When it comes to selecting who you take with you on the mission, you'll now also have a choice to pick equipment for each individual character.
Every squad member will have a default load-out for each appearance/uniform that they can wear (fancy, field, and casual), and if you edit any of them, the changes will only impact that specific appearance, and the others will remain as they were.
Spy DNA Early Access will also include procedurally-generated missions. In the current demo, we have provided missions that use one of the two map types: either 100% hand-made OR 100% procedural. However, the mission objectives, as well as the NPCs you encounter on those missions are pre-set.
Going forward, storyline missions will use either a hand-made map, or a procedural maps, with predefined objectives and NPCs.
For Early Access, we’re expanding the game to include 100% randomly generated missions, similar to "random encounters." Those missions will have the map, objectives, and NPCs all generated at random, and will pop up in the intelligence screen, to give the player a lot more to do between the storyline missions. They’re going to be optional, but will offer a good opportunity for building skills and advancing your characters.
Finally, we'll be introducing a new mission phase (also optional), called "infiltration." You will be able to use this phase to set up for the main mission (or not; if you prefer to go in guns blazing, without any prep, be our guest). Typical things to do on an "infiltration" mission would be to pre-position characters such as your sniper, hide a weapons cache or plant some surveillance equipment, steal access cards/keys, disable/sabotage the alarm, or general recon.
On such a mission, success is good, but depending on how badly your infiltration fails, you may be changing your main mission objective to rescue your infiltration team.
Let us know in the comments below what you think of these new features and improvements!