XCOM 2
[WOTC] Soldier Development
 Dette emnet er festet, så det er nok viktig
Hotl3looded  [utvikler] 27. mars 2018 kl. 8.58
Hacking
The hacking stat can be increased by performing certain actions during the tactical phase. Find below the list of currently supported abilities:
  • Hack
  • Haywire
  • Skulljack
  • Skullmine
The hacking stat increase is based on the difficulty of the hack. Harder hacks give bigger stat increase. Find below a table presenting the default settings. The last column is editable in the config file.

CATEGORY
CHANCE TO HACK
HACK BOOST VALUE
Easy Hack
76 % and more
1
Normal Hack
51-75 %
3
Hard Hack
31-50 %
5
Epic Hack
11-30 %
10
Legendary Hack
0-10 %
20
Failed Hack*
0-50 %
1
*Note that failed hacks can only increase hacking if the chance to hack was equal or less than 50 %. This can be changed in the config file.

By default, hacking is capped at 200. This can be changed in the config file. You can go above the cap by using a PCS. If you have a mod that adds a PCS for hacking, the cap becomes 200+PCS boost.
Sist redigert av Hotl3looded; 3. apr. 2018 kl. 11.59
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Dawnpromise 27. mars 2018 kl. 14.01 
Is there a way to revert this change back to the more logical hack+ style of progression? I really do not like this system of progression.
Abathur_X 27. mars 2018 kl. 15.14 
Always nice when your first hack on your first new game with this mod is a legendary 4% chance and you decrease your mag weapons tech time by 50%, AND get 20 hack. Whos got a big ♥♥♥♥ eating grin on his face right about now? <---- This guy :steamhappy:
Dragon32 27. mars 2018 kl. 16.18 
These seem a bit excessive to me, I've used Hack Plus for a while but nerfed it.

Just throwing my thoughts out:

CATEGORY
CHANCE TO HACK
HACK BOOST VALUE
Easy Hack
76 % and more
0
Normal Hack
51-75 %
1
Hard Hack
31-50 %
1
Epic Hack
11-30 %
2
Legendary Hack
0-10 %
5
Failed Hack
N/A
1

I've added a +1 for a fail as a failed Hack has its own repurcussions. Also...
“I have not failed. I've just found 10,000 ways that won't work.” - Thomas A. Edison

Personally I don't think Skulljacking and Skullmining should count as abilities to improve Hacking. I know it uses the hack interface, it just doesn't feel right to me.

I guess it could be disabled by...
-CustomHackAbilities=SkullJack

(or whatever the template names are)
Sist redigert av Dragon32; 27. mars 2018 kl. 16.19
Hotl3looded  [utvikler] 28. mars 2018 kl. 5.50 
Opprinnelig skrevet av Dragon32:
Personally I don't think Skulljacking and Skullmining should count as abilities to improve Hacking. I know it uses the hack interface, it just doesn't feel right to me.

I guess it could be disabled by...
-CustomHackAbilities=SkullJack

(or whatever the template names are)
You cannot remove abilities with that command, only add new ones. I could export the list of abilities into the config file but I fear it would clutter the file too much...

From the ingame description of Skulljacking/Skullmining, you need to hack the chip inside the troopers' head to get access to the information. And your hacking stat influences the outcome. Personally, I see no difference between hacking a chip inside a robot or hacking a chip inside an ADVENT (other than the need for the Skulljack to actually access the chip).
WaterFowl 31. mars 2018 kl. 23.58 
Found a bug with hacking stat. When a soldier hacks a mission related workstation (100% success), but fails the secondary hack reward, they still get rewarded +hacking by this mod. Just had a guy get +5 from rolling a 5 on an 85 skill chest
Hotl3looded  [utvikler] 1. apr. 2018 kl. 4.26 
Yes I talk about it in the first post (in the last paragraph). Unfortunately, I still haven't found a fix for this.
Sist redigert av Hotl3looded; 1. apr. 2018 kl. 10.11
WaterFowl 1. apr. 2018 kl. 17.55 
hmm yeah i just looked at the code... tricky. Is there any way to check what you rolled on the hack roll? then you could run that against calculated hack chance rather than checking if the target was hacked ... alternatively if the variables exist, maybe check if the hack target is a mission objective
WaterFowl 1. apr. 2018 kl. 18.08 
i have no idea how unrealscript works.. but it looks like there's no class variable for what the hack roll is. Could you modify the ui hacking class in order to make a class variable for the StatContestResult var (in initiatehack), then grab it with your mod's class? then compare it to the chance, also grabbed from the ui, then you can tell if a hack worked or not in a roundabout way. No idea how this stuff works, just trying to help

or maybe you could use the reward index? it looks like it gets set to zero on a fail roll. So maybe you can check if it's zero or greater than zero
Sist redigert av WaterFowl; 1. apr. 2018 kl. 18.10
Hotl3looded  [utvikler] 1. apr. 2018 kl. 18.12 
I had the same idea as you @WaterFowl. I spent the whole day a few hours on this and I finally found how to get the rolled score! Instead of using the bool `bHasBeenHacked` I now compare directly the rolled score to the calculated hack chance and it works! I'll patch the mod in a few minutes.
Sist redigert av Hotl3looded; 1. apr. 2018 kl. 18.14
WaterFowl 1. apr. 2018 kl. 18.15 
haha very nice. nothing like squashin a troublesome bug
Wendersnaven 18. apr. 2018 kl. 13.24 
I was using Hack+ in my previous runs, and just started this mod. It restores balance and order to the Galaxy, instead of destroying it ... your pardon, been playing with Clone Troopers ... ahem.
Press_START 28. apr. 2019 kl. 8.50 
does this in any way interfrere with Hack Plus?
Dawnpromise 28. apr. 2019 kl. 12.17 
This mod does pretty much the same thing as Hack+ so if you use both you're doubling up.

It's actually not hard to completly replicate the effects of Hack+ when configuring this mods Ini.
Press_START 28. apr. 2019 kl. 13.54 
Opprinnelig skrevet av Dawnpromise:
This mod does pretty much the same thing as Hack+ so if you use both you're doubling up.

It's actually not hard to completly replicate the effects of Hack+ when configuring this mods Ini.


Opprinnelig skrevet av Dawnpromise:
This mod does pretty much the same thing as Hack+ so if you use both you're doubling up.

It's actually not hard to completly replicate the effects of Hack+ when configuring this mods Ini.
welp now we get moar hax
Alastair 21. feb. 2022 kl. 4.20 
If anyone wants to allow Hero units to get the Combat Intelligence bonus. Or Sparks if you are using things like Mechtronic Warfare then you need to edit the files. I am not sure if I could cut this line down but I fixed it by replacing line the line that starts with

SourceUnit.ComInt >= eComInt_Savant

in WOTC_SoldierDevelopment.u with the following.

if (SourceUnit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && (!Unit.IsResistanceHero() || (!bUnitIsSpark || !Unit.IsRobotic() || !Unit.IsSpark()))))

I also added

local bool bUnitIsSpark;

Under the other locals at around line 531 since I wasn't sure if bUnitIsSpark would work without it.
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