Unfortunately yes, each stack of thrown weapons is its own unit when it comes to upgrades, and that includes reforging.
a few of them are selectively getting damage nerfs, but no overall nerfs planned yet. I agree this is something to keep an eye on.
Thrown weapons getting really awkward to use once you've thrown them all is sort of the point, and I don't want to let the player totally circumvent that with telekinesis. Wands are similarly awkward when out of charges, as recharging happens slowly over time.
It's entirely possible to buff the spell a bit of course, but I don't want it to end up as an instant cast that hits an AOE, as then it's just totally invalidating one of thrown weapon's major drawbacks.
I really don't think this is going to invalidate the bow. It's just going to make thrown weapons useful in more contexts, but 3 shots with more overall durability is not the same as infinite shots with 0 needed investment.
Telekinetic grab already grabs all items attached to an enemy or on the ground.
Darts are staying as non-upgradeable I'm afraid. they don't really use this new system and are still all stackable into one inventory slot. buffs to various tipped effects are possible of course, but they end up a bit weak as they compete with seeds but have 2x the quantity and instant activation.
Sorry but I'm removing this post.
If you want to interpret random level generation as a hate symbol, then your post contains hate symbols and breaks our first rule.
I do make a living from Shattered, working on it is my full-time job.
Yep, that's me, thanks for the kind words!
Would you prefer for necromancers to teleport the skeletons whenever they can't reach you, essentially forcing you to deal with the skeleton's attacks in all cases?
Unfortunately tieing the rooms together like this would require a lot more work than it might seem. The actual room contents are generated independently of one-another, and so tieing their size together would effectively require fully generating the next floor before the prior one is generated. I also don't think that landing onto a mageroyal is going to break your fall in the way you imagine, it could just as easily apply the refreshing effect and then the damage from the fall.
I'm also not too keen on giving players more ways to mitigate fall damage, as the elixir of feather fall already exists for this purpose.
For the moment, yes! I do plan to keep an eye on how strong that is though.