

A giant Mod made by just a lot of people (look in the credits section or the in game credits of the readme for more info), that builds upon the finale with Grimora's chessboard, expanding it into the would-be 4th Act of Inscryption.
IF YOU ARE HAVNG SAVING ISSUES, OR ISSUES WITH THE BONES OR THE BELLS INSTALL THE UNLOCKALL MOD, THIS USUALLY FIXES THEM:
Please Check out this Form about the Mod! It would be very appreciated if you could fill it out ( It is a very short Form, only 5 Questions or so ) https://forms.gle/YMfZuJ39wmqjf94u5
COMPATIBILITY WITH OTHER MODS NOT GUARANTEED, EXCEPT THE OFFICIAL EXPANSION:
MOST IMPORTANT: !!!YOU WILL PROBABLY ENCOUNTER BUGS, SUBMIT THEM ON THE PAGE LISTED IN THE REPORTING ISSUES SECTION!!!
If you want to discuss the mod further, join our Discord server! https://discord.gg/Xf8CBuS8a8
Bugfix. Self-explanatory.
Feature. Newly added implementations or other enhancements.
Refactor. Anything that changes/modifies existing logic. Not necessarily a bugfix.
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.This is an issue with Inscryptions Save file still thinking you're in Leshy's tutorial
Install the unlock all mod to fix this
Make a backup of your save, then delete your current save. Having your current save already at the finale seems to break the mod.
Install the unlock all mod, it helps a lot with these issues.
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
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
Changed the Kaycee Hell Mode encounter where it spawns a turn 1 giant
Fixed that one Grimora Map where people couldnt click on the boss and were softlocked
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 )
More Pharao fight bugs squashed
Cards spawned by the ship in a bottle now get random pirate names
Apparition and other cards with Haunter breaking the final boss
Some Pharao fight crashes
Haunter breaking when a Card placed on a Haunted Slot is immediately destroyed ( by for example Sentry )
Terrain Cards not dropping Bones in act 1 when grimora mod is installed
Various Dialogue issues
Dead Man walking crash
Card Changes:
New Card: Spectre
New Card: Dead Man Walking
Some Cards have gotten new art
Plague doctor: Hp buffed to 2
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
Control Changes:
A lot of miscellanious bug fixes
Credits, when you beat a KCmod run of Grimora Mod for the first time, the mosd full credits will play
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 )
New Anti-Challenge : Pharaos Blessing
Elite Fight difficulty has been readjustet and is now region based instead of constant
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
Frankenstein ( not Frank & Stein ) now has unique Art and doesnt gain another sigil when being transformed at the electric Chair
New Cards: Davy Jones and his locker
Terrain Cards now no longer drop Bones
Anchored Cards are now immune to Hook, Line and Sinker
Kaycees second Phase
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
Sniper and Sentry no longer Softlock when given mid battle
Latchers and Sniper now use custom visuals again, instead of the ones by the api
Latcher Bugfixes and general errors fixed
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
Infinite Lives now correctly disappears boss visuals when loosing
Giant Cards not being immune to certain effects they should be immune to
Nerfs some of the Ankh Guard Blueprints
Some Bug fixes
All Items have descriptions now
Two soft locks, one at the Card removal node, one at the Item Node
Card art fixes
The Item Node now has custom Visuals
New Card portraits for some Cards
Minor Bug fixes concerning the Items
New Title Screen, the Mod's Logo is now displayed and the start Run Card has entirely new Art, thanks to Nevernamed
The Mod has a new Icon, woo (Also thanks to Nevernamed) !
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
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
Terrain now spawns in fights, and is unique to each Area
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
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
Kaycee Mode win and loss Screens
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
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
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
Grimoras dialogue was cleaned up and fixed
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
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
The Stinkbug has been moved, and can no longer be killed
No Animals were harmed in the making of this Mod
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
Several Easter Eggs have been added, mostly involving placing certain Cards on certain Nodes
Bug where after loosing in a KC Mod run, your Game would freeze and completely break
The Mod is now compatible with the newest API version
Several smaller Bugs regarding Sigil interactions
Many small Bugs, the mod should now be much more consistent to play and save
Sawyer fight nerfed (Phase 2 spawns 1 less Bonehound, Sawyer gives you free cards at the start of Phase 2)
Anti Challenges now give negative Challenge Points
You now again gain more starting Bones after eadch Boss
Some challenge issues fixed
Soulless Challenge now correctly ordered, beautiful
Save file issues fixed
Some challenge issues fixed
raid pirate/ screaming skull fix
fix for new api versions
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.
Ourochi Umbra for additional work
Arackulele (thats me) for a large Chunk of the code
JulianMods (xXxStoner420BongMasterxXx) for a ton of the Code, and general improvements
JamesGames for the item manager and rewrite of the saving system
Kopie for some Bug fixes and challenges
Bt Y#0895 for a ton of 2D Assets for the Mods, including almost all Cards ( special thanks for the item ideas )
Lich Underling (Lich underling#7678) for additional Card Art
Anne Bean for some additional Card Art
Cevin_2006 (Cevin2006™ (◕‿◕)#7971) for additional art
Catboy Stinkbug (Catboy Stinkbug#4099) for additional art
Amy (Amy#7082) for additional art
Gold for additional Art
(Legacy) - LavaErrorDoggo (LavaErrorDoggo#1564) for making the Original Act 2 Cards but in full Size Artwork
Pink (Pink#6999) for making the Boss Skull Models , Bone Lord Model, Walkable Crypt Model, Event Node Models and some Item Models
Catboy Stinkbug (Catboy Stinkbug#4099) for the Board Skull 3D Models, most of the Item Models, Node Board Models, Event Node Models etc
Draconis17#3692 for the new energy cells game object.
JestAnotherAnimator for the new attack animations.
Bob the Nerd (BobTheNerd10#2164) for some dialogue
Spooky Pig (Mr. Etc.#3925) for event dialogue
Arackulele for the much of the Dialogue
JulianMods (xXxStoner420BongMasterxXx) for additional Dialogue
-The Grimora Mod Community