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`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
251 lines
9.1 KiB
Markdown
251 lines
9.1 KiB
Markdown
---
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name: changelog
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description: "Auto-generate a changelog from git commits and sprint data. Internal and player-facing versions."
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argument-hint: "[version|sprint-number]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write
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model: sonnet
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---
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!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys automation`
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**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
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`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
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every file write follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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## Recent History
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Recent commits:
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!`git log --oneline -30 2>/dev/null`
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Recent tags (newest first):
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!`git tag --list --sort=-v:refname 2>/dev/null | head -5`
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## Provenance check — before trusting the history above
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**The commits above may not belong to this game.** This skill's history blocks are
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auto-resolved *before* the body runs, so the read has already happened — what this
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check governs is whether that output is usable, not whether it is fetched.
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1. Read the injected commit subjects above.
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2. **Classify each one** as **Game** (mechanics, content, balance, art, audio,
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UI, or a bug in those), **Framework / maintenance** (subjects naming skills,
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hooks, agents, the test plan, CI, or the framework's own docs), or **Unclear**
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— and treat Unclear as Framework.
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3. Decide from the counts:
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- **At least one Game commit** → proceed using only those, and state how many
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of how many you used.
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- **Zero Game commits** → stop, using the message below.
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> **Filter per commit; a repo containing maintenance work is not a wrong repo.**
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> Every project on this framework accumulates commits touching hooks, CI and
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> skills — the game repo *is* the framework repo. Listing those as a hard STOP
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> fires on virtually every real project and contradicts step 2 whenever the
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> history is mostly the game's. The harm is those commits becoming release copy,
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> and excluding them prevents that precisely.
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>
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> This rule is kept identical to `/patch-notes`' on purpose — the two read the
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> same history for different audiences, and they must not disagree about whose
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> history it is. Change both together.
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The genuine wrong-history signal is different: Game commits naming a product that
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`design/` and `src/` never mention. If you see that, stop.
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If **no** commit in the range is this game's, say so and stop:
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> "The git history in this repo does not appear to belong to [game]. The recent
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> commits describe [what they actually describe]. I cannot generate a changelog
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> from it — point me at the right history, or supply the change list directly."
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**Why this is a hard stop, not a warning.** This exact failure is real, not
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hypothetical: a batch of framework-internal commits produced player-facing copy
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reading *"Fixed an issue where progress from your last session could be lost on
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launch"* — a
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session-hook timeout rendered as a gameplay fix for a game with **no save
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system**. It was fluent, plausible, and entirely false. A reader cannot tell the
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difference; only this check can.
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**Do not treat the preamble's existence as evidence.** Injected output means the
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command ran, never that its subject is your game.
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---
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Both blocks are resolved before this skill runs. Use them as the starting point
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for Phase 2 rather than re-running the same commands.
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---
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## Phase 1: Parse Arguments
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Read the argument for the target version or sprint number. If a version is given, use the corresponding git tag. If a sprint number is given, use the sprint date range.
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Verify the repository is initialized: run `git rev-parse --is-inside-work-tree` to confirm git is available. If not a git repo, inform the user and abort gracefully.
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---
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## Phase 2: Gather Change Data
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Read the git log since the last tag or release:
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```
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git log --oneline [last-tag]..HEAD
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```
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If no tags exist, bound the range explicitly — `git log --oneline -n 100`. Do not
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fall back to the full log: on an established repo that is thousands of lines for
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a changelog covering one release, and the oldest of them are the least relevant.
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If 100 commits does not reach far enough back, say so and ask for a start ref
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rather than widening blindly.
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Read sprint reports from `production/sprints/` for the relevant period to understand planned work and context behind changes.
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Read completed design documents from `design/gdd/` for any new features implemented during this period.
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---
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## Phase 3: Categorize Changes
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Categorize every change into one of these categories:
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- **New Features**: Entirely new gameplay systems, modes, or content
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- **Improvements**: Enhancements to existing features, UX improvements, performance gains
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- **Bug Fixes**: Corrections to broken behavior
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- **Balance Changes**: Tuning of gameplay values, difficulty, economy
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- **Known Issues**: Issues the team is aware of but have not yet resolved
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- **Miscellaneous**: Changes that do not fit the above categories, or commits whose messages are too vague to classify confidently
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For each commit, check whether the message contains a task ID or story reference
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(e.g. `[STORY-123]`, `TR-`, `#NNN`, or similar). Count commits that lack any task reference
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and include this count in the Phase 4 Metrics section as: `Commits without task reference: [N]`.
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---
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## Phase 4: Generate Internal Changelog
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```markdown
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# Internal Changelog: [Version]
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Date: [Date]
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Sprint(s): [Sprint numbers covered]
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Commits: [Count] ([first-hash]..[last-hash])
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## New Features
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- [Feature Name] -- [Technical description, affected systems]
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- Commits: [hash1], [hash2]
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- Owner: [who implemented it]
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- Design doc: [link if applicable]
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## Improvements
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- [Improvement] -- [What changed technically and why]
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- Commits: [hashes]
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- Owner: [who]
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## Bug Fixes
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- [BUG-ID] [Description of bug and root cause]
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- Fix: [What was changed]
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- Commits: [hashes]
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- Owner: [who]
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## Balance Changes
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- [What was tuned] -- [Old value -> New value] -- [Design intent]
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- Owner: [who]
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## Technical Debt / Refactoring
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- [What was cleaned up and why]
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- Commits: [hashes]
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## Miscellaneous
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- [Change that didn't fit other categories, or vague commit message]
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- Commits: [hashes]
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## Known Issues
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- [Issue description] -- [Severity] -- [ETA for fix if known]
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## Metrics
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- Total commits: [N]
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- Files changed: [N]
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- Lines added: [N]
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- Lines removed: [N]
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- Commits without task reference: [N]
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```
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---
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## Phase 5: Generate Player-Facing Changelog
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```markdown
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# What is New in [Version]
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## New Features
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- **[Feature Name]**: [Player-friendly description of what they can now do
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and why it is exciting. Focus on the experience, not the implementation.]
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## Improvements
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- **[What improved]**: [How this makes the game better for the player.
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Be specific but avoid jargon.]
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## Bug Fixes
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- Fixed an issue where [describe what the player experienced, not what was
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wrong in the code]
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- Fixed [player-visible symptom]
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## Balance Changes
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- [What changed in player-understandable terms and the design intent.
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Example: "Healing potions now restore 50 HP (up from 30) -- we felt
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players needed more recovery options in late-game encounters."]
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## Known Issues
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- We are aware of [issue description in player terms] and are working on a
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fix. [Workaround if one exists.]
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---
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Thank you for playing! Your feedback helps us make the game better.
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Report issues at [link].
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```
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---
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## Phase 6: Output
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Output both changelogs to the user. The internal changelog is the primary working document. The player-facing changelog is ready for community posting after review.
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---
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## Phase 7: Offer File Write
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After presenting the changelogs, ask the user:
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> "May I write this changelog to `docs/CHANGELOG.md`?
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> [A] Yes, append this entry (recommended if the file already exists)
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> [B] Yes, overwrite the file entirely
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> [C] No — I'll copy it manually"
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- Check whether `docs/CHANGELOG.md` exists before asking. If it does, default the
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recommendation to **[A] append**.
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- If the user selects [A]: append the new internal changelog entry to the top of
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the existing file (newest entries first).
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- If the user selects [B]: overwrite the file with the new changelog.
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- If the user selects [C]: stop here without writing.
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After a successful write: Verdict: **CHANGELOG WRITTEN** — changelog saved to `docs/CHANGELOG.md`.
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If the user declines: Verdict: **COMPLETE** — changelog generated.
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---
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## Phase 7: Next Steps
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- Use `/patch-notes [version]` to generate a styled, saved version for public release.
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- Use `/release-checklist` before publishing the changelog externally.
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### Guidelines
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- Never expose internal code references, file paths, or developer names in the player-facing changelog
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- Group related changes together rather than listing individual commits
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- If a commit message is unclear, check the associated files and sprint data for context
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- Balance changes should always include the design reasoning, not just the numbers
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- Known issues should be honest — players appreciate transparency
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- If the git history is messy (merge commits, reverts, fixup commits), clean up the narrative rather than listing every commit literally
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