Mania hold notes that generate hold ticks inside their hit/release window can lead to unexpected combobreaks #24584
Labels
area:gameplay
compatibility change
Changes to be considered in the future which break compatibility with osu!stable scores.
ruleset/osu!mania
Type
Game behaviour
Bug description
I found some beatmaps that have a lot of hold ticks, and some of those ticks conflicts with the hit/release window of the hold note
In stable (with scoreV1), you can miss hold ticks without combobreaking if the hold tick was inside of the release window of the note
(you can see proof of this by looking at most of the leaderborads of stable where the maximum combo varies across the top 50 scores. Example: https://osu.ppy.sh/beatmapsets/400078#mania/992512)
But in lazer, missing ticks will always make you combobreak even if it's inside of either the hit or release window of the note
Screenshots or videos
(Loved) sakuraburst - data corruption symphony [ASPIRE_advanced]
replay.zip
Clearly way too much hold ticks, releasing the hold note "great early" results in a combobreak
2023-08-17.15-35-18.webm
(Graveyard) DJ Noriken & aran - Comet Coaster [<JUMP!! ~LN Special~]
replay.zip
Releasing the hold note early in the 3rd column at 8 seconds of drain time results in a combobreak, even if it isn't judged as a miss
2023-08-17.15-34-35.webm
(Ranked) Camellia - M1LLI0N PP [DOM1NATI0N]
replay.zip
Some hold notes have a hold tick right after their head on the "LN trill" sections of the beatmap, and hitting them "good late" results in a combobreak
2023-08-18.15-05-21.webm
Version
2023.815.0
Logs
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