Using things like high grass against your enemies to attack them from out vision is a part of huntress gameplay, so I'd say yes this is working correctly.
I'm probably going to have the imp quest give the player a choice of one among several powerful items, to give them a bit of a push to mix up a build that is mostly finished. An extra ring slot would either be weak or extremely powerful depending on what items the player already has.
Afraid I specifically prevented this (intuition use is tracked via a buff on the player) so that players couldn't get one guess and full energy value out of each stone.
As mentioned in the other comment, because force cubes hit multiple enemies at once, you shouldn't depend on any one in particular being considered the target for sniper's mark. Reasonably if an enemy was at the center of the 3x3 area that one should have priority to be the mark target, I'll consider that.
Afraid ai don't know how scroll of debug works so I can't help you too much there, but after you get Shattered compiling it would be very easy to give yourself any items you want by adding some code in heroclass, or changing starting floor by editing dungeon.init.
Afraid I don't plan to add a cheat mode to Shattered.
The penalty would have to be a lot harsher than this to actually deter people, so I decided against having one. It would need to be something like have the run reach floor 4, or a one hour+ cooldown.
Internally doors locked by skeleton key have a different ID, and can be 'forced open' if you don't have a skeleton key to use to open them. Opening them with the skeleton key also costs 0 charges.
Currently swiftness generates 1 + (armor level)/5 particles per tile that you move. Any less than 1 and the effect is made pointless as you wouldn't have a consistent indicator.
That would require storing the history of the game log and presumable persisting it between game sessions. I decided against this a while ago as log entries are only really relevant right when they happen.
The sparkles are a new visual effect to let you know the glyph is working. I don't intent to put in a setting to change it but if people do find it annoying the effect can easily be toned down.
Exploration score is not based on tiles, to get full exploration score you a floor you have to: