Docs: local Sacred Gold install required, no hard-coded game path
README explains --game-dir and the stored GameDir; the VS Code launch uses the stored path and builds through build.ps1. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -14,9 +14,11 @@ the work so far is **mods** — behaviour changes on top of the original
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auto-attack, skill reworks, respec, map fixes, ...). The game stays playable
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at every step; the user plays it to test.
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- Target binary: the original `sacred.exe` in `D:\Gaming\Sacred Gold\`
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(path in `build\x86-debug\sacredK.ini`, `[paths] GameDir`). Ignore the
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`SacredReborn*` files in that folder.
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- Target binary: the original `sacred.exe` of a local Sacred Gold 2.28
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installation (see `README.md`, Supported build). The game is not in the
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repo; its folder is given to the launcher once (`--game-dir`) and kept in
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`build\<preset>\sacredK.ini`, `[paths] GameDir`. Read it from there; never
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hard-code a local path in code, docs or configs.
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- Game texts are German (Fertigkeiten, Attribute, Blitzschlag, ...); keep the
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game's names when talking about features.
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- The user's monitor is 3440x1440; the game renders about 1835x768 scaled up.
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