrected logic for determining opening hand to at least always guarantee a Bonepile or Gravedigger.
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.
Card changes
Skeleton Army ability to now create a Skeleton in all owner owned open slots when played.Dans Macabres Bone cost to 5Screaming Skull Bone Cost to 2
Electric Chair changes:
Changed Sporedigger description to better fit the card.
Reduced Skeleton Army activated bone cost from 2 to 1.
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!
Difficulty rebalance!
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.
kisephila (Addie Brahem) for the Soundtrack.
LavaErrorDoggo for making a lot of the artwork.
JulianMods (xXxStoner420BongMasterxXx) for refactoring the code.
Cevin_2006 for additional card art.
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.