Dev diary ·
How we balance Spitball
Before a change reaches you, a few thousand bots play it.
Baseball runs on numbers, and so does Spitball. Whenever we change something, a card or a rule, we let bots play a few thousand seasons with it and watch where they land.
Some bots play sloppy. Some play like they wrote the game. Each kind has a range we want it to land in: a new player should win the pennant now and then, a great one most of the time, and nobody every time.

Keeping Rub in line
The card says: “His ‘liniment’ works: every point of heat on you makes your stuff nastier.”Heat is the meter that climbs when you cheat.
When we made strikeouts add a little heat, we knew Rub would ride along: more heat on every pitcher means more liniment working. So the bots played the change that night and put a number on it right away. On his own he was worth about ten points of win rate. Our ceiling for any one card is eight, because one character should help a build, not be the build.
We turned his two numbers down by about a third. Same card, same words, same idea. He came back to seven and a half, under the line and still a great hire.
We keep the rest of the numbers to ourselves. Your Record Book tracks the same kinds of things for your own runs, so the best builds are out there for you to find.