Full notes
Full Acceptable Losses update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Events
Acceptable Losses changes
Acceptable Losses is getting a major update included in the Demo! This update carries with it some major features like custom names for soldiers, glossary and tooltips and messages for clarity, and ways to make you feel the impact of losing control of Morale, Fatigue, and Cohesion as well as ways to help mitigate that spiral.
The update focuses on bringing added Features:
Tooltips are now everywhere bringing clarity to all abstract labels/ratings
Ability to enter custom names for Soldiers
Resolve/End Phase button now shows why it is disabled
Resolve/End Phase button hotkey is Enter/Return
Sending Soldiers with low Cohesion risks reducing morale of others in Squad
Sending Soldiers with high Fatigue increases their chances of getting wounded or KIA
Sending Soldiers with low Morale risks desertion
Ability to send Soldiers to Confinement to increase their Cohesion
Soldiers In Confinement when punished (beginning of Night Phase) reduce Morale of Soldiers in Squads by chance and relative to their Cohesion
Soldiers show what Squad they are part of using color code
Messages appear on screen for why a player cannot do something
Messages appear for when Soldier is punished
Messages appear for Medical Complications
Glossary describe Squad and Soldier Stats
Hovered Squad cards show their impact on Mission Difficulty (increasing or decreasing number of stars)
Reinforcements now show up in larger waves but less frequently
KIA Soldiers' names etched into the desk with tooltip showing their age at death
Mission Difficulty now in four buckets, 1-4 Stars
A page for Notes
Sound Effects:
When soldiers arrive in Soldiers Ready for Duty
When moving soldiers anywhere
Loads of new sounds for ambiance for both Day and Night Phases
Changes:
HQ Evals are now ratings - tooltips describe their meanings
Mission Incident Reports keep all text visible
Balancing:
Mission outcome bands adjusted to reduce Pyrrhic Success chance
Reinforcements show up with slightly more Cohesion
Supplies reduce more steadily from day to day
Supplies used more in some mission outcomes
Supply Missions gain more supplies
More Missions reduce Enemy Activity from positive outcomes
A few events and missions adjusted
Bugs and Fixes:
Squad stat label highlights on changes reliably
Resolve button appeared if no Mission Events appeared
Minor timing bugs not apparent to player ;)
As you can tell, this is a big one. I should have broken it up into smaller updates but I got carried away and wanted to add just one more thing...
Looking forward to hearing your thoughts.
Good luck in the trenches, Lieutenant.
Source
Changelog.gg summarizes and formats this update. How we read updates.
