Full notes
Full MuseSwipr update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- UI and audio
- Performance
- Fixes
- Gameplay
v1.4.8-beta Localisation Updates Steam post image
Calling all translators! We've updated our localisation spreadsheet with new untranslated strings, and are planning on updating the game to wire up these hardcoded English strings to use the translated ones soon! If you'd like to help with our localisation efforts and get your name in the soon-to-come credits page, join our official Discord server and give yourself the translator role!
Current translation progress:
| Language | % Fully Translated |
|---|---|
| Chinese (Simplified) | 87.2% |
| Chinese (Traditional, Taiwan) | 57.4% |
| Japanese | 54.4% |
| Korean | 52.2% |
| German | 89.8% |
| Spanish (Latin America) | 36.7% |
| French (France) | 12.3% |
| Portuguese (Brazil) | 12.8% |
| Russian | 45.3% |
| Romanian | 12.4% |
| Finnish | 12.6% |
| Turkish | 12.8% |
| Indonesian | 90.4% |
| Vietnamese | 68.6% |
Huge thanks to everyone who's already contributed!
Steam post image More Consistent Input Detection (with more work to come!)
Decoupled input timing is now ON by default to improve consistency between players on different machines. The toggle is still in the options menu if you want to switch back due to any bugs, though note that in the future there won't be an option to turn it off, to keep things consistent across players.
Swipe and hover hits now use sample-time stamping under the hood for more accurate timing, especially at lower FPS.
Added a 30 FPS option to the frame limiter dropdown (mainly for testing purposes).
Fixed a bug in song select where stale difficulty icons could stick around when opening another mappack in collapsed view.
Refreshed localisation strings from the translation sheet, including a few typo fixes.
More behind-the-scenes cleanup and tooling work.
Steam post image What's Next?
We're continuing to work on making MuseSwipr's input detection more consistent across different machines/hardware/etc. We've started off by updating it so it is no longer FPS-dependent, and next up we will make it consistent across different resolutions, and add a built-in mouse sensitivity slider (so you don't have to adjust it at your computer level). We will also be working towards simplifying the input calibration options by updating which settings are configurable and removing the ones that don't... actually... do anything...
Also, new note type soon and a rating system is still in the works! Join our Discord for updates on when these can be play tested earlier than usual!
Source
Changelog.gg summarizes and formats this update. How we read updates.
