#Please make sure all changes that affect game play appear on the list shown on "Changes" in game

1 messages · Page 1 of 1 (latest)

plush plaza
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I've brought this up a few times over the last few years and been told each time that it will be sorted out, but please include any game changes that affect gameplay into the in-game changelog.

Finding things out for the first time mid-game when something no longer works/behaves as expected is super annoying. Just add then to changelog please!

(Recent examples that come to mind : Can't walk thru cortex T1 bot lab; Bigger T2 lab sizes not fitting in purpose made space anymore)

solar prairie
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This right here. It was very annoying having to reclaim a bunch of stuff so I can fit the lab in because it's suddenly different, or because my com is now stuck. It's bad practise to not put game changing changes... in the changelog.

arctic fable
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I'm not 100% certain but I think the devs have gotten better at updating the changelog when they make changes to the game, but the examples you mentioned I think are related to engine changes, which is a separate codebase, and aren't necessarily people involved in BAR dev specifically. Ofc those things should still be mentioned in the game changelog, but just giving you the probable explanation as to why these ones got missed.

I guess we need a better process around the changelog so engine updates that affect gameplay also get included in it going forward, but not sure how that would work because of the detachment. In a typical game setup the engine and game would be compiled together as one package/binary, which would make this kind of thing easier, but that's not the way Recoil games work so need to come up with some other idea

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I don't think there's even any metadata in the game files which point to the specific engine version to use, which seems a bit dangerous to me. I guess it's just a rapid distribution thing which dictates compatible game and engine versions, or maybe it doesn't even do that much and it's a lobby or autohost thing? @meager bear

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one dumb solution I can think of is Recoil including its own changelog.txt (needs writing first) which it could make available to the game, and then you have separate tabs for game changes and engine changes when ingame, but yeah not great

mint gate
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wait, you can't walk through cortex t1 bot labs anymore? PandaWorried

meager bear
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I've never run into anything in modinfo or something that specifies that, maybe it exists, but I've not run into it and we don't use it in bar

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AFAIU all current games running on Recoil decide themselves when to update to the new engine version and it's part of their server setup.

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Engine has changelog and publishes it

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Also, players shouldn't care from where change comes, there should be just a single changelog that aggregates everything in single place

arctic fable
meager bear
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Meh

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Works like this forever

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Game decides when to update engine, game needs to test current version of game is compatible

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We don't allow to play some old versions of game, only reasonable new ones

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Replays are not a problem because they contain engine and game version

arctic fable
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yeah it works, but I hate it kek

meager bear
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If there is some game functionality that's engine version dependent, I believe there are some kind of new types of apis that allow to check engine version from inside the game

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TBH, it's not clear to me what is wrong about it

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Because we don't need to provide some compatibility across versions or anything like that

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(but anyway, that's off topic for this particular thread)

arctic fable
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it's just the reliance on an ambiguous external service to know which version of the engine is supported by a given game version. e.g. if an engine changes some lua api which breaks game compatibility then the game repo alone is kinda useless

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idk, I mean w/e, as you say it works - just feels dirty to me

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ez derail

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the engine changes are just in the gh release notes?

plush plaza
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mods killed my thread with off topic stuff i dont understand gg

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🤣

meager bear
meager bear
mortal kayak
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What

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Oh

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Nah i'm too tired for this shit

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Good Night

meager bear
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So overall, from my perspective (as non main game repo dev), plenty people want changelogs, devs want changelogs, but the overall pool of developers contributing to the main game repo just fails to make it happen, it basically looks like

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the most likely recent "idea" is that where will be something like releases, and not just every single change gets pushed instantly to players, and then have those releases have changelog compiled

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I estimate you can wait for it between 2 weeks and 2 years

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disclaimer: purely my personal opinion, not overall BAR developers yada yada yada

river venture
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the exit only yardmap change was never announced to my awareness

river venture
pine dagger
river venture
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i did do that mistake

plush plaza
mortal kayak
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Well, as Marek said... We all agree that we suck at changelogging, but we also fail to kinda collectively agree on how we should proceed on that for some reason

arctic fable
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PRs could have a checkbox like "Does this affect gameplay?" and if checked then it expects changelog.txt to be modified

mortal kayak
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Time to only allow merging a PR if it makes a note of the changes in the changelog file

arctic fable
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first thing's first, name and shame the person who made changes that affected gameplay and didn't update changelog.txt, and create an appropriate blame emoji for them

plush plaza
mortal kayak
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It's hard

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Also

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I don't think only gameplay affecting things should be listed

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I think everything should be

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Maaaaybe not every single tiny hotfix but anything noticeable

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People shouldn't have to read through github commits to know what's going on

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Or if the bug that was annoying them for a week finally got fixed

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I've tried to changelog my stuff for a while but i was literally the only one so I gave up.

arctic fable
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ideally changes would be categorised/tagged like gameplay, UI, refactor, and then a nice way to filter them ingame - but no idea how we'd setup a system like that

mortal kayak
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EXACTLY

meager bear
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I've proposed field in PR description for changelog with CI check to verify there is something there.

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But I've not got either positive nor negative feedback.

mortal kayak
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You know how things go in BAR

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you first push something and then ask for feedback

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lol

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Nobody cares until they face it.

plush plaza
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It feels the main thing needed to getting an accurate changelog is a massive culture change than isn't looking likely anytime soon

hollow thicket
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We need a log manager who keeps track of all the changes and enters them somewhere else. It's the same thing with AI updates, you don't know what has changed.

grizzled pumice
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There's effort to bundle balance changes into bigger patches this year. This should make changelogs a bit easier so stuff doesn't slip in unannounced.

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Though that's only balance. Lots of other things can still slip in.

rugged bone
mint gate
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I've always taken exit only yardmaps to be a good thing, but now I'm not sure

rugged bone
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I think they are overall a net positive, since it prevents two very annoying bugs/situations

  1. Units moving onto yardmaps blocking nanoframes being placed
  2. Units moving onto yardmaps and not being targetable by weapons
meager bear
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A good way is people that develop the change, take full ownership of that change: design, implementation, testing, communication (changelog), any post deployment feedback reports etc

mortal kayak
lean yew
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i want blame sprung too

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how many broken commits do i push to get one

plush plaza
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Please may the pawn build power tweak be added to the in game changelog, thanks

tribal zodiac
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randy the goat

plush plaza
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@lyric sierra

lyric sierra
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@south storm @tranquil zephyr

tranquil zephyr
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PRs welcome

plush plaza
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I see it is in the changelog now, much appreciated! 😁

plush plaza
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Exploiter self-d timer has been changed and not in the log. Very frustratingly just now cost me my base in a 1v1 vs autopilot. I thought it was a 1s timer, I waited until enemy units were right next to it and started the self-d and was surprised to see a 5s timer.

Iroinically, a couple of weeks ago playing a 1v1 modulo I self-d my exploiter expecting a 5s timer and it blew up straight away lol

Replay from 30th April vs modulo where I expect a 5s timer and it goes off after 1s (around 8 mins) https://bar-rts.com/replays/f9001268a852cf3ed845557a29382ebb

Replay from today vs autopilot where I self-d expecting 1s timer and it takes 5s https://www.beyondallreason.info/replays?gameId=b20e22684eeabded41db992f38488e86

I think there needs to be another look at sorting a way to have an accurate changelog, as the game gets bigger and more tournaments for money pop up, some of these examples could end up resulting in more than just a frustrated gamer.

Replays of Battles once fought!

plush plaza
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So yes looks like this was changed last week, but no mention of it in the in game changelog. Very frustrating to only find out the hard way.

grizzled pumice
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@south storm this feedback is aimed at you I guess so I'll ping you in.