#Stake Overhaul - A Fundamental Difficulty Overhaul Mod

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sick pilot
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The Stake Overhaul is a fundamental overhaul of the stake difficulty system, serving as the modders' vision of a challenging but fair Balatro:

  • 4 new in-run stickers (Magnet, Delayed, Toxic, Supercritical).
  • Jokers can now have Eternal + Perishable stickers at the same time, with a little surprise after 5 rounds.
  • All stakes have been reworked and rearranged by material and color:
    • Materials provide ante scaling (Plastic, Clay, Ceramic).
    • Each color adds a new in-run sticker (same as vanilla - White, Red, Green, Black, Blue, Purple, Orange, Gold).
  • The traditional Blue Stake's -1 Hand has been removed.
  • The Small Blind always rewards money, no matter the stake.
  • Listed probabilities now work under a controlled randomness system, mitigating streaks for a better measure of player skill:
    • A new Joker has been added that works alongside this new system.

Thanks to Phylanth for providing the Sticker and Joker asset art.

GitHub + full mod description: https://github.com/NeuralSixty/stake-overhaul

GitHub

A Balatro Fundamental Difficulty Overhaul Mod. Contribute to NeuralSixty/stake-overhaul development by creating an account on GitHub.

fallen vault
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what does blue do now

mellow cliff
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“Controlled Randomness

All cards involving a chance to trigger an effect now use a pseudorandom distribution instead of a uniform distribution to drastically reduce chances of streaks of non-triggering (e.g., "Wheels of Nope"), albeit also reducing chances of continuous triggering. Players can demonstrate skill by keeping mental notes on the current chance of each effect.”

why is this included inside a stake overhaul mod? wouldnt it make more sense to split this off into its own separate mod?

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also hows that work with oops all sixes

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also holy shit quantum stakes real 👀

mellow cliff
sick pilot
# fallen vault what does blue do now

All stakes after white, including blue, add in-run stickers. More specifically, blue adds a Magnet sticker, which fixes adjacent Jokers in place (which I find a little bit more exciting than Pinned). There are no changes in what I consider "artificial difficulty" (things like less hands, less hand sizes, no blind money, etc...).

sick pilot
# mellow cliff “Controlled Randomness All cards involving a chance to trigger an effect now us...

I thought about this several times at the start of development. Officially I ended up calling it a "Stake Overhaul" to differentiate it from the many other mods that also have the term "difficulty" in their titles. In addition, the main focus is that every single stake was actually overhauled, so I thought why not? However, in the end, it's internally my own vision of a difficulty overhaul. I felt necessary that controlled randomness should be an integral part of the vision.

sick pilot
# mellow cliff also hows that work with oops all sixes

oops all sixes doubles the sum of all until then failed procs. I thought about keeping the sum as it is, double the probability of all failed procs that come after the oops all sixes is acquired, then add that to the sum, but in the end I decided it was too much effort for just a little bit more mathematical precision. I mean, we can imagine the player already failed 4 or 5 procs by the point in time they buy the oops all sixes, I decided they should be rewarded. So it was more of a game design decision rather than not paying attention / ignoring the math.

sick pilot
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A crash was fixed where the Wheel blind would be incorrectly checked for enhancements, version was bumped to 1.0.1

sick pilot
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An issue was fixed where Econ-based Supercritical/Delayed Jokers wouldn't reward the proper amount of money due to not accounting for the multiplication factor. Version was bumped to 1.0.2

sick pilot
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A crash was fixed where an attempt to get a card's config from a tooltip (fake card) occurred. Version was bumped to 1.0.3

sick pilot
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An issue was fixed where Negative Jokers with both Eternal and Perishable stickers were not being properly copied by Ankh and Invisible Joker. Version was bumped to 1.0.4

sick pilot
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An issue was fixed where Delayed/Supercritical Invisible Jokers copied 1 randomly-chosen Joker multiple times, instead of multiple random Jokers. Version was bumped to 1.0.5

uneven sail
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Can ask is there any way to keep the stakes as visible after being defeated?

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Like so one don't overwrite the other?

sick pilot
uneven sail
limber basin
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maybe im misunderstanding something or something isn't actually working.

magnet doesn't seem to actually matter? you can't move the adjacent jokers, but nothing stops me from moving the magnet so everything can still be rearranged at will.

is the point that it only affects two magnets sticking next to each other?