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grimoramod's Introduction

Grimora Mod

  • 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!!!

    • THIS WILL UNLOCK CERTAIN STORY EVENTS IN ORDER FOR THE MOD TO WORK, WHICH ALSO MEANS UNLOCKING CERTAIN ACHIEVEMENTS!
    • 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.
    • 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

Reporting Issues

Icon Definitions

  • Bugfix Bugfix. Self-explanatory.

  • Feature Feature. Newly added implementations or other enhancements.

  • Refactor Refactor. Anything that changes/modifies existing logic. Not necessarily a bugfix.

Known Issues

Haunter sigils can be seen through cards in hand

  • Non fixable for now, the renderer breaks with the layering of the sigils

A card with Area of Effect Strike, Tri Strike, and Sniper sigils only allows 3 attacks

  • Believe it or not, this is how the vanilla game code for the 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.

The Bell doesnt appear/ bones dont appear when cards die

  • This is an issue with Inscryptions Save file still thinking you're in Leshy's tutorial

  • Install the unlock all mod to fix this

Current save file is already at the finale with Grimora

  • 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.

Any issues relating to Boo Hag

  • Boo Hag breaks sometimes, i will probably never find and fix every issues with the card

Recent Update Notes

Why do the Version Numbers on Thunderstore not match the actual Version?

  • Because of the official Arg this mod was involved in, i set the version Number fo the ARG version of the mod to 6.6.6 (because its all demonic and spooky), but since you cannot delete a thunderstore Version or release a new version with a lower version Number, the Mod will forever be stuck after 6.6.6

7.2.3 (really 3.2.2)

  • Refactor 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

  • Refactor 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

  • Refactor Changed the Kaycee Hell Mode encounter where it spawns a turn 1 giant

  • Bugfix Fixed that one Grimora Map where people couldnt click on the boss and were softlocked

  • Bugfix 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 )

  • Bugfix More Pharao fight bugs squashed

7.2.2 (really 3.2.2)

  • Feature Cards spawned by the ship in a bottle now get random pirate names

  • Bugfix Apparition and other cards with Haunter breaking the final boss

  • Bugfix Some Pharao fight crashes

  • Bugfix Haunter breaking when a Card placed on a Haunted Slot is immediately destroyed ( by for example Sentry )

  • Bugfix Terrain Cards not dropping Bones in act 1 when grimora mod is installed

  • Bugfix Various Dialogue issues

7.2.1 (really 3.2.1)

  • Bugfix Dead Man walking crash

7.2.0 (really 3.2.0)

  • Feature Card Changes:

    • New Card: Spectre

    • New Card: Dead Man Walking

    • Some Cards have gotten new art

    • Plague doctor: Hp buffed to 2

  • Feature 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

  • Refactor Control Changes:

    • The arrow Keys controls have been Changed to IJKL, i recommend using this control scheme over the wasd one, as it does not overlap with any other controls
  • Bugfix A lot of miscellanious bug fixes

7.1.0 (really 3.1.0)

  • Feature Credits, when you beat a KCmod run of Grimora Mod for the first time, the mosd full credits will play

  • Feature 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 )

  • Feature New Anti-Challenge : Pharaos Blessing

    • This Final helpful modifier makes the effects of elite fights always benefit you
  • Feature Elite Fight difficulty has been readjustet and is now region based instead of constant

  • Feature 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

  • Feature Frankenstein ( not Frank & Stein ) now has unique Art and doesnt gain another sigil when being transformed at the electric Chair

  • Feature New Cards: Davy Jones and his locker

    • Davy Jones is a rare pirate card, that gains more damage for every pirate on the board
  • Feature Terrain Cards now no longer drop Bones

  • Feature Anchored Cards are now immune to Hook, Line and Sinker

  • Refactor Kaycees second Phase

    • Kaycee now sends a barrage of Avalanches on the Board at the start of her second Phase
  • Refactor 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

  • Bugfix Sniper and Sentry no longer Softlock when given mid battle

  • Bugfix Latchers and Sniper now use custom visuals again, instead of the ones by the api

  • Bugfix Latcher Bugfixes and general errors fixed

  • Bugfix 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

  • Bugfix Infinite Lives now correctly disappears boss visuals when loosing

  • Bugfix Giant Cards not being immune to certain effects they should be immune to

7.0.6 (really 3.0.6)

  • Refactor Nerfs some of the Ankh Guard Blueprints

  • Bugfix Some Bug fixes

7.0.4 (really 3.0.4)

  • Feature All Items have descriptions now

  • Bugfix Two soft locks, one at the Card removal node, one at the Item Node

  • Bugfix Card art fixes

7.0.1 - 7.0.3 (really 3.0.3)

  • Feature The Item Node now has custom Visuals

  • Refactor New Card portraits for some Cards

  • Bugfix Minor Bug fixes concerning the Items 

7.0.0 (really 3.0.0)

  • Feature New Title Screen, the Mod's Logo is now displayed and the start Run Card has entirely new Art, thanks to Nevernamed

  • Feature The Mod has a new Icon, woo (Also thanks to Nevernamed) !

  • Feature 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

  • Feature 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

  • Feature Terrain now spawns in fights, and is unique to each Area

  • Feature 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

  • Feature 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

  • Feature Kaycee Mode win and loss Screens

  • Refactor 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

  • Refactor 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

  • Refactor 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

  • Refactor Grimoras dialogue was cleaned up and fixed

  • Refactor 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

  • Refactor 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

  • Refactor The Stinkbug has been moved, and can no longer be killed

  • No Animals were harmed in the making of this Mod

  • Refactor 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

  • Refactor Several Easter Eggs have been added, mostly involving placing certain Cards on certain Nodes

  • Bugfix Bug where after loosing in a KC Mod run, your Game would freeze and completely break

  • Bugfix The Mod is now compatible with the newest API version

  • Bugfix Several smaller Bugs regarding Sigil interactions

  • Bugfix Many small Bugs, the mod should now be much more consistent to play and save

6.6.8 (really 2.11.1)

  • Refactor Sawyer fight nerfed (Phase 2 spawns 1 less Bonehound, Sawyer gives you free cards at the start of Phase 2)

  • Refactor Anti Challenges now give negative Challenge Points

  • Bugfix You now again gain more starting Bones after eadch Boss

  • Bugfix Some challenge issues fixed

  • Bugfix Soulless Challenge now correctly ordered, beautiful

6.6.7 (really 2.11.0)

  • Bugfix Save file issues fixed

  • Bugfix Some challenge issues fixed

  • Bugfix raid pirate/ screaming skull fix

  • Bugfix fix for new api versions

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.

  • Ourochi Umbra for additional work

Code

  • 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

Artists

  • 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

3D Models

  • 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.

Dialogue

  • 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

Special Thanks

-The Grimora Mod Community

grimoramod's People

Contributors

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grimoramod's Issues

is there a way to go back to the normal game?

so, I've played this mod for a bit, and I'm honestly not very good at it. I can't get very far without dying. I tried to just turn the mod off, but when I go to play normally I go to where the mod starts except there are no cards, meaning I can't progress. Do I have to finish the mod to be able to play the game normally again?

Sentry (Machine gun sigil) destroying a Boo Hag on spawn trigger rule will kill the Hag but the Hag ability will still be (incorrectly) activated, buffing an ally card where it should not

image

Killing the bugged card will cause the fight to freeze, music and animation continues without the game hanging.

[Info   :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info   :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info   :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info   :GrimoraMod] [CrawlerSlot.RespondsToOtherCardDie] Crawler [Boo Hag] Dying Card [Ancient Obol Slot 0] deathSlot [CardSlot_Grimora] Dying card does not have ice cube? [True] hidingOnSlot [CardSlot_Grimora (DiskCardGame.CardSlot)] is deathSlot? [True]hiding under card [Card (Ancient Obol) (DiskCardGame.PlayableCard)] is dying card? [True]
[Info   :GrimoraMod] [CrawlerSlot.OnOtherCardDie] Resolving [Boo Hag] to deathSlot [0]
[Error  : Unity Log] NullReferenceException
Stack trace:
DiskCardGame.BoardManager3D+<TransitionAndResolveCreatedCard>d__19.MoveNext () (at <4bde92741da1454db82522c215e393a6>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)


Attempting to exit the fight or reset the run will cause the game to actually freeze and die.

Z-Fighting from Necromancer's Sigil in specific circumstances

This is really inconsistent and honestly happens too brief for me to screenshot.

Steps to Reproduce:
Have a necromancer and a gravedigger on the board.
Have your gravedigger die in combat, during the opponent's turn.
There will be 2 gravediggers overlapping, for approximately 1 second.

dialogue inconsistencies

grimora first implies youre simply digging up an existing corpse, after doing so she instead says you were burying your card

image
image

sniper haunter/amorphous bug

"If Apparition gets the Sniper sigil, it will try to load in the custom Sniper arm animation resulting in a softlock, same thing happens if a card with Sentry and Haunter dies, and Sentry gets passed onto another card

Sniper error:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GrimoraMod.VisualizeSniperPatches.VisualizeStartSniperAbilityGrimora (DiskCardGame.CardSlot sniperSlot) (at :0)
DiskCardGame.CombatPhaseManager.VisualizeStartSniperAbility (DiskCardGame.CardSlot sniperSlot) (at :0)
InscryptionCommunityPatch.Card.SniperFix+d__2.MoveNext () (at <8349ac84860540479f8082ea7a270d08>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)" -Wise Scholar, Catboy Stinkbug

Other act Bugs related to Grimora Mod

Im opening this as a Discussion of Bugs that happen during other Acts (especially act 1) caused by Grimora Mod.

Please Comment under this Issue with any Bugs you encounter of this Sort.

royal rumble bug

if the card set to explode via royal rumble dies to sentry, it will not gain the sigil or explode, and you will be unable to play any more cards for the duration of your turn

Weird Sigil Related Softlocks

For some reason when having this mod installed I've discovered that any sigil that hits multiple times (Bifurcated Strike, Trifurcated Strike, Double Strike, Omni Strick, and any others added from this mod, such as chaos strike, or other mods) if the card somehow dies before the final hit, which can happen from hitting something with thorns, explosions, etc. then it causes the game to softlock. You can leave through the pause menu and look around but the game doesn't know what to do next at that point.

Another issue that causes a similar softlock is any card with the sentry sigil. When the sentry detects a card move in front of it it gives a wiggle then the game soft locks in the same state of being able to look around but not interact with anything.

This happens both in Grimora's Crypt and in Act 1 / Kaycees mod, haven't tested in Act 3 or Act 2 to see if the bug happens in those places.

Soft lock after picking item from tomb

It offered me 3 blank cards in bottles. I picked the middle one. Soft lock.

Here are the latest errors in log

[Error : Unity Log] Coroutine couldn't be started because the the game object 'DynamicElements' is inactive!
[Warning: Singleton] Got null in Singleton<DiskCardGame.CandleHolder>.FindInstance
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
InscryptionAPI.Items.ConsumableItemManager+ItemSlot_CreateItem.Prefix (DiskCardGame.ItemSlot __instance, DiskCardGame.ItemData data, System.Boolean skipDropAnimation) (at <39937c18fde94bc6980f9423c14a10e3>:0)
DiskCardGame.ItemSlot.CreateItem (DiskCardGame.ItemData data, System.Boolean skipDropAnimation) (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.ConsumableItemSlot.CreateItem (DiskCardGame.ItemData data, System.Boolean skipDropAnimation) (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.ConsumableItemSlot.CreateItem (System.String itemName, System.Boolean skipDropAnimation) (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.ItemsManager.UpdateItems (System.Boolean immediate) (at <4bde92741da1454db82522c215e393a6>:0)
GrimoraMod.GrimoraGainConsumableSequencer+d__2.MoveNext () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)

abilitiesfolder

So I downloaded 1.1.1 from the Thunderstore manager and it would break every time I tried to start a new game so I brought up the logger and it was showing that it was trying to grab the abilities folder directly from the Plugins folder not inside the Arackulele-GrimoraMod folder

Bug

I manage to make it work by just copying the files into the plugins folder directly.

Bugs found in V 2.5.8

Let this serve as a compilation point for any bugs found during playtesting of the Grimora mod, any bugs that seem particularly gamebreaking will be marked specifically.

!!Major Bug!! extra abilities on cards frozen by the Kaycee boss are lost when they become unfrozen - Seems like extra abilities such as those gained with the chair event, are lost on the card when the card becomes unfrozen, despite retaining them in the frozen state.

Minor Bug Amoeba seems to generate with the 'gem guardian' sigil every time it is drawn (Inconsistent, may not happen on boss battles for some reason) Disregard

Minor Bug Starvation doesn't seem to interact correctly with skeletons (or the brittle sigil in general), as cards bearing brittle will still perish when opposing a creature with the 'repulsive' sigil as if the card had attacked.

Minor Bug the 'True Scholar' sigil can still generate from the electric chair event [Update, the Gem Animator sigil can also still appear]

soflock with ourobornes steel trap giants

my ourobones has steel trap, frozen away, puppeteer, and cold front. crashes when one of the twins kills it

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
DiskCardGame.Card.RenderCard () (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.PlayableCard.UpdateStatsText () (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.PlayableCard.OnStatsChanged () (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.PlayableCard.RemoveTemporaryMod (DiskCardGame.CardModificationInfo mod, System.Boolean updateDisplay) (at <4bde92741da1454db82522c215e393a6>:0)
GrimoraMod.Puppeteer+d__13.MoveNext () (at <7529fb60e72c42d2ad00140ffbb17c08>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)

Mod Causes Camera Issues in Leshy's Cabin

If you have this mod installed and play in Leshy's Cabin (Kaycee's mod or Act 1) on map pressing "W" moves the camera up against the map instead of hovering above. This also prevents you form pressing "W" again to see your current deck. Another smaller issue that I've experienced a couple times is the bowl of extra teeth appearing at improper times with this mod enabled. This mod was a fun though.

dead hand visual bug

when dead hand item draws cards until your deck is empty your deck will still visually be there despite being empty

Frozen on black screen after losing to bone lord

Losing to bone lord freezes me on a black screen and throws this error:

[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <44afb4564e9347cf99a1865351ea8f4a>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <44afb4564e9347cf99a1865351ea8f4a>:0)
GrimoraMod.Saving.GrimoraRunState.NewStandardGame () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.Saving.GrimoraSaveFile.NewStandardRun () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.Saving.GrimoraSaveManager.ResetStandardRun () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.Saving.GrimoraSaveManager.ResetRun () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.TransitionExt+d__1.MoveNext () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)

minor text issues

opening the rulebook gives either handy the ressurection text or ressurection the handy text, and ancient obol has the same introduction text as drowned soul ("maybe going into that well wasn't such a good idea"). aside from that, this mod is incredible so far!

Grimora Run with Kaycee's Mod completed statistics

Hello,

The last time I addressed this problem, I think it was only half-solved. After defeating Grimora through Kaycee's Mod, the red lines of programming code fills up the screen and then I am brought back to Leshy's cabin. For some reason the screen freezes up with the map unraveling and 3 light candles. Leshy does not talk and there is nothing else on the map.

I was under the impression that once you beat a Grimora Run with Kaycee's mod, the screen would clear and show your statistics. E.g. Misplays, most damage on a scale, bosses defeated. On top of that, there would be cards and starter decks unlocked, and then revert back to the main menu on a black background. I know there are 4 starter decks still hidden.

Something else of note, the challenge levels have not increased with each completed run with KM. It just stays at 5 never going higher. Is there any way to increase that?

Completing a Grimora Run with Kaycee's Mod

I recently attempted to do a Grimora Run via Kaycee's Mod. I wanted to know how anyone can complete a Grimora Run since after I beat Grimora, the screen shifts back to a Leshy map? There was no phasing out or deletion of assets as was done during the normal Grimora Mod. Instead it seems like I had to defeat Leshy with a starter Deck from Grimora's mod. That did not seem to work as when I tried to select a bottom totem (for e.g.), the game froze.

Are there any software patches to circumvent this issue or is the Grimora mod not ready to integrate with Kaycee's mod? I do enjoy the skill challenges arranged and eager to see what new decks (besides the 4 provided), will be available.

Arrow key controls are wonky

Using arrow key movement on the board has weird behavior with the up and right arrows. Often accidentally checking my deck or looking at items when I’m just trying to move.

I know the mouse works but it’s much less comfortable

mod is not running

hello i saw the mod updated so i flipped it back on to play with it again and now the mod wont load in the code box it says this

Screenshot (2785)
and although it boots the kaycees mod screen look like default and none of the buttons work please help.

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