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If you really wanted to make the distinction you could call it an unofficial patch.
Thanks!
I agree, and given that there is a reasonable probability that Illwinter might read this, I thought I would take the time to ask. I don't want to step on any toes here and put something out that can't be taken back.
For what it's worth, you can absolutely crash the game with this. The easiest way I've found to do this is to make a bless require an invalid scale. The names of scales are stored in a simple array of pointers to their names elsewhere in the executable. There's no runtime checking against this, which, if nothing else goes wrong first, is likely to cause an access violation the moment the game tries to fetch the name of the nonexistent scale. The dm-like parser can trap things like this, though.
If a picture says a thousand words, how many does an animation say?[cdn.discordapp.com] If this were a spell though, you'd be absolutely right; it's only because bless path levels turn into path point costs that this seems to work.
The way I look at these things is, if the functionality already exists in the executable and is just inaccessible with modding commands, it's a lot more reasonable to make requests for than asking them to write/add new stuff.
I think dom does not use the typical steam DRM.
However, if it does, you would HAVE to do it this way because the rest of the exe has bits explicitly tied to a specific steam user account.
Also, custom blesses are cool, but I'm not running anything from someone who already demonstrated they can hack an exe like that.
Granted, a data table is a bit different than inserting your own instructions, but it's just not terribly far off, lol. Cool stuff, and good luck though!
I don't know what Steam's typical DRM looks like, but given that there aren't any extra steps needed to start looking inside the game executable I'm going to assume not.
However, if it does, you would HAVE to do it this way because the rest of the exe has bits explicitly tied to a specific steam user account.
As mentioned above, doing things this way doesn't require modifying actual instructions which is the scary part. Someone with a bit of experience looking at binary data files and a decent amount of dominions modding experience could also have done this, it's as difficult as ctrl-f for the name of an existing bless, making sure that you are actually looking at the bless data table (which is pretty obvious with a little experience reading/writing files packed like this), then taking the time to look at the data table and figuring out what does what. Considering that people bruteforced the internal effect IDs using 5xx and 6xx effects, it'd be entirely feasible for someone to reach this point without having to worry about reverse engineering actual instructions.
If I ever release anything to do this, I'd open source it for the reasons you've pointed out. Granted, I don't expect that to stop people being afraid of the nature of the messing around, but... what can a guy do?
Compared to the relative ease of modding it, it should definitely be supported.
Also, I don't think this legally requires Illwinter's permission -- the best example is randomizers for old SNES games in the speedrunning community. It is a violation of copyright law to send someone a copy of Link to the Past, but just fine to say "hey, if you have a copy, twiddle these bits in your copy and let's race"