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So I've been doing some modding (currently added in a feature to feed enemies in combat) and was wondering if you could clarify the game's license. What constitutes an asset in the game's case? The asset license forbids sharing any modifications, so from my understanding that means I won't be able to release any mods I make?

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I'm going to be honest, I don't really know how it works myself. But the intention is, you can release "mods for the game", but you can't release "a modded game".  There's something called either Twee or Tweego that essentially lets you add things into Twine games, but I haven't actually used them myself. But theoretically it would let you add your own passages into the original game and implement them that way. Somebody was working on a system for adding mods to the game, although I'm not sure how far they actually got with it.

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Ah, okay. Not sure if it'll be worth releasing my mods then, since I'm not sure how many people could be bothered editing all the necessary files to install it (currently at 62 passages/passage edits and counting for a mod that goes out of its way to make minimal edits - I know I sure as heck wouldn't bother with that) 😿

Any chance the no releasing modded games policy might change at some point in the future (or if special permission could be given?)?

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In terms of editing, I think it might be easy if you use Git and Tweego (google it), since it lets you decompile an HTML file, merge edits, and then recompile it to play it.

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True, but then instead of requiring users to manually install files without any special programs, it's instead a tradeoff of requiring them to install and know how to run 2 programs (and I think requires the main game to always decompile the same way between versions, which might not happen?)

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I am extremely extremely sorry for not responding sooner, but I didn't really have a good answer for you. I really didn't want to change the policy, although I was also hoping a better alternative would pop up. But that never really materialized. And a lot of irl things came up and things got away from me. Which I know isn't a good excuse, but it's what happened.

Which is all to say that I'm willing to give you permission to release an already modded version of the game. I know that's probably too little to late at this point, but I didn't want to leave things unresolved. And I really didn't want you to feel like you wasted so much of your time. I know how disheartening it is to have your efforts wasted. 

And again I'm so sorry for taking so long to give you a response. I was worried about scenarios that I probably shouldn't have been worrying about and hoping for solutions that probably won't come. So I hope this brings at least some positivity to you.

Well the IPS patch method did come up, which was rather straightforward for users (like one or two steps more than immediately playing the game). The only problem is that the method can't be used for installing multiple mods, which really is also a problem for hosting modded versions, too. Though that concern might be a bit moot because I don't really know if there are many mods for that lack of compatibility to be an issue! xP

I had been considering trying to focus on more gamedev stuff recently, so there is a chance I come back to this and work on more of the mods I had ideas for. I'd decided to have them all the mods be part of the same modded instance for ease of installation, with in-game options to toggle each one on/off. Being able to host the modded version without requiring anyone to have to install them sounds like a sweet deal, thanks!