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Even if the stakes had to be tougher to keep some sort of balance, it would provide a more concrete feeling of progression.
Seeing a bunch of color coded difficulty levels in the starting menu is fine. But playing cards that would be a tiny 1% (or whatever value) stronger because of progress made would be very satisfying.
while it would be welcome for the higher stakes, the only potential concern is that it would also decrease the difficulty of the lower stakes even further.
An entirely fair concern. Certainly restricting the bonus to the current stake (so playing on white you can't get more than 10 chips, regardless of prior wins) or [current stake -1] (so playing on red, you don't get any bonuses for having previously won on red or higher, but would for having won on white).
While this was definitely a "see what can I do" sort of test, and I plan on playing around with new jokers next, the feedback is welcome.
I feel you. It just wasn't important for what I was doing. :)
Turns out this was pretty easy.
All you need to do is edit the card.lua file inside the game's exe (open it as an archive in 7zip) and insert these lines pretty much anywhere between lines 5 and 77 (I did it towards the end just after self:set_cost() on line 73)
Turning card.sticker into an array and changing all sets to appending a value instead, then changing the function that draws them to a "for i in self.sticker do" and drawing them with an offset should work. But that's more work than a simple 3 line addition we can instruct in a forum post, it'd be better off as a full mod.
Really really dumb, but I guess it is the cleanest solution so the card burn (and other effects) line up perfectly.