The next stage in the anti-cheat system is dealing with text files (tables):
1. Option: Make the text files load from a host (easier to implement).
2. Option: Make it so that before the game starts, the values in the text file tables are compared, and if there is a discrepancy, a warning is issued.
(More complex to implement, and the text files still need to be transmitted over the network for comparison).
I chose the first option. Does anyone have any thoughts on this?
And another important question: Which specific text files need to be included in the anti-cheat system? How can they be used for cheating?
The essence of the first option is that the text files will work the same for both players? If so, then I'm in favor of the first option.
Regarding cheating with text files.
There was a case in an inter-portal tournament where one of the teams used a text file that changed the set of secondary skills offered when leveling up heroes, as a result, they were not offered obviously useless skills.
But there are also useful text files. I use these myself:
1. Cranim.txt - speeds up animations in combat.
2. ARRAYTXT.TXT - displays the number of neutral units in a group as a numerical range (e.g., 50-99).
3. Objects.txt - prevents the generation of objects that make the game less enjoyable - healing forts and cartographers (their use is prohibited by the rules, so on a random map they are useless and well-guarded), as well as key tents and corresponding guard posts (due to the peculiarities of the game on random maps, the possibility of their practical use is negligible, which also makes them useless).