Balatro

Balatro

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Draco18s Mar 3, 2024 @ 6:22pm
Fooling around with a meta progression effect: bonus for winning high stakes
As the stakes increase difficulty I wondered about adding a bonus effect to Jokers that have the stake sticker on them. In this case, 10 chips times the highest stake difficulty the joker has a win sticker for; eg. a win on green stakes is 30 chips.

Whether or not this is balanced, I have no idea (obviously it raises player strength vs. the set thresholds, but I mean "is 10 chips too much for this kind of effect?"). I was just fooling around to see if I could implement it. There's no UI indication that a given joker has the benefit when evaluating your tableau or shop offerings, so my little demo here starts with showing that I have a green stakes sticker first. Adding that bit of UI is technically possible, just wasn't as important as the functionality.

https://youtu.be/hVUqqW35rl8
Last edited by Draco18s; Mar 3, 2024 @ 11:00pm
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Showing 1-12 of 12 comments
Draco18s Mar 3, 2024 @ 11:00pm 
Changed video to YT as apparently discord file links are finicky now.
malogoss Mar 3, 2024 @ 11:51pm 
I did not watch the video, but I'll be honest, if the game had been made with a similar system from day 1, I would have liked it.

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.
sab0t Mar 4, 2024 @ 1:11am 
this is a really cool mod idea. when i first noticed i was getting stickers on my joker collection, this is basically exactly what i thought would actually happen, that they would be stronger or otherwise confer some small additional bonus.

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.
Draco18s Mar 4, 2024 @ 10:37am 
Originally posted by sab0t:
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.
Shot_Trip Mar 4, 2024 @ 12:37pm 
Honestly I just want the stickers to be visible during play.
Draco18s Mar 4, 2024 @ 1:51pm 
Originally posted by Shot_Trip:
Honestly I just want the stickers to be visible during play.

I feel you. It just wasn't important for what I was doing. :)
Draco18s Mar 7, 2024 @ 12:06am 
Originally posted by Shot_Trip:
Honestly I just want the stickers to be visible during play.

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)

if self.ability.set == "Joker" then self.sticker = get_joker_win_sticker(center) end
Meng Mar 7, 2024 @ 2:48am 
Originally posted by Draco18s:
Originally posted by Shot_Trip:
Honestly I just want the stickers to be visible during play.

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)

if self.ability.set == "Joker" then self.sticker = get_joker_win_sticker(center) end
Wow nice find, I hope the dev adds this as an option, as it'd be much easier to try and cross off jokers (I want to get a sticker on all of them, at least a white one)
Originally posted by Draco18s:
Originally posted by Shot_Trip:
Honestly I just want the stickers to be visible during play.

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)

if self.ability.set == "Joker" then self.sticker = get_joker_win_sticker(center) end
Unfortunately, this solution covers up the eternal sticker during gameplay. Any fix?
Goblin Mar 7, 2024 @ 12:36pm 
No easy fix, I assume that's exactly why it's not in the game yet.
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.
Draco18s Mar 7, 2024 @ 1:50pm 
Yeah probably that. I did a quick "hmmm..." adjustment and didn't check against Eternal.
Draco18s Mar 16, 2024 @ 2:17pm 
Dug into the eternal sticker issue today and discovered the easiest fix for this is to just edit the stickers.png file so the eternal sticker and the others don't live in the same position, as the stickers are full-card overlays, so their position is entirely driven by their visual position within the spritesheeet.

Really really dumb, but I guess it is the cleanest solution so the card burn (and other effects) line up perfectly.
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Date Posted: Mar 3, 2024 @ 6:22pm
Posts: 12