
Note two of these are the basic story missions for the two cutscenes and will only count on the first campaign. The first campaign will guarantee at least 41% completion and five valid paths of twelve for progress to each. Yet one might be missed and needs to be hunted. Not all six have to be completed directly! The game randomly gives dark projects to the factions, allowing you to passively dismantle them. If the faction is taken on in phase three, two random dark projects are completed and two remaining ones offered to chose from. One is completed once you enter phase two and now offers the other phase one dark project or a phase two project to sabotage. One to four are only available as the first and second choice. Running a faction on all phases once should complete them unless an unlucky combination doubles the guaranteed missions without a new one or a missing sidemission is skipped to gear up.ĭark projects are random but the most severe are limited to phase two or three. However not all is needed to be done manually.

Doing all related purple missions in these paths and meeting all introduction missions ensures the faction is completed. The sidemission variant only consist of a single encounter, often leaving out 1-2 encounters of the formal mission to end the route.Īll factions consist of three different takedown missions (based on when you dismantle them), three introductions for their first encounter and six dark projects. The one chosen as the prevention and the one chosen as the precursor sidemission are random. Sidemissions to uncover a faction plot contribute to the faction completion percent even if it reduces a players time to gear up. Highland Square: Wall, Door, Rappel, Security Door.

The Fringe: Keypad Door, Door, Window, Security Door.Renova Heights: Keypad Door, Security Door.Riverside: Wall, Door, Keypad Door, Security Door.The same goes for the content of the Scavenger Market. Both the content and the rewards of those missions are rerolled aswell, allowing to adopt even higher difficulties to what one needs if one is willing to invest the time to reroll often enough. Missions are randomly generated at the change of the day and thus can be rerolled if one reloads the last turn of the previous day or the last day in general before a situation is resolved. If it is completed in time they will be collected and paid out after the mission. Optional RNG targets don't have to be collected during the encounter. There is no insurance bill if you destroy a museum with plasma grenades. Even those that call for precious equipment being stored are only flavor for the world. Even the AI tends to not attack civilians outside of emergencies and hostages as long as your units are not close during an AoE attack or you accidentally explode a car. It doesn't matter how efficient you complete a mission as long as no civilians die. All encounters hereby scale with the story progress and get stronger. Faction missions are pre-scripted and follow a story progression.Įach mission can have up to four encounters and thus breaches and can be subject to dark events the three factions completed due to being left alone. Others involve saving VIPs, disarming bombs, collecting evidence, hunting criminals, confiscating dangerous equipment and rescuing hostages or evacuating people (mostly in emergencies). Missions come in several types and most are concerned with clearing out an area of hostiles.
