Balatro

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Congressional

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Congressional

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About this mod

This mod adds a new mechanic , "Deck Jokers", which are special jokers that are added directly to your deck. more details in the description.

this mod includes:
- 5 new jokers that utilize the mechanic, 2 of them deck-exclusive
- new deck joker booster packs
- 2 new spectral cards
+ more

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Changelogs
this mod requires both steamodded and lovely injector

This mod adds a new mechanic , "Deck Jokers", which are special jokers that are added directly to your deck. These jokers do not count as regular jokers, but are effectively playing cards that can be manipulated like other playing cards, and must be drawn during play. other than that, they function just as a normal joker would, doing exactly what the card says they should do. I tried to flesh out the mechanic, to blend it into the vanilla gameplay as seamlessly and naturally as possible.

- utilizes a ban list to filter out useless/dead cards, so nothing useless or broken should make it into your deck (or into your joker slots in the case of deck-exclusive jokers)
- all compatible shop and booster pack jokers have a small chance to be deck jokers
- three new booster backs (deck pack, jumbo deck pack, mega deck pack) that give guaranteed deck cards. they appear infrequently in shops, at similar rates to spectral packs
- a new Deck Tag, that gives a mega deck pack
- a new Joker Deck,  focused on deck jokers. (+2 hand size, -2 joker slots, deck jokers appear 4x as often)
- a new joker-exclusive green seal, which moves the joker to the top of the draw pile when starting a round (the joker restriction is from testing, I felt that allowing this on standard playing cards hurt the spirit and balance of the game)
- three new deck joker themed challenges

New jokers

finger jokers (uncommon): x1 mult for each joker in your hand
joker joker (uncommon): +3 mult for each joker in your deck
legion (rare): when round begins, add a random joker to your hand

Deck exclusive jokers

Homie (legendary): adds itself to deck when blind is selected. x3 mult while in the draw pile.
prep time (uncommon): this joker gains +50 chips every turn while in the draw pile. when triggered, reset chips to 0.

New spectral cards

Doppel: Destroy a random compatible joker. Add two copies to your deck.
Precursor: Add a green seal to 1 selected deck joker. (only appears with minimum 1 joker in your deck)

specific mechanics:

- function as "held in hand" cards (like steel or gold cards) during play. this means things like mime or red seal work with almost all (see bugs section below) deck jokers.
- can be played, but have no value and are excluded from the scoring hand by default
- do not function outside of play (end of round score, shop, etc.) 
- count as face cards (done in good humour, may be changed for balance)
- affected by most playing card modifiers like tarots, spectrals, etc. barring specific limitations
- in many instances, NOT affected by joker modifiers like wheel of fortune, or counted by cards like abstract joker, to avoid modifying the cards, but this can be changed. some cards like baseball card count both due to the way they're coded.
- cannot be changed into a playing card or a different joker (this can change based on feedback)
- can be duplicated and destroyed
- cannot be enhanced (game limitation, jokers and enhancements don't mix)
- can have editions (excluding negative)
- can have seals (excluding gold, instead having a new joker-exclusive green seal)

bugs

because this mod involves mixing mechanics that were never meant to be mixed, there are bugs. I tried to account for and iron out as many as possible, so the majority of what remains are either visual bugs or retrigger-specific. please let me know of any you find, even if related to but not specifically what is listed here.

known bugs

- deck jokers with discard effects (and likely some other effects as well) do not seem to retrigger using the game's normal implementation. until a solution is found they do not retrigger.
- gold seals can be manually applied to joker cards via effects like Talisman.
- jokers like juggler or oops! do not play nicely, and most would cause problems even when implemented properly (massive/negative hand sizes) so are disabled
- locked and undiscovered deck jokers don't display properly in challenges
- some card effects that trigger on other cards (ex. baseball card) may fail to place the effect on the proper card. seems to only be a visual problem.
- retriggers may retrigger when inappropriate, or display the "again" announcement in the wrong moment. mostly a visual bug, and likely fixed, but has been very persistent.
- niche circumstances where deck jokers may not trigger, such as using the immolation spectral card during a round, or calculations in functions I may have overlooked. these are easily fixable when found, or when I'm more willing to edit vanilla cards
- deck jokers can rarely have the negative edition forcefully applied (ex. negative tag). this will not break the game but will have likely unwanted effects.

mod compatibility

due to the changes required to make this work, there are no guarantees (or expectations) that this mod is compatible with other mods. simple custom cards should work (as I have personally tested with mika's mod), but anything that requires custom play evaluation or end of round effects (or a slew of other things) likely wont. for those that work, the ban list is designed so that any custom cards will be considered deck compatible by default. only cards that are non-compatible (or deck-exclusive) need to be added to the ban lists manually. the ban lists can be found in the lovely folder. the ban lists work by adding 'deck_compat' and 'deck_only' true/false values directly to the joker pool after mod injection, so theoretically custom cards could be added to the ban lists without modifying the ban lists directly.