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v0.2.1

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@github-actions github-actions released this 16 Sep 16:40
· 52 commits to main since this release

v0.2.1

Grind chips on the overview

Unroll any family card and every difficulty row now carries a status chip that tells you exactly what this benchmark is asking of you:

  • ▶ N runs to next tier — the grind engine's own count for that difficulty: how many scenarios must improve to flip the rank to the next tier. Where single-scenario paths exist, it counts the cheapest set of those (the same list the What to grind next panel shows). When no single run can carry the rank, it counts the step-by-step plan moves instead. 0 means the tier is maxed or no reachable path exists.
  • plateaued — the difficulty is mid-progress but stopped improving: no scenario has set a new personal best in 3+ days. Swap the stalled grind for one that's still climbing. Max-rank difficulties never show this (they read complete, not plateaued).
  • complete — every scenario is at its top rung for this difficulty; nothing left to gain here.

Weekly report — scored-min

27 scored-min-style chip next to plays/days: the sum of hit_count / avg_fps across your week's local plays — the actual time you were in-game alive per run, never guessed.

Scenario sort on deep pages

The Scenarios table gained a sort cycle: Sort: weakest / strongest / order — weakest-first computes rank tier ascending and then the score gap to each scenario's next tier, so the closest-to-flip grinds head the list; strongest-first inverts it to show your maxed scenarios first.

Also in this release

  • Rank engine: benchmarks with under 50% scenario coverage are now honest Unranked (a single strong run can no longer fabricate a high tier), and the stale server rank is no longer used as a fallback tier.

156 offline tests · clippy clean · CI green.

Full Changelog: v0.2.0...v0.2.1