Thank you for your highly detailed feedback. This update primarily fixes several intermittent issues affecting the beginning and end of Shots, along with various interactions between marbles, talismans, and Table elements.
## Fixes
- A Shot can no longer resolve before physics has actually started. Early collisions, activations, and cushion hits are now counted correctly, and a Shot's score can no longer carry over to the following Shot.
- Marbles swallowed by a hole now return correctly on the following Shot, including when the hole is reached immediately after shooting.
- When the Nessie character's vortex and the Nessie boss's vortex are both present, each now applies only its own effect: the character's vortex increases Value, while the boss's vortex reduces it.
- Portals now correctly forget marbles after teleporting them. Their detection area has also been made more reliable so fast-moving marbles can no longer pass through their location without triggering the effect.
- Portals in the “Quantum Pocket Club” challenge and the Medusa boss fight now remain active with no passage limit.
- Rollercoaster and other random activation effects can no longer waste a trigger by selecting a marble that Medusa has made impossible to activate.
- Mentor now recognizes orange as a Chameleon marble's secondary color and immediately recalculates its Value when Chameleon is equipped.
- When Kami's penalty reduces the current Shot score to zero, the sound reserved for the normal end-of-Shot reset is no longer played incorrectly.
- Wildebeest now applies its bonus to newly purchased marbles immediately, without waiting for the next Battle.
- When a clone created by Lady Dolly activates a marble with Dash, the speed boost is now applied to the clone that caused the activation.
- Promotion now correctly sets purple marbles' non-rune Value to 1, regardless of their Value before obtaining the talisman. Their +50 Value progression per Round is then applied correctly.
- Temporary bonuses from Popeye and other Round-limited effects are now removed and refreshed correctly in the Rack at the end of the Round.
- Skipping the tutorial during a run now correctly removes its panel, mask, indicators, and animations, and no longer leaves the game paused.
- The “Half a Dozen Eggs” challenge now provides Fast alongside its other talismans, allowing the six yellow marbles to reach the whirlpools more reliably.
## Interface improvements
- Marble Value breakdowns now correctly distinguish effects lasting for one Shot from effects lasting for the whole Round.
- Contributions from talismans such as Dark Green are displayed under their own names instead of being grouped into a generic category.
- Permanent Value losses caused by the Medusa and Nessie bosses are now clearly displayed in the Value breakdown.
- The Medusa character's bonus now appears on its own “Medusa's Gaze” line in the Value breakdown instead of being grouped with Shot effects.
- Shop card hover areas now match their visible dimensions. Moving between cards is more precise in either direction, and cards retain a consistent size after being hovered.