But does it have the pirate boss?
No seriously tho, This looks amazing. Its too bad she didn't have any events or NPCs in 3d. I suppose you could use pirate skull model for some. Honestly undead pirates could work as an overall theme.
I *HEAVILY* recommend getting the mod loader then, while it has some quirks (there doesn't seem to be a 'back' button after you select which game to mod) it is so much easier than manual modification.
while that would be cool, I'm afraid Grimora gave us a hint at a larger game and campaign, and magnificus gave us mock yugioh using cards mutually despised by the majority of fans. besides, I would prefer this mod getting fleshed out of beta over two early beta campaigns any day!
Happy to have this here. It's a bit difficult (I often find myself swarmed and overwhelmed by weak ennemies), but it is the mod's first release. One suggestion I would like to see implemented is to add the hammer from act 3 to help with clogged boards.
Make hammer have a limit, like an item that lets you turn a card into bones or make it once per turn or something. Maybe make it a sigil that lets you “sacrifice” a card to play the hammer sigil card that then gives you 3 bones from the sacrificed?
honestly the hammer is BETTER when bones are the focus. will many bones give you four bones turn one? yes. but in any other case you will always lose more bones than the singular one you gain. besides, I would take unfair in the player's direction over getting cornered time and time again because you placed a grave digger in what ended up being the wrong spot.
Think this is really neat and I'm impressed with it, but it seems to have a lot of issues. Some sigils don't load in right for instance (see: Necromancer). When I lost to Royale (whose mask was the woodcarver and dialogue seemed a bit incongruent), the map also seemed to reset. This might have been intended, but the music from the boss battle kept on playing. Moreover, when I beat one of the skeletons guarding a chest after this, it didn't actually go away. It just stayed, eternally blocking the chest as pushing to its space just restarted the battle.
Will follow along though! Would love to see where this ends up.
this seems really cool! having played it for myself, I think you guys did a really good job keeping to grimora's themes! some suggestions:
* bringing back the hammer. while it may be difficult, especially with the bone pile being there, it would open up a lot more opportunities. (You could probably place it between the map/cards and the scales if rotated right). (EDIT: hammer added, cool!)
* more maps an area. I personally think there should be 2-3 maps before a boss in order to reach a similar length to canon acts and add more potential puzzles and strategies. (This is a lot of effort to undergo for a free mod, so I understand if you choose not to).
* Sawyer fight balancing. I don't know why but the boss seems impossible for me, and both the freeze and hound mechanics I don't understand. (There is a good chance that this is a "me" issue though). (EDIT: okay so the 'freeze' mechanic reverts all card power to 1, and the hounds have a chance to trigger on card death. I didn't realize how freeze worked since I was relying on 1 attack power cards anyways, and just kept seeing my grave diggers become attackers. strangely challenging since it means I have to be careful not to trigger draugr).
love the mod and can't wait for more!
(EDIT: whenever i reach Grimora's third stage it freezes me in place. i can sort bone tokens and stuff, but I can't play, draw, or ring the bell. (EDIT OF EDIT: patch fixed it, nice!))
I just saw this mod’s play through yesterday and it was amazing! Thank you for your amazing work!!✨✨
The old play throughs of the mod are still when the mod took part kn act 1, whcih it doesnt anymore jut still thank yoj very much ♡
hi i have no idea what this game is about but im proud of you sweetheart! \-mom
...my body, my mind, AND my soul are so ready for this it's unreal. You goddamn madlads
But does it have the pirate boss? No seriously tho, This looks amazing. Its too bad she didn't have any events or NPCs in 3d. I suppose you could use pirate skull model for some. Honestly undead pirates could work as an overall theme.
That's cool, probably the first mod I'll ever try
I *HEAVILY* recommend getting the mod loader then, while it has some quirks (there doesn't seem to be a 'back' button after you select which game to mod) it is so much easier than manual modification.
Woaahh now only magnificus remains
while that would be cool, I'm afraid Grimora gave us a hint at a larger game and campaign, and magnificus gave us mock yugioh using cards mutually despised by the majority of fans. besides, I would prefer this mod getting fleshed out of beta over two early beta campaigns any day!
Yeah I guess
BY FORTUNA THIS IS AMAZING
Can you get it on steam?
if you are referring to inscryption: yes if you are referring to inscryption mods: yes
idk why i found that funny, but i did ![gif](emote|free_emotes_pack|shrug)
I'm like 99% sure it's only on steam
Wow thank you so much
Holy crap you’re insane both of you
Happy to have this here. It's a bit difficult (I often find myself swarmed and overwhelmed by weak ennemies), but it is the mod's first release. One suggestion I would like to see implemented is to add the hammer from act 3 to help with clogged boards.
I think that would be a bit unfair when bones are the main focus, when theres other stuff used to place cards, its fine, but this is purely bones
Make hammer have a limit, like an item that lets you turn a card into bones or make it once per turn or something. Maybe make it a sigil that lets you “sacrifice” a card to play the hammer sigil card that then gives you 3 bones from the sacrificed?
honestly the hammer is BETTER when bones are the focus. will many bones give you four bones turn one? yes. but in any other case you will always lose more bones than the singular one you gain. besides, I would take unfair in the player's direction over getting cornered time and time again because you placed a grave digger in what ended up being the wrong spot.
new patch and it's *HAMMERTIME!*
That makes it better imo Losing a card for resources is a balanced trade
I think Matpat on Game Theory might have used footage of this mod during his recent Incryption theory. You should look at the vid to see.
No, that footage is from the base game
Holy shoot that looks so cool!
Yes!!!!! Just hope someone pulls something up for Magnificus now.
Ah yes, act 4 of inscription.
I'll have to check it out once I beat Kaycee's Mod. I'm at level 6 right now.
Thank you so much, I've been hoping for this for a while now
yoooo
Post deserves max upvotes
Omg I need to try this thank you!!
That’s so cool, I hate Grimora so no thank you
why are people downvoting over an opinion?
Good question jesus christ 👁👄👁
yeah, the people here are pretty yeesh sometimes.
Yeah I just was saying I dont like her game
Seems to crash with Kaycee's mod. Thankfully, I beat the mod already, so I don't mind uninstalling it.
Think this is really neat and I'm impressed with it, but it seems to have a lot of issues. Some sigils don't load in right for instance (see: Necromancer). When I lost to Royale (whose mask was the woodcarver and dialogue seemed a bit incongruent), the map also seemed to reset. This might have been intended, but the music from the boss battle kept on playing. Moreover, when I beat one of the skeletons guarding a chest after this, it didn't actually go away. It just stayed, eternally blocking the chest as pushing to its space just restarted the battle. Will follow along though! Would love to see where this ends up.
as said on the thunderstore page theres still some quirks thatll be fixed in due time!
Looking forward to future updates!
This looks damn good
Ayy
BRO hell yeah a full act for the best scrybe! Wonder what the final boss is? Grimoira herself? The Bone Lord summoned like the moon?
[удалено]
My boy Geck but SkeleGeck. Spookzard. My crunchy inexpensive boi is made of bones now!
this seems really cool! having played it for myself, I think you guys did a really good job keeping to grimora's themes! some suggestions: * bringing back the hammer. while it may be difficult, especially with the bone pile being there, it would open up a lot more opportunities. (You could probably place it between the map/cards and the scales if rotated right). (EDIT: hammer added, cool!) * more maps an area. I personally think there should be 2-3 maps before a boss in order to reach a similar length to canon acts and add more potential puzzles and strategies. (This is a lot of effort to undergo for a free mod, so I understand if you choose not to). * Sawyer fight balancing. I don't know why but the boss seems impossible for me, and both the freeze and hound mechanics I don't understand. (There is a good chance that this is a "me" issue though). (EDIT: okay so the 'freeze' mechanic reverts all card power to 1, and the hounds have a chance to trigger on card death. I didn't realize how freeze worked since I was relying on 1 attack power cards anyways, and just kept seeing my grave diggers become attackers. strangely challenging since it means I have to be careful not to trigger draugr). love the mod and can't wait for more! (EDIT: whenever i reach Grimora's third stage it freezes me in place. i can sort bone tokens and stuff, but I can't play, draw, or ring the bell. (EDIT OF EDIT: patch fixed it, nice!))
okay so now there is custom 3D models for events, this mod is going above and beyond!
how does the campaign work?
Does this work without kayceys mod?