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So, yes there's groundwork that was done for a future update. Basically, instead of straight up replacing some files, you may now add to those files instead by creating your own version of that file.
eg. You just want to add effects without overriding the base.effects.darkest. Instead of replacing the base.effects.darkest, you can now create a file with just your effects called saint_michaels.effects.darkest and the game will load both the base.effects.darkest as well as your saint_micheals.effects.darkest.
The pattern that was chosen for these "additive" files is [some_name].[file].[extension] where [some_name] is anything you want it to be, [file] matches the content type and [extension] matches the type of file. This also allows you to have multiple of these files if you choose.
eg.
effects/op.effects.darkest
effects/weak.effects.darkest
effects/crazy.effects.darkest
and so on.
So far we have
colours/base.colours.darkest
effects/base.effects.darkest
shared/buffs/base.buffs.json
audio/base.app.load_order.json
audio/base.campaign.load_order.json
audio/base.dungeon.load_order.json
audio/base.heroes.load_order.json
audio/base.raid.load_order.json
audio/base.system.load_order.json
audio/base.town.load_order.json
inventory/base.currency.inventory.items.darkest
inventory/base.gem.inventory.items.darkest
inventory/base.inventory.extra_stack_limits.darkest
inventory/base.inventory.system_configs.darkest
inventory/base.quest_item.inventory.items.darkest
inventory/base.supply.inventory.items.darkest
campaign/roster/base.roster.groups.json
campaign/town_events/base.town_events.events.json
scripts/layout/base.popup_text.layout.darkest
Of course you can choose to just override the file as well by picking the same name as the base file.
Finally, rules.json is a bunch of variables that used to be hardcoded in game and was pulled out... and there's very significant variables within that touch on many aspects of the game... they probably just need to be documented! (coming soon!)
Pierre