updates:v6_7_20

v6.7.20: Snap-aim Jump rework

Deployed player-facing update. Reviewed October 5, 2026. At 15:11 PDT, Room 1 ran v6.7.20 and Rooms 2–4 ran its cumulative v6.7.21 bridge. This is a dated observation, not a live rollout feed; use Live lobbies.

Player changes

  • Redefines .jump around sustained snap-aim patterns rather than requiring nearly all circles.
  • Includes circle-to-slider, slider-to-circle and slider-to-slider jumps, accounting for slider paths, repeats, speed changes and the cursor's exit position.
  • Farm and Jump remain separate: Farm score, map title and mapper do not determine Jump classification.
  • Prefers maps under 90 played seconds, with no Jump preference minimum, and perceived AR 9–10. These are soft preferences, not eligibility gates.
  • Uses weighted variety instead of repeatedly selecting only the highest Jump score. Feedback and global successful-clear weighting still matter.
  • Keeps fresh strong Jump evidence ahead of relaxed fallback. Last-ten played/skipped avoidance, playlist reservations, song spacing, stars and hard length filters remain.
  • When the tier exceeds the 1,200-candidate cap, samples eligible maps instead of permanently retaining only the highest scores.
  • Does not add pre-play ratings or automatically turn skips into bad ratings. Mania style behavior is unchanged.

Dated catalog analysis

Reanalysis used the active Standard catalog, not the separate expanding research database. It analyzed 92,896 usable cached charts; missing/invalid/non-native or identity-failing inputs were excluded. No live database promotion was performed.

For the analyzed 4.5–5.5★ band, at most 240 played seconds, at least 10,000 global passes and the eight-year age filter, before the runtime cap:

Tier Before v6.7.20
Strong Jump 18 2,249
Relaxed-only fallback 201 3,175

All 13 available reference difficulties qualified as strong Jump. These are dated eligible-difficulty counts, not guaranteed current pool sizes, expert-labelled accuracy estimates or distinct song counts.

Preferences and later operator tuning

Jump's default soft bucket is under 90 seconds, with an 80% bucket choice when both groups exist, and a 1.5× perceived-AR 9–10 weight. Longer/lower-AR maps remain possible. DT uses actual playing length and perceived AR.

The separate October 5 operator duration policy sets the normal room preference to 90–135 seconds with a 240-second cap; Jump retains its own under-90-second exception. Settings are persistent outside code releases.

Release history · Jump guide · Selection rules

updates/v6_7_20.txt · Last modified: by wikiadmin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki