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1.6.0e (SMOD 1.0)
1.6.0 changelogs:
- 1.6.0a: Init release
- 1.6.0b: Hotfix XXL Deck with modded suits
- 1.6.0c: JokerDisplay compat, space jokers improvements and typo fix
- 1.6.0d: "Reach the Stars" description improvement and debug message removal
- 1.6.0e: Deck of Stuff Bunco compat and JokerDisplay small update
General changes:
- The repo will only contain this mod's content on the main branch. If you got submodules or anything, update them.
- Added in-game config to toggle Jokers/Consumables/Decks on or off on game restart
- Improved quality of code
- Upcoming JokerDisplay addition
Decks changes:
- Fixed some slight sprite errors
- New decks:
Heiroglyph Deck:
Spectral cards may appear, start with Ankh, -1 Joker Slot
XXL Deck:
Start with double the deck size
Challenges changes:
- Fixed "Scientific Downfall" wrong bans from v1.5.0+
- Removed "Rock Smash" due to joker changes
- Added "Archifoolery" back: Start with a Negative Eternal Archibald and 1 Joker Slot
Consumable changes:
- Added new Spectral card sprites (made by RattlingSnow353) (Still no Sphinx sprite sadly)
Joker changes:
- Jokers are no longer discovered by default
Trance The Devil:
Effect: Gains X0.25 Mult per used Trance and Devil
-> Blind selected, destroys each consumable and gains X0.15 Mult for each destroyed consumable
Burger:
Mult: +10 -> +15
Round: 4 -> 5
Bounciest Ball:
Chips: +10 -> +15
Effect: Gains 10 Chips when X scored, changed and halved on different hand
-> Gains 15 Chips when most played poker hand scored, halved on different hand
Lucky Joker:
Cost: $7 -> $5
Effect: Retrigger Lucky 7 twice
-> Retrigger 7 twice
Iconic Icon:
Cost: $6 -> $5
Effect: +4 Mult per modified Ace
-> +2 Mult per Ace, +4 if modified
Moon Base:
Rarity: Uncommon -> Common
Cost: $7 -> $5
Effect: Space jokers give +50 Chips
-> Blind selected, create a Space Joker
Wandering Star:
Rarity: Common -> Uncommon
Effect: Gains 3 Mult per planet sold
-> On planet used, create its copy, once per Ante
Furnace:
Cost: $8 -> $6
Perishable: False -> True
Effect: If first played card Steel or Gold, gains a bit of their effect, destroys card
-> On first hand drawn, add a random Glass, Gold or Steel card to hand
Warehouse:
Perishable: False -> True
Effect: +2 hand size, 0 consumable slot, -$50 on sold
-> +2 hand size, -1 consumable slot, -$100 on sold
Zombie Joker:
Cost: $4 -> $5
Infinite Staircase:
Xmult: X2 -> X3
Crooked Joker:
Cost: $6 -> $1
Property Damage:
Rarity: Uncommon -> Rare
Perishable: True -> False
Blueprint-able: False -> True
Cost: $6 -> $8
Effect: Discarding a hand which contains a Full House turns cards to Stone
-> Gains X0.25 Mult when discarding a hand which contains a Full House
Rock'N'Roll:
Effect: Retrigger each Stone and Wild card
-> Retrigger each enhanced card
Contract:
Cost: $6 -> $8
Effect: X3 Mult. On Blind selected, register a $ range which cannot be breached
-> X1.5 Cash out, X2 Blind requirement
Cupidon:
Rarity: Common -> Uncommon
Cost: $5 -> $6
Blueprint-able: True -> False
Effect: +15 Mult if King and Queen of same suit
-> X0.75 Blind requirement
Archibald:
Effect: Each added Joker gets a Perishable Negative copy
-> Each Ante, make a Negative copy of a random Joker (beside itself)
SDM_0:
Effect: +2 Joker Slots, +1 per destroyed/removed 2
-> +0 Joker Slot, +2 per destroyed/removed 2