Hello everybody! It’s time for the #SundayRoast!
Here’s what’s new in this week's update of No Offence, But:

• Equippable items have been added to the game! These items provide passive bonuses to your characters throughout combat. Some of them also come with downsides, so you should be careful to make sure that you actually want the bonuses that the item provides before equipping it. Each combat will either offer abilities or items as a reward. Item rewards are rarer than ability rewards. You can see which rewards are items by hovering them.
• A new upgrade option has been provided that allows you to gain more bonus items for item rewards encounters.
• At the end of the game, a visual of the gem that you have just unlocked is now visible.
• During encounter select, your current party only shows if you open that menu. It now shows all abilities and items and is colour coded for greater clarity.
• The game no longer continues playing the next turn at the end of combat. This means horror and other effects that trigger at the start of the turn will not happen one more time than expected.
• Desperation moves have been added to the game, which provide specific bonuses if the character is under 50% hp.
• a set of shared abilities has been created that all characters have access to. These will sometimes appear as ability rewards in encounter select. These shared abilities no longer appear in the standard pool of each individual character’s abilities.
• Some new abilities have been created for the shared move set pool.
• The furry character and Rex the Dog have been added into the game. This is a character who completely transforms and fully heals if not killed in a certain amount of time. He is non-threatening on the first turns of combat but is also difficult to kill before transforming.
• The neighbours kids encounter has been removed from the game for now. I will be tinkering with the caution and minor status effects.
Next week’s update should include shops, gold rewards and street cred rewards. I am also planning on reworking the encounters framework from the three-tiered difficulty system. More about this to come in future updates!