XCOM 2
Hack Plus - WotC
170 Comments
Void Nov 19, 2024 @ 9:46am 
Can anyone fix this mod and upload it? I would do it but I know nothing about programming :(
Haydern Oct 7, 2024 @ 5:18pm 
@RolandJ Weel, That explains why my tech especialist go to 252 hack from 70 in 2 missions
Dęąth Viper May 9, 2024 @ 2:17pm 
I added a new perk to some of my soldiers that uses this idea. basically when learned any ability that uses hack increases their base hack stat. Thanks!
Cúchulainn Jan 18, 2024 @ 2:02pm 
Started using Soldier Development which allows hack profiency to increas,e would recommend folks to head on over there !
Cúchulainn Jan 15, 2024 @ 4:55pm 
Never mind it's still oppressive. I wonder if i can take away the technology that gives me the +20 to Tech bonus...
Cúchulainn Jan 13, 2024 @ 1:10pm 
@Builder , Guess i'll just have to reduce hacking rewards to be as little as possible and avoid Grimy's Gremlin attach
Builder Jan 11, 2024 @ 5:28pm 
@Cúchulainn No it can't be done in the INI file, Your gonna have to figure out hex editing.
Cúchulainn Jan 11, 2024 @ 2:02pm 
@Enforcer, I would appreciate the fix too, but I assume you can just do the fix in the ini file?
Bardagh Jan 6, 2024 @ 3:05pm 
@Enforcer I would also appreciate it if you'd publish your fixed version.
Gunter McGunt Jan 2, 2024 @ 3:13pm 
not allowing my specialists to hack in LWOTC. Would love it if someone would take a moment to fix this (including adding the code in the comments below)
Builder Oct 24, 2023 @ 11:50am 
@Enforcer

What programs are you using? I'm using UE Explorer and HxD to hex edit, But for some reason even though I thought I did it correctly (Just inserted Base over Max and saved the file) I get "Error detected attempting load of package: HackPLus-WotC" when I try to launch the game. Am I missing something? I've never hex edited before, So I don't know if their is another step to do.
Etienne Oct 10, 2023 @ 6:25am 
I know that there is essentially nothing to localize in this mod except the +5 hack line, but could the dear author add this file so that I can translate it?
hottt3 Sep 17, 2023 @ 6:47am 
@Enforcer Thanks for the information! I've been always wondering why my soldiers' hacking stats keep skyrocketing!
By the way, why not publish your own fixed version of this mod? I mean, if the author has seemingly abandoned the support of this mod, why deprive other players of a mod fix? I think you can even publish the mod-fix as a separate mod (although my knowledge of the modding is very limited).
Enforcer Sep 17, 2023 @ 2:21am 
Hopefully mod author will fix it here too
Enforcer Sep 17, 2023 @ 2:21am 
RolandJ you are correct.
instead of:
UnitState.SetBaseMaxStat(eStat_Hacking, UnitState.GetMaxStat(eStat_Hacking) + rewardValue);
you need to do
UnitState.SetBaseMaxStat(eStat_Hacking, UnitState.GetBaseStat(eStat_Hacking) + rewardValue);
I've fixed this in my (unpublished) copy of this mod and it works great.
BTW same bug present in original sources (+20 permanent hacking reward)
hottt3 Sep 15, 2023 @ 3:18am 
@Arreking Yes it does.
Arreking Sep 15, 2023 @ 3:02am 
Does this work with LWotC?
count_zer01 Jun 21, 2023 @ 5:46am 
Tweaked it down tot 1, 2, and 4 instead of 1, 3, and 5, which both worked (much to my surprise) and makes the mod a tad less OP. Stingy players might even try 1, 2, 3; gonzo players, sky's the limit. 0, 10, 25! Go nuts.
zin Mar 22, 2023 @ 3:04am 
@Nomonizugo How so? Does this not work in WotC?
Nomonizugo Dec 7, 2022 @ 12:32pm 
It's bugged in wotc too.
Dęąth Viper Oct 19, 2022 @ 11:07am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Dman883 Aug 12, 2022 @ 3:30pm 
can this be removed mid-game? I think it's bugged in LWOTC. Specialists can't hack door or chests.
Builder May 27, 2022 @ 9:12pm 
What the... I didn't comment here did I? Tell me Dragon32 are you a time traveler?

(Oh I guess manni-chan renamed themselves... But still what a freak coincidence).
Morticio May 22, 2022 @ 7:10pm 
Hi, where can i find this archive? i doesn´t seen to be in the game´s folder
RolandJ Mar 30, 2022 @ 11:42am 
@BlueRaja Furthermore, I've noticed that mid-mission the hack stat increments by 3-5, meaning that the UnitState.SetBaseMaxStat is not inflating on each hack. Apparently 1) grimy's gremlin attachment is temporarily inflating the Unit's base max stat on mission load, 2) the UnitState.GetMaxStat is therefore including the equipment bonus in its output, and 3) the UnitState.SetBaseMaxStat is then cementing the inflated value onto the unit ON THE FIRST HACK; it appears to just keep incrementing by 3 on hacks 2, 3, etc.

Example
1. Pre-Mission: Base Stat: 80 / Grimy's Bonus: 15 / Final Stat: 95
2. Start of Mission: Base Stat: 95 (Grimy's apparently applies the bonus here)
3. Hack #1: GetMaxStat Output: 95 / Increment: 3 / Final Base Stat: 98
4. Hack #2: GetMaxStat Output: 98 / Increment: 4 / Final Base Stat: 102
5. Post-Mission: Base Stat: 102 / Grimy's Bonus: 15 / Final Stat: 117

That turns the increments from 2 hacks into a 22 boost to the base stat, averaging an 11 increment per hack.
RolandJ Mar 30, 2022 @ 7:23am 
@BlueRaja I believe I may have found the culprit for your mod's accelerated stat growth issue. In your HackPlus_H2Ability_DefaultAbilitySet.uc on line 105 you are calling UnitState.SetBaseMaxStat and passing it the UnitState.GetMaxStat + your "3-5" increment.

Is it possible that the result of GetMaxStat is including equipment bonuses? If so, that would make your "3-5" bonus actually a "3-5 + current bonus" for a unit that is boosted by equipment.

However, seeing that both the set and get are for the "max" stat, I honestly wouldn't think that there would be a conflict if it wasn't for what I'm seeing. I have a unit whose hack is increasing by 18-20 on every hack and, since she has a +15 hack grimy's loot gremlin attachment, this indicates that the 15 (equipment bonus) + 3-5 (your increment) results in the 18-20 that I'm seeing.

Adding code to correctly handle equipment bonuses could fix this.

Could you look into this, please? Assuming you're even still around. Thank you!
zion6 Feb 23, 2022 @ 1:19pm 
@Dragon32
LOL I had to Google everything you said...it said you mean "Get off my lawn!" That I can do.
Dragon32 Feb 23, 2022 @ 11:29am 
@zion6
Fork the mod, update the source and publish it
zion6 Feb 23, 2022 @ 9:52am 
Is there a way to have the "currently ignored" not ignored?
Dragon32 Feb 8, 2022 @ 4:36pm 
@zion6
Changing it doesn't do anything, it's ignored.

When you try a hack there's two rewards, one's easy and one's harder.
zion6 Feb 8, 2022 @ 12:30pm 
@Dragon32
What does the "currently ignored" mean
+HackPointRewardEasyOnFail=1 ; currently ignored
+HackPointRewardOnFail=1
+HackPointRewardEasyOnSuccess=3
+HackPointRewardOnSuccess=5
also what does "easy" vs others mean?
Wallamat Feb 6, 2022 @ 3:48pm 
Is this compatible with LWOTC?
zion6 Feb 6, 2022 @ 11:39am 
@ Dragon32
Much Thanks!
Dragon32 Feb 6, 2022 @ 4:30am 
@zion6
I think he means set this to true
+DiminishingReturns=false

When I use this I use these changed values:
+HackPointRewardOnFail=2
+HackPointRewardEasyOnSuccess=0
+HackPointRewardOnSuccess=1
+DiminishingReturns=true
zion6 Feb 5, 2022 @ 6:17pm 
From Original vanilla Page Description:
Rewards can be randomized using ini setting. I also left debug settings in the ini which makes hacks always succeed and makes them not cost an action (similar to lightning hands). These are off by default.

If you're concerned with OP then turn on the diminishing returns options in the ini. Reward gain is reduced by 1 for every 20 levels above a certain value. (Based on Zetsumi's suggestion)
zion6 Feb 5, 2022 @ 6:12pm 
@ slburns77-which one set to true?
; Config for HackPlus mod
[HackPlus-WotC.HackPlusConfig]
+RandomizeReward=false
+HackPointRewardEasyOnFail=1 ; currently ignored
+HackPointRewardOnFail=1
+HackPointRewardEasyOnSuccess=3
+HackPointRewardOnSuccess=5
+DiminishingReturns=false
+DiminishingReturnsStartsAbove=80 ; max reward is reduced by one for every 20 levels above this level
; debug settings
+AlwaysSucceed=false
+FreeAction=false
fighting_ferret Jan 19, 2022 @ 2:12pm 
If you look at the configuration setting, there is a value set to false by default that keeps the +3 - +5 increases per hack going...setting it to true, should limit you to 180 max + skulljack for 210
FryoKnight Jan 10, 2022 @ 5:12pm 
I will say, I have also notice a trend of my specialists jump in Hacking Skill by the 100s, even though I have default settings for this mod.

By their 4~5 mission, their Hacking Skill tends to already around 200ish...

Might have something to do with the fact I am using the Proficiency Class Pack ?
Dragon32 Jan 8, 2022 @ 7:13am 
@nomen_meltdown
Is that System Infiltration? I don't remember hearing of problems like that but seem to recall RPGO and this don't mix well and can cause sky high Hacking stats.
nomen_meltdown Jan 8, 2022 @ 4:23am 
I'm not sure if this is interacting strangely with another mod (can't recall the name, "better hacking," maybe- it introduces a "hacker laptop" item) but my specialists' hacking skills have jumped *radically* very quickly. Like 300s, 500s, 600s... they're 100% over-achievers on every hack. I mean... I'm not complaining, exactly, but it is strange behaviour that I feel compelled to ask about and to try to understand in order to approach it mindfully.
viode Jan 1, 2022 @ 2:37pm 
I think the +1 is fine but since someone was using "you learn from even failures" argument I'm just putting out a compromise of sorts that maybe adding a configurable fail counter kind of system may make it more balanced. Say after 3 fails the hacker understands what they were messing up in and then gets their +1 bonus and make it configurable for those who want to up the required fails or just wants them to get the bonus straight away.
[六四天安門事件]전승연 Dec 12, 2021 @ 11:21am 
success or fail..only 1 bonus get is balanced
Moisesjns Dec 10, 2021 @ 8:57am 
@vicen, But you learn from failing. Even in real life, In less your a idiot. I failed test before, Does not mean you learn nothing, you learn what you don't know and than study that. Same principle here,

Just like a real "hacker" who wants a professional job and not be selling malware, has to take test in real life, you can fail the test, and still learn from it.
Vicen Nov 27, 2021 @ 5:16am 
@Zoinho1

The better issue to balance this mod is:
+2 for fail
+0 for success
XpanD Sep 5, 2021 @ 6:13am 
Finished another campaign with 331 mods, and did get the super high stat issue this time. Realized Soldier Development (another mod I'm running) has a similar hack stat leveling mechanism in it, so I'll probably tweak the config on that a bit and run that on its own. Nice to have a lightweight alternative available, though!
XpanD Aug 26, 2021 @ 12:08pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Did not see any weird stat glitches either, for what it's worth. (normal WOTC, no ABA/RPGO/LW)

Thanks for making this.
Zoinho1 Dec 7, 2020 @ 11:08am 
Can i exclude Specialist/gremlins users?
Even with the diminishing returns options, i ended up with very high hack score.
ShinyNobody Nov 29, 2020 @ 8:27am 
I search for a culprint. my soldiers hack just skyrocket to 500 and i do not know why X). i use only this hack mod and aba for anew soldier classes. anyone else happenmd to have this nice problem?
Dragon32 Oct 26, 2020 @ 10:44am 
If you're using RPGO then, quoting:
Known incompatibilities:
- "Hack Plus" leads to insane high hacking stats


I dropped Hack Plus for my current RPGO-based campaign but have used it in other WotC campaigns without an issue.