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The issue is that Mad and Mood skills still can't appear on RandomBMMixed --- but now they can't appear because those skills only appear on swing dice and that button has no swing dice, not because they are explicitly "excluded." So technically the new flavor text is correct, but it's definitely at least arguably misleading.
The correct fix is to update the RandomBMMixed flavor text so that it no longer contains a list of excluded skills. This is the correct fix because:
It's not particularly valuable to have that list in the flavor text --- none of the other RandomBMs have it, e.g. RandomBMDuoSkill ("This button gets a different random recipe in each game, with four regular dice and one swing die, and 2 skills each appearing a total of 2 times on various dice."), and to my knowledge no one has ever complained. Anyone who cares that much is probably already able to look at the source code, which is moderately well-documented
It is moderately expensive to maintain that list --- there's code to do it, we have to adjudicate issues like this change, and anything that shows up in test code has to be wrangled around replay testing every time we change the relevant code.
It is leading to this conversation, where because the handling of Mad/Mood is ambiguous in a way that doesn't necessarily match the term "excluded," we have to figure out what the right fix it.
So: basically zero benefit + dev cost + friction cost = let's just update the text to be generic like all the other ones, and have done.
The text was updated successfully, but these errors were encountered:
I don't have time to do this in an emergency for this weekend's release, and i still assert this is non-blocking for #3013 to go to prod:
Barring objections (or more critical bugs being found), i'll go ahead with the release to prod of Enable Mad and Mood skills in RandomBM #2844 on Sunday, and fix this next week
If people do think this is blocking, we'll have to skip the prod release and block other development until it can be fixed for next week
We had a discussion on discord about https://github.com/buttonmen-dev/buttonmen/pull/3013/files#diff-4c9ca62c93b83d35d7afd15b86503e5936f7df91eacb31e57ed196f097c3946f --- the change to the
RandomBMMixed
flavor text as part of #2844. This is kind of a bug, and definitely confusing to people who are thinking about the impact of this PR in isolation (i suspect not that confusing to actual players, so i don't think it's a blocking bug).The issue is that Mad and Mood skills still can't appear on RandomBMMixed --- but now they can't appear because those skills only appear on swing dice and that button has no swing dice, not because they are explicitly "excluded." So technically the new flavor text is correct, but it's definitely at least arguably misleading.
The correct fix is to update the RandomBMMixed flavor text so that it no longer contains a list of excluded skills. This is the correct fix because:
So: basically zero benefit + dev cost + friction cost = let's just update the text to be generic like all the other ones, and have done.
The text was updated successfully, but these errors were encountered: