After hearing much of the feedback on how special bullets interact with the crosshair, we decided to change how we communicate the current bullet loaded in the chamber. This rework allow us to give players more customization over the crosshair without affecting gameplay information. The current special bullet loaded will now be displayed below your current crosshair, to signal you whats coming.
If you prefer the old behavior where the crosshair reflects what is loaded, there is a separate Special Bullet Coloring toggle that makes your crosshair the same color as the current special bullet loaded.
Improved Holos and other Shop asset rendering by improving how the material system works for each holo/item rarity works.
The Leaderboard no longer spoils all the holos you havent found yet when you hover over them on a run.
Collections now draw a proper distinction between a holo you have merely unlocked and one you have actually obtained, so item states in the collection read correctly. Locked items will still have their usual box with lock, unbought but unlocked items will be grayed out, a fully unlocked and bought item is fully colored.
Fixed how effects that change how many holo slots you have, such as Chonk, could leave a proc or pulse pointing at a stale slot, causing an unrelated holo to flash.
Fixed Sheep in Wolf's Clothing showing an incorrect soft-active state in the HUD.
Holo activation visuals no longer trigger for a slot that has been emptied or has had its contents swapped out.
Fixed an issue with round score requiriment let you win if you reached the minimum requirement score at any point, allowing you to win if you went lower than the minimum
Fixed an issue with how score calculation interacted with Streak Multiplier. Streak should feel much stronger now.
Fixed a related interaction where a fragile bullet could also be withheld by "special bullets do not return after reload", effectively costing you the bullet twice.
Fixed an issue with the "Crimson Hologram" boss not working correctly
Fixed an issue with Sniper type weapons where some scenarios made targets collider resolve inconsistently, make them unshootable.