XCOM 2
Hacking Rebalanced
38 Comments
Airu 3 Feb, 2018 @ 5:28am 
Agreed, this really needs updating
RainingMetal 3 Sep, 2017 @ 7:34am 
Hopefully somebody will update this for WOTC.
Khaezhan 25 Jun, 2016 @ 8:53am 
Este mod proboca fallos. Hace que los objetivos susceptibles de hackeo desaparezcan como opciones y por lo tanto los hace inbulnerables al hackeo.
Vooyek  [author] 4 May, 2016 @ 12:32pm 
Unfortunately i will not be updating this mod anytime soon. If anyone want to develop it or simply copy paste it into his own mod, feel free to do so. I initially made this mod for my own playthrough anyway.
Papa Joe 26 Apr, 2016 @ 7:41am 
I played this mod with "Hack Plus"- Mod. But it has no effect in combination with this mod i suppose.

Alone "Hack Plus" works fine.
meyerik 21 Apr, 2016 @ 9:28pm 
If the author isnt available, can anyone provide feedback if this is compatible with Hack Plus? Cheers
Dante 7 Apr, 2016 @ 4:27pm 
I am also curious about compatability with Hack Plus. It would be great if the two were combined but I'd understand if it would gimp the difficulty.
Ed583 30 Mar, 2016 @ 7:00pm 
MantLemon 19 Mar, 2016 @ 6:04am 
I love this mod, but I'm wondering if it's compatible with Hack Plus since I don't know which templates does this mod changes.
mlipski0 17 Mar, 2016 @ 11:06am 
Please add mod compatibility with the Anarchy’s Children dlc and Skulljack and EMP tweaks mod.
lottanubs 12 Mar, 2016 @ 9:34am 
@Midnight Savescumming works differently on XCOM 2 than it did on XCOM 1. If you keep reloading the same save -- performing the exact same actions - you will get the same results. The game doesn't roll the 39% when you take the action, the result is already determined.

You have to change the variables to change the result, meaning load a save a turn or two before and making different moves.
Midnight 9 Mar, 2016 @ 11:30am 
I want it to be even easier. I keep reloading this save its at 39% and it fails every single time im getting so mad. what can i do?
inge.rasch 6 Mar, 2016 @ 1:29pm 
Thanks for this mod :)

Tweaked this mod a bit though. Changed all entries in XComGameCore.ini to 0 success and 0 variance. Now all hacking has 100% chance. It actually made hacking something to prioritize and account for in my strategy. I.e. go for a kill now, or see if hacking that stuff over there give the entire team an aim bonus. Mostly ignored it before.
Ergo The Proxy 2 Mar, 2016 @ 1:41am 
Yeah haha it's fixed. sorry it too so long to reply!
Scrooge McDuck 28 Feb, 2016 @ 4:41am 
@Ergo, Lol, yh, that was fun! :)
Can you confirm it's fixed?
Ergo The Proxy 27 Feb, 2016 @ 12:57pm 
Lol good because that specialist squaddie with those abilities was op haha
Vooyek  [author] 27 Feb, 2016 @ 8:20am 
@Scrooge McDuck, I fixed XComClassData changes so only hack stat is affected. It should fix any compatibility issues with other mods that change promotion events for specialist.
Scrooge McDuck 27 Feb, 2016 @ 6:14am 
Please be aware this mod clashes with another pushing specialist skills table values, so that when advancing from rookie to specialist squaddie, the first skills you get are [Cap Discharge] and [Restoration] (both!) from colonel level instead of [Hack] and [Aid Prot] from squaddie level.
ferret 26 Feb, 2016 @ 2:57am 
Well, started a new game with this and I have to say it is a nice change.
Vooyek  [author] 19 Feb, 2016 @ 3:01am 
@ferret You can use this mod on existing saves, however there is one "but". Promotion stat progression is not retroactive, if you have Colonel specialist he'll have 30 less hacking than someone trained with this mod active. You can still benefit from all other changes. First hack have lower chance of success but second hack is easier then vanilla regardless of equipment.

@ioneepj I'm not sure how XCOM 2 resolve compatibility issues but a game run just fine with both mods installed and use my numbers for bluescreen and emp (at least in my own test).
ioneepj 18 Feb, 2016 @ 8:34am 
im really interesting in this mod ´coz never hacked that third option (or controled turrer/mec/sectopod) even with skulljack and goblinMK3 ... but im already using >Skulljack and EMP tweaks< mod so im bit concerned if there wil be conflict with this mod ... are those two compatible?
ferret 18 Feb, 2016 @ 7:34am 
So if I get this right, this makes hacking harder with a Gremlin Mk 1, but easier with a Gremlin Mk 2 or Mk3?
Does this mod affect existing games/saves, or just new ones?
Fiesbert 17 Feb, 2016 @ 1:42am 
Maybe its my dificulty level. But ADVENT forces aren't all too threatening, except for the occasional nasty stun lancer hit.
Additionally you have to place one of your specialists in melee range to skullmine someone, since everyone else won't have a high enough hacker score to get anything out of it.
Thats a lot of downsides to get a CHANCE for some intel. Even if the melee hit is 100% accurate its still a very dangerous move.

In the XComGameCore.ini which should be at \Documents\my games\XCOM2\XComGame\Config is the following entry

[XComGame.X2AbilityToHitCalc_StasisLance]
BASE_CHANCE=70
HP_THRESHOLD=4
CLAMPED_MIN=5
CLAMPED_MAX=95

Which seems to indicate a higher hit chance the lower the HP of the targeted ADVENT is. I can't test it out though, since I only have Iron Man save games.
Vooyek  [author] 16 Feb, 2016 @ 1:59pm 
@Fiesbert I was wondering what to do with Skullmining. Right now it's a tool to one-shot ADVENT (i'm not a big fan of it) rather than actual hacking tool. I was thinking about arc thrower mechanic, though i don't know if it's possible, i'm not a mod expert. Obviously, rewards would have to be increased. At least i'll try to expand reward pool for Skullmining, other than intel and occasional facility lead.

@ [Doc]Un Idiot XComGameCore, search for BLUESCREEN_HACK_DEFENSE_CHANGE

You can find all raw changes by going to your steamapps folder workshop\content\268500\[mod number (621474503 in this case)]
DocIdiot 16 Feb, 2016 @ 8:37am 
What file do you need to go to in order to modify the bluescreen rounds, i cannot seem to find them anywhere o:
Fiesbert 15 Feb, 2016 @ 9:42am 
Hey. Thanks for making that mod! Could you maybe consolidate yours with this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=619704123 Since Skullmining is once per mission, it should have 100% accuracy. Especially considering that the hack still might fail after hitting with the Skulljack
lingth 14 Feb, 2016 @ 3:23pm 
Gatekeepers cant be hacked, but i did gain control of one for 2 rounds, by hacking a tower with a "Gain random control of an enemy", Pretty cool to use the "Consume" Ability to try and "eat" the Archon it was standing next to.
TheBlueOne 14 Feb, 2016 @ 2:03am 
This mod is great when you really want to ramp up the difficulty but don't want to get punished so hard for it. Having the hack reward for each mission go from 5 to 10 lets you replace dead specialists much more quickly.
Arkan 12 Feb, 2016 @ 7:35pm 
Very Nice! Thanks so much for this mod. My objective while in gameplay IS turning the hacking hability & skills much more fun and enjoyable but still challenging.
Suggestion: how about creating a new soldier class very very tuned into hacking (having 80%-90% hacking capability) but not so overpowered in combat massive damage either. Do you know any friend in x-com 2 community that could be willing to do such a tech-class? :orb:
[R] Iglix 12 Feb, 2016 @ 9:58am 
Gatekeepers are not for hacking. Gatekeepres, those living essences of psi are for being dominated by slightly evolved apes that know about psi abilities less then 50 years.
NeoAcario 11 Feb, 2016 @ 5:34pm 
@Vooyek

Apparently it only shows your skill properly when actually hacking... not in character info tabs. Or so sayeth the reddits. Yet another bug to add to the long list.
Vooyek  [author] 11 Feb, 2016 @ 5:07pm 
@Unahim, @NeoAcario I don't know what to think about it because i'm pretty sure my Col specialist on Veteran finished with 145 hack (5 base +45 when he's promoted to spec +5 per promotion, 30 total +40 Gremlin III +25 Skulljack). More than that, I checked it on a mission (Legendary difficulty) by hacking a lamp post. It did not increase by specialist hack stat after a mission.
What hack gave you this bonus? Or what other mods did you install?
NeoAcario 11 Feb, 2016 @ 4:26pm 
@Unahim

Exactly this. My first game, my Specialist finished the game with 245 hacking skill. Also,I'm fairly certain skulljacking counted as well.
Una 11 Feb, 2016 @ 3:25pm 
Did you know that any specialist that does at least 1 succesful hack in a mission gets permanent +5 hack after that mission? If your hack chances are low you're probably not making sure to hack at least once on every mission that has hackable targets.
ArchLord 11 Feb, 2016 @ 9:19am 
Gatekeepers CANNOT be hacked
Vooyek  [author] 11 Feb, 2016 @ 8:40am 
Maybe "hard" is not a right word, more like shallow. When you have 80% chance for tier 1 and 30% for tier 2 hack, you'd never choose the latter unless you're one turn from evac and it doesn't really matter.
Cranor 11 Feb, 2016 @ 8:01am 
Played on Veteran and hacking wasn't that hard, I did save scum but NOT for hacking. Will now head into Ironman Legend and turn this game into a real nailbiter. I might check this mod out at a later date depending on my experiences in the future
Xtrm Schuesseled 11 Feb, 2016 @ 7:19am 
You can hack a gatekeeper? I always just dominate them.

Since this is not retroactive this mod will have to wait for now, but i fully intend on using this, hacking annoys me so much, way too hard, what's the point of it.