Thank you once again for your feedback and increasingly ambitious builds. This update primarily improves High Tide performance, makes several talisman interactions more reliable, and fixes various interface issues.
## Large numbers
- Shot scores, cumulative Round scores, and Battle targets can now exceed the previous `9e18` limit without being capped, becoming negative, or overflowing.
- Infinite Mode target growth, Challenges, achievements, and effects that alter the target score now use these large numbers for their calculations and comparisons.
- Values beyond the available localized suffixes are displayed in scientific notation to remain readable.
- Existing run saves remain compatible with the new system.
- This first migration covers scores and targets. Gold and persistent marble Value retain their current limits for now.
- Talisman cumulative-gain reminders, including Compost, now remain readable with very large Values and can no longer overflow into a negative number.
## Performance
- High Tide now limits the number of simultaneous animations it can generate through Mentor, Metamorph, and Chameleon. All Value gains and talisman effects are still calculated, but excess animations are no longer created when trigger counts become extreme.
- Visual Rack updates caused by a High Tide cascade are now grouped together, preventing the interface from being rebuilt dozens of times during the same frame.
- Fast's cascading speed boosts are now grouped per frame. Their total strength remains unchanged, while redundant animations and physics updates are limited to keep Battles smooth.
- Successive marbles created by Mitosis now group their Rack updates per frame and avoid a second unnecessary rune recalculation.
## Fixes
- Challenge-specific targets are no longer overwritten by a temporary value while loading. Mölkky, One Day at a Time, and the other Challenges now display and use their intended target Score.
- Infiltration variants no longer silently reset the number of Shots to three after a failure: touching a forbidden marble now correctly ends the Challenge.
- Marbles swallowed by a Nessie hole are now registered only once and can no longer be swallowed again immediately while respawning. They correctly return on the following Shot.
- Cherry on the Cake now works reliably with Nessie's hole: a Strike is reevaluated when an inactive marble is swallowed, and the bonus includes the Value of marbles waiting to respawn.
- Cherry on the Cake and Spiritual Totem now correctly add together several marbles with extremely high Values without turning their bonus negative.
- Golem's bumpers now display very large Gold amounts with a readable suffix and remain synchronized with the Gold actually spent.
- Marbles that manage to cross the Table boundaries at very high speed are now recovered safely. The Shot can end normally and the affected marbles return on the following Shot.
- Steam achievements requiring bosses to be defeated with only two marbles are now stored together when several become eligible during the same victory. A temporary Steam failure also keeps the achievement pending for another attempt.
- Rainbow Road now unlocks correctly after reaching Infinite Mode with all seven available marble colours.
- Cooking Mama now uses the five advertised activation methods and also recognises activations caused directly by the cue marble, explosions, and Bet.
- Only one Strike can now be awarded per Shot. Reactivation cascades can therefore no longer trigger hundreds of Strikes and their effects within a fraction of a second.
- Shot completion is now confirmed across multiple physics frames: a Strike effect that sets a marble moving again can no longer open the victory panel prematurely, notably with Cherry on the Cake.
- Harangue no longer grants Value to the marble made impossible to activate by Medusa.
- The marble created by A Drop of Blood now correctly benefits from the Value granted by Medusa's power.
- Promotion no longer turns temporary bonuses, notably those from Rallying Cry, into hidden debt when calculating purple marble Values. Selling a marble can therefore no longer cause an abnormal increase in their Value.
- Carmine Red now correctly grants `+1.5` Mult per red marble once every red marble has been activated.
- Buying Mentor no longer causes an infinite loop between its Value calculation and rune recalculation.
- Medieval Tax now counts the purple marbles that are actually inactive and can no longer remove Gold when colour counters overlap.
- Gulf Stream's animation no longer triggers on subsequent cushion hits after a blue marble has already received its speed boost during the Shot.
- The marble Value breakdown now displays Simurgh's permanent penalty on its own line instead of silently grouping it with other permanent bonuses.
- Furious's shot-power bonus is now correctly removed after a Challenge, after selling the talisman, and when starting a new Game. It no longer leaks into later Games while the application remains open, and affected saves are repaired when resumed.
- Mult gained from Good Deal is now applied immediately. The global Mult reminder shown on the map and in the shop also refreshes after every purchase or sale instead of waiting for the next Battle.
- Recycling's progress reminder once again attributes cumulative gains to the correct talisman, even when applying them triggers other Value recalculations.
- Permanent Value gains can no longer overflow into a negative number when a marble approaches its limit. Marbles already affected in a save are also repaired when loading it.
- Multiplicative runes and Jackpot can no longer make a marble's Value fall back to zero when it approaches 9 quintillion.
- Dracula's blood marble now benefits from Jackpot like other marbles, including when the player's Gold changes after it appears.
- Mathematics now grants its bonus to every marble in the Rack, including marbles temporarily removed from the Table by a hole, and safely caps extreme gains.
- Every marble in the left column can once again be selected and sold from the boss reward screen.
- The Golem power indicator no longer remains visible incorrectly during a Challenge.
- During particularly long Shots, the anti-stall system no longer abruptly slows marbles that are still moving quickly. It continues to help slow marbles finish their movement.
- Fast no longer alters the physics step currently being resolved when it accelerates coloured marbles simultaneously, preventing the cue marble from suddenly losing its speed.
- Marbles created by Mitosis now receive Jackpot's bonus immediately instead of waiting for the next Gold change.
- The Value breakdown no longer displays a fake rune penalty when a marble reaches the 9 quintillion cap.
## Interface improvements
- Very large Mult values now use localized suffixes followed by scientific notation so they no longer overflow their display area. The `x` symbol keeps its original font and remains properly spaced from the value regardless of its length.
- Talisman progress reminders and floating labels now also use this compact display for very large Value or Mult gains.
- Fractional gains displayed by 10 by 10 are shortened (`+.10`, `+.20`, etc.) so they cover less of the action.
- Talisman detail panels now open above their slot, while marble details appear to the left of the Rack. Keyword definition popups have been disabled to make these panels more stable and easier to read.
- A talisman's resale price is now included in its detail panel so it remains readable and clearly associated with the correct item.
- The upgrade encounter now displays the localized “Not enough Gold” message when an upgrade is unavailable for that reason.
- The tutorial message shown before a boss now remains readable above the spotlight overlay.
- A marble's Value breakdown is automatically repositioned so it remains fully visible on screen.
- The Challenge help `?` button is more visible, and the rules text is now centered inside a larger panel.
- The unused `E` shortcut, which could accidentally open the talisman collection without an obvious way to close it, has been removed.
- The message displayed after the final boss now clearly explains that Infinite Mode has been unlocked and that the player can continue the Run or start over with another character.
- Changing the language from the boss reward screen now immediately refreshes all of its text, including rewards, marbles, talismans, and runes.
- The brief empty screen shown while loading a save now uses a black background instead of Godot's default grey.