Biggest update since launch. Short version: suggestions should finally feel like “yeah, I could actually do that,” because the engine now looks at maps the way BeatLeader does and looks at you based on what you've actually done.
Here's what changed, in normal people words.
It stopped thinking “stars = everything”
BeatLeader doesn’t just slap one number on a map and call it a day. It tracks three different things: how hard it is to survive (pass), how hard it is to hit cleanly (acc), and how hard it is to read (tech).
Stars just mash all of that together. That’s how a 10.5★ speed map and a 10.5★ tech map used to look identical to the engine, even though they cook completely different parts of your brain.
Now it builds a profile of you on those three axes, based on the maps you’ve actually cleared. If you’re a tech player, you’ll finally see those high-star tech maps that were getting buried just because their tech demand pushed the star rating up. And you’ll stop getting fed maps whose speed requirement is miles over anything you’ve ever survived.
It actually asks: “Can you finish this?”
Harsh reality the old system ignored: if you fail a map, it’s worth exactly zero PP, no matter how cracked your aim was before the fail.
Every unplayed suggestion now has a real chance-to-clear, based on the hardest maps you’ve proven you can pass. Stuff well inside your comfort zone is basically guaranteed. Stuff near the edge gets a small haircut. Stuff above anything you’ve ever finished gets treated like what it is: a coin flip, not “free PP if you just try once.”
The “why this pick” panel will also tell you what’s holding you back on stretch maps — speed, precision, or reading — so you know what you’re actually gambling on.
No more fantasy “you should get 93%” targets
The old engine would see a map where you scored 70% and happily say, “Yeah, you’ll probably get 93% next time,” just because 93% is your average at that difficulty.
But that 70% wasn’t random. That map, for whatever reason, smoked you.
Now improvement targets start from your real score. If you were just a bit below your usual level, it assumes it was an off day and gives you a mostly full recovery path. If you were way below, it treats that like what it usually is: a fail, a rage quit, or a map that just doesn’t play nice with you — and the target is much more modest.
Older scores get more benefit of the doubt than fresh ones, since you might genuinely have leveled up since then.
Smarter where accuracy actually matters
Climbing from 97% to 98% is not the same thing as going from 80% to 81%. The PP curve knows that. Every player knows that. The old prediction math did not — it just saw “+1%” either way.
Now accuracy predictions use a scale that respects how brutally tight the top end is. Tested against about a thousand real held-out scores from players ranked #1–#2000, predictions got noticeably sharper, especially where it matters: on high-accuracy plays where 0.3% can decide whether the score is insane or just “pretty good.”
Modifiers get scored for what you actually played
If you clear a hard map on Slower Song, you cleared the slowed-down version. The engine now credits you for the difficulty you actually played, not the full base map. Same deal in reverse for Faster Song and Super Fast Song — those were being shortchanged.
Cross-mod predictions got fixed too. If you ask for Slower Song suggestions, your no-mod plays are converted into “what this would’ve been at SS speed” before projecting anything. That way the slowed-down picks you get aren’t laughably easy or absurdly ambitious.
New maps actually show up now
There was a style filter behind the scenes that was way too strict. If a style made up less than 25% of your plays, it got wiped from the search entirely.
So if you played, say, 78% tech and 22% midspeed, every midspeed map was thrown out before scoring even started. That’s a big reason some people only ever saw “go improve your old scores” and almost never “here’s something new.”
Now it only cuts styles you truly never touch. Your side styles are back in the pool, and the ranking system — not some hidden cutoff — decides what’s actually worth showing you.
Snipe mode: checked, not changed
Snipe mode didn’t need a full rework, but all the changes above feed into it, so it got a full audit anyway. The “chance to pass” numbers were recalibrated with the new prediction engine and still beat the old formula on real held-out players.
Labels stay honest: if we only loaded part of a rival’s history, any map we can’t verify is marked unknown, not advertised as a free snipe.
Nice bonus: now that improvement projections are sane, the pass chances built from them are sane too.
Everything numeric here was tested by backtesting on real players' held-out scores before shipping. Any time we couldn't prove a change with data, we took the safer path — this thing earns trust by under-promising, not by hyping fake gains.