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Releases: nickc01/Inferno-King-Grimm

Update to Latest WeaverCore

09 Jan 21:12
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This version is to update the project to the latest version of WeaverCore, since that project got a big update

Infinite Update

08 Sep 20:42
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Infinite Update
Infinite Update

NOTE: This only works for Hollow Knight 1.5 and above. See bottom for install instructions

This new update adds an infinite mode, where IKG can be fought indefinitely, getting faster as you progress. How long can you last? Video

Other Changes

  • WeaverLings and other minions no longer attack enemy projectiles and other objects
  • Added a performance mode that disables camera color effects and removes other extra decor in the arena
  • Inferno God Grimm has been given a 1.75x health multiplier, putting it on par with NGG. This can be toggled off in the settings menu

This mod can be installed via the Scarab Mod Installer, which can be downloaded here : https://github.com/fifty-six/Scarab

Extras Update

07 May 19:43
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Extras Update

This update includes a few extra improvements to the mod

  • Grimm's groundslash attack can now be parried
    Parrying

  • Fixed some z-fighting issues that caused some flickering to occur

  • Fixed an issue where Troupe Master Grimm's text in god home would also get replaced

  • Added support for Nightmare God Grimm ( have fun Shandow 👍 )

  • Added a secret new option settings menu

Port to Hollow Knight 1.5

31 Mar 04:28
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Pre-release

This is a direct port of version 2.0.2.1 to hollow knight 1.5.

Crash Fix Update

28 Feb 00:55
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This version should hopefully fix the crashing issue that may people have been experiencing (I have been unable to verify because the crash does not occur on my machine and seems to be highly depending on the type of graphics card).

The coloring system for regular IKG has been ditched and now shares the same coloring system as Absolute IKG, where the color is changed across the entire screen via a camera shader.

Modified the camera color system so that it only changes color when the health of IKG changes. I thought this wouldn't be a big deal, but I'm not sure at this point.

Optimization Update

13 Oct 19:09
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This update brings many optimizations to the mod, mostly in response to a crash that some people have been reporting. I was not able to reproduce the crash, but from what I heard, it seems to be related with the GPU. My guess is that the GPU is running out of it's memory, which results in a crash. As a result, I applied some GPU optimizations, as well as some other general ones, all listed below.

Optimizations

  • Shaders have been minimized to be as bare-bones as possible while still providing the same functionality, which should help make the perform a bit better
  • A whole bunch of unused textures have been removed, and some sprite atlases have been shrunk. This should hopefully help address the crashing issue some people have reported. All other textures and sprites now have compression algorithms applied. These changes in total resulted in a ~2 MB decrease in file size.
  • All projectiles spawned by IKG now use an Object Pooling system. This should not only improve performance significantly when spawning in objects, but should also reduce the amount of memory that gets allocated, decreasing the load in the Garbage Collector.
  • The Weaver Settings Menu is now destroyed as soon as you leave the title screen, rather than just being disabled. This should further help reduce memory usage when playing the game.

Other Changes

The difficulty of the Pufferfish stage can now be configured. There are 5 possible states:

  • Default: Leaves everything set to their default values
  • Easy: A toned down version of the stage. This one is a bit easier than Regular IKG.
  • Intermediate: Same difficulty as regular IKG
  • Hard: Same difficulty as Absolute IKG
  • Off: Turns off the pufferfish stage completely
    Pufferfish Difficulty

NOTE: This version requires WeaverCore Version 0.2.1.0 Beta, which is provided below

Post-Release Bug fixes

11 Sep 06:03
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  • Fixed an issue where you can dodge the fireballs from below during the air dash attack

  • Fixed the safe spots in the new grimm move

  • Adjusted the colors slightly

This version uses WeaverCore 0.2.0.0 Beta, which is provided below

The Hard Mode Update

09 Sep 19:32
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Absolute Inferno King Grimm Poster

This new update brings a new hard mode to the mod, which allows you to fight Absolute Inferno King Grimm.

Several of the attacks have been given a harder upgrade, as well as a new move exclusive to this mode.

Click here for video demonstration
ABS IKG Video

Settings Menu

The new hard mode (as well as other customizable options) can now be configured using the new settings menu provided by WeaverCore. The menu can be accessed on the title screen via a button in the top-right corner. When opened, click on "Inferno King Grimm" and you will find checkbox for enabling hard mode. There are also options for enabling custom health values, and disabling the color effects.
SettingsScreen

Other Changes and Bug Fixes

Changes to pufferfish attack

The pufferfish attack for normal difficulty has been tweaked so that it is more inline with the difficulty of the other attacks. Specifically, the spawn rate for the homing fire balls has been reduced considerably for stages two and three, which makes the attack not as crazy as it used to be. In hard mode, however, the attack remains unchanged.

Fixed an issue where the background audio for the pufferfish attack wasn't tied the SFX audio channel

Fixed an issue where the colliders for the ground slash move were not positioned properly

This version requires WeaverCore 0.2.0.0 Beta, which is provided below

Several Bug Fixes

12 Jul 19:04
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Fixes several bugs that have been brought up to me since release:

Air Dash Hitbox Fixed

Before the fix:
Jank Hitbox

After the fix:
New Hitbox

Pufferfish move no longer overlaps upcoming moves.
All the projectiles will despawn sooner, preventing them from messing you up when the next move strikes

You can no longer pogo on projectiles

Grimm can no longer take any damage during the start and end of the Pufferfish stages

Grimm can now be dream nailed to gain soul

This version requires WeaverCore v0.1.0.0-beta, which should be provided below

Initial Release

28 Jun 22:47
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The initial release of the Inferno King Grimm Mod.

Before you begin, make sure you downloaded and installed the Hollow Knight Modding API from here - https://radiance.host/mods/ModInstaller.exe

Then, download both InfernoKingGrimm.dll and WeaverCore.dll, and place them in the Mods directory. If you are using steam, the directory should be - C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\Mods

Then, launch the game and you should be able to play the new boss in the Hall of Gods. If you have the Infinite Grimm mod installed, you can also play the boss in the Grimm tent at Dirtmouth. Hopefully there are no bugs in this release. Let me know if there are.