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Might've been that the last update overwrote your changes, as each time a mod updates, it is pretty much steam deleting your local copy and then just entirely replacing it with the new one, even if many of the files aren't changed. (Waste of bandwidth, but otherwise updates would probably be extremely complicated to implement).
One way to go about it is to make a copy of the Anointed's mod file which appears in steamapps > workshop > content > 262060 > 2378584809 (that last file is the anointed's folder, mods are sorted by their steam ID which is the string of numbers you see if you get a shareable link with the "share" button on steam workshop) and then make your changes, then put that new altered file in steamapps > common > DarkestDungeon > mods folder, which is a manual install and easily changeable, as you can just go into it anytime and change as you need.
The problem with this is that whilst the copy you downloaded from workshop that is in the workshop folder will still update as I push new patches, the manual install will not as it's a considered an entirely separate mod by the game at that point. (It also should have a source saying its from a manual install when you load your mod menu up to enable it in game).
You are allowed to make modifications for your self only though! So long as its not posted publicly to steam workshop that's totally fine.
I remembered the importance of running the localization batch thing in order to "update" and include any changes made to those files, and noticed that in the brief window of time that the command prompt was open, all localization files except for the anointed's string table was included in that list. So I did the modding equivalent of putting a band-aid on it by copying the anointed.string_table over from his mod localization folder, and pasting it in the vanilla game's localization folder, where all the hero, dialogue, journals, etc. string tables were.
Upon running the localization batch file again, lo and behold, the anointed's was among everything else, and any changes I had made began to reflect in-game. I genuinely didn't expect that to work, but it's the one extra step that must be taken in order to mess with modded localization files I guess. Thanks again, I have it all offloaded from the workshop folder so any updates won't rewrite it.