Thank you for the detailed feedback since the release of Carnaval Marbles. This update continues fixing advanced marble-value interactions.
## New feature
- Runs can now be saved and resumed later. “Save and quit” returns to the main menu, while the “Continue” button restores the run's progress, character, marbles, talismans, and current event.
- Starting a new run while a run save exists now displays a confirmation prompt to prevent accidentally overwriting the current progress.
## Visual Effects
- Talismans now display a new visual effect when they gain a level, whether the upgrade comes from the shop, an encounter, or a boss reward.
- When a shop card can upgrade a talisman already owned by the player, new effects highlight both the card and its corresponding talisman in the inventory.
- The animation displayed when adding a marble bonus is now more dynamic.
## Fixes
- Additive runes now correctly handle marbles displayed at 0 despite previous internal penalties. A `+100` rune applied to a marble worth 0 now produces 100 instead of being reduced by an invisible negative debt.
- When calculating a rune, the portion of penalties that would push the marble's underlying value below 0 is removed from the appropriate value layer. Legitimate penalties remain effective down to 0.
- English billion-point targets now use `billion` instead of `milliard`.
- Medusa's power now consistently targets the first marble in the rack, including after rearranging marbles.
- Army of the Dead now immediately recalculates and displays its bonus when the number of black marbles on the Table changes, notably with Mitosis. The bonus respects its upgrade level and is correctly cleared at the end of the match.
- Nessie's vortex now always increases a marble's value by 10%, regardless of the current world.
- Gold-coin effects are now capped so extremely large gains can no longer overload the GPU or cause a crash. Actual gold gains remain unchanged.
- Clicks and aiming movements that are too weak no longer accidentally consume a Shot.
- Collisions involving the Disco Ball no longer cause type errors or invalid node-path errors.
- Particle effects now always retain a valid minimum amount, preventing errors on the smallest effects.
- Upgrade-encounter buttons now react correctly when the player's gold amount changes.
- “Two Birds… Two Stones” and “The One Above All” now track the unique bosses actually defeated with exactly two marbles in the rack. The cue ball and temporary duplicates on the Table are not counted.