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Expand Difficulty Increase mod articles #12629

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@Anax2i Anax2i commented Jan 2, 2025

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@TicClick TicClick self-requested a review January 27, 2025 14:45
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two more points:

  • could you retake customization menus screenshots and save them as PNGs?
  • please use period (.) as a decimal separator for clarity

@@ -31,7 +31,19 @@ tags:

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Accuracy Challenge** mod allows you to set a minimum accuracy that you can't exceed to avoid a failure.
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The **Accuracy Challenge** mod allows you to set a minimum accuracy that you can't exceed to avoid a failure.
The **Accuracy Challenge** mod allows the player to set a minimum accuracy that they must maintain to avoid a failure.

- **Minimum accuracy** (60%-99%, default 90%): Trigger a failure if your accuracy goes below this value.
- **Accuracy mode** (default: Maximum achievable): The mode of accuracy that will trigger failure.
- **Maximum achievable**: Fail if you can’t achieve an accuracy higher than the value when the map ends.
- **Standard**: Fail if the accuracy strictly goes below the value.
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- **Standard**: Fail if the accuracy strictly goes below the value.
- **Standard**: Fail if the accuracy goes strictly below the value.

- **Accuracy mode** (default: Maximum achievable): The mode of accuracy that will trigger failure.
- **Maximum achievable**: Fail if you can’t achieve an accuracy higher than the value when the map ends.
- **Standard**: Fail if the accuracy strictly goes below the value.
- Restart on fail (default disabled): Restart the map after the accuracy goes below the minimum value indicated.
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- Restart on fail (default disabled): Restart the map after the accuracy goes below the minimum value indicated.
- Restart on fail (default: disabled): Restart the map when the accuracy goes below the minimum value specified.

@@ -30,6 +30,8 @@ tags:

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses you get, the more the doors opens. In contrast, building a combo will have the opposite effect.
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The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses you get, the more the doors opens. In contrast, building a combo will have the opposite effect.
The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses the player gets, the more the doors open. Building up a combo will have the opposite effect.

@@ -30,6 +30,15 @@ tags:

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Cover** mod hides a part of the playfield similar to [Fade In](/wiki/Gameplay/Game_modifier/Fade_In_(lazer)) and [Hidden](/wiki/Gameplay/Game_modifier/Hidden_(lazer)) but with the possibility of customising its size.
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The **Cover** mod hides a part of the playfield similar to [Fade In](/wiki/Gameplay/Game_modifier/Fade_In_(lazer)) and [Hidden](/wiki/Gameplay/Game_modifier/Hidden_(lazer)) but with the possibility of customising its size.
The **Cover** mod hides a part of the playfield similarly to [Fade In](/wiki/Gameplay/Game_modifier/Fade_In_(lazer)) and [Hidden](/wiki/Gameplay/Game_modifier/Hidden_(lazer)), but with the possibility of customising the size of obscured area.


![Nightcore customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/NC.jpg)

- **Speed increase** (1,01x-2,00x, default 1,50x): The speed at which the map is played.
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- **Speed increase** (1,01x-2,00x, default 1,50x): The speed at which the map is played.
- **Speed increase** (1,01x-2,00x, default: 1,50x): The speed at which the map is played.

@@ -31,7 +31,13 @@ tags:
*For the osu!stable version of this article, see: [Perfect (mod)](/wiki/Gameplay/Game_modifier/Perfect)*\
*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Perfect** mod automatically restarts the [beatmap](/wiki/Beatmap) if you are no longer getting an SS grade. This includes missing a note, a [spinner](/wiki/Gameplay/Hit_object/Spinner), a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), and getting something other than a GREAT from any object.
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The **Perfect** mod automatically restarts the [beatmap](/wiki/Beatmap) if you are no longer getting an SS grade. This includes missing a note, a [spinner](/wiki/Gameplay/Hit_object/Spinner), a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), and getting something other than a GREAT from any object.
The **Perfect** mod automatically restarts the [beatmap](/wiki/Beatmap) if the player no longer can get an SS grade. This includes missing a note, a [spinner](/wiki/Gameplay/Hit_object/Spinner), a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), or getting something other than a GREAT from any object.


![Perfect customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/PF.jpg)

- **Restart on fail** (default enabled): Restart the map after the [health bar](/wiki/Client/Interface/Health_bar) hits the bottom. *Enabling this option doesn't make the mod unrankable.*
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- **Restart on fail** (default enabled): Restart the map after the [health bar](/wiki/Client/Interface/Health_bar) hits the bottom. *Enabling this option doesn't make the mod unrankable.*
- **Restart on fail** (default: enabled): Restart the map after the [health bar](/wiki/Client/Interface/Health_bar) hits the bottom. *Enabling this option doesn't make the mod unrankable.*

@@ -30,6 +30,8 @@ tags:

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Strict Tracking** mod causes a miss every time you aren't precisely following the [slider](/wiki/Gameplay/Hit_object/Slider) follow circle. The reasons for the miss can be missing a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), not holding through an empty slider path and being outside of the follow circle regardless of duration.
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Suggested change
The **Strict Tracking** mod causes a miss every time you aren't precisely following the [slider](/wiki/Gameplay/Hit_object/Slider) follow circle. The reasons for the miss can be missing a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), not holding through an empty slider path and being outside of the follow circle regardless of duration.
The **Strict Tracking** mod causes a miss every time the player isn't precisely following the [slider](/wiki/Gameplay/Hit_object/Slider) follow circle. This includes missing a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick), a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail), not holding through an empty slider path, and being outside of the follow circle for any amount of time.

@@ -32,7 +32,13 @@ tags:
*For the osu!stable version of this article, see: [Sudden Death (mod)](/wiki/Gameplay/Game_modifier/Sudden_Death)*\
*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Sudden Death** mod triggers a failure if you miss an object from any [beatmap](/wiki/Beatmap). Missing a note, a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick) and a [spinner](/wiki/Gameplay/Hit_object/Spinner) will make you fail, however missing a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail) and not holding through an empty slider path won't trigger the effect as long as the combo has not been broken.
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Suggested change
The **Sudden Death** mod triggers a failure if you miss an object from any [beatmap](/wiki/Beatmap). Missing a note, a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick) and a [spinner](/wiki/Gameplay/Hit_object/Spinner) will make you fail, however missing a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail) and not holding through an empty slider path won't trigger the effect as long as the combo has not been broken.
The **Sudden Death** mod triggers a failure on missing any object from a [beatmap](/wiki/Beatmap). Missing a note, a [slider tick](/wiki/Gameplay/Hit_object/Slider/Slider_tick) and a [spinner](/wiki/Gameplay/Hit_object/Spinner) will make the player fail, however, missing a [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail) or not holding through an empty slider path won't trigger the effect, as long as the combo has not been broken.

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Anax2i commented Apr 3, 2025

two more points:

  • could you retake customization menus screenshots and save them as PNGs?
  • please use period (.) as a decimal separator for clarity

It's done, although I noticed that all Spanish translations used comma (,) as a decimal separator. Is it intentional or do I also change these pages as well? @TicClick

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TicClick commented Apr 3, 2025

@agatemosu do you folks use commas or periods for separating the decimals?

@agatemosu
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we use commas

@Anax2i
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Anax2i commented Apr 3, 2025

Alright now it's done for real ― Let me know if I need to make any more changes! @TicClick

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