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Now that the Hotwire Update is live, here's what we're looking at adding for hacking, in no particular order or guaruntee :

[*] Hacking specific missions with objectives complete in the Wire
[*] Update appropriate exsisting faction events & rewards to include hacking
[*] Update exsisting events to hook into the wire
[*] Additional ways to get into the network outside of datajacks
[*] Unqiue rare enemies for hacking
[*] Additional hacking programs / unique utilities
[*] Integration into story missions
[*] Hacking boss systems

Have an idea for something related to hacking that you'd like to see? Let us know in the comments below!
Post edited June 19, 2018 by JuggernautGames
Few bugs in hacking:
. It asks for usual inventory instead of new hacking one.
. If we didn't take a program immediatly (example inventory full), we can't take it later, it has desappeared.

Hacking combat is some boring (moreover the always same sounds), it will not please those who already found the normal combat too numerous... So, I understand why you don't sell it, as for some it may make the game worst.
I do still found the game excellent.
Post edited June 20, 2018 by ERISS
An update I'm not aware of? Hmm…
Jack in? oh no have mercy on me!
It's so expensive, and boring. If it was ever usefull...
Now in missions I fear these consoles.
Ahem, no Linux update?
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tinysalamander: Ahem, no Linux update?
Just working out some kinks before I submit the Linux build - upgrading to 2017 has not been kind to Linux :\
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JuggernautGames: Just working out some kinks before I submit the Linux build - upgrading to 2017 has not been kind to Linux :\
I see. Well, waiting :)
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ERISS: Jack in? oh no have mercy on me!
It's so expensive, and boring. If it was ever usefull...
Now in missions I fear these consoles.
So far, hacking a net may get the computer jockey money as well as information. It is required to play your cards well, though, as the "life" points of your hacker will diminish with each encounter.

Often people is better at pointing out detected symptoms of something not working perfectly than at finding either the true reasons nor a good solution. So to sum it up without attempting to do the designer's work:

- Is net hacking worthwile?

- Is there too much combat in the real world? Is it necessary that all rooms in spaceships hold an enemy party inside? Too many enemy parties = no way to avoid them + less suspense + information on enemy location has very little value (it is just one in each room).

- How do the two points above compound?
So, when do the hacking will be balanced and bug free? and mainly, when the added bugs in the normal game will be cleared (like the autocraft bench no longer working).
At now the game is worst than before the hack addon. Please GOG, revert to the game version before this "patch"...
EDIT: Oh thanks Galaxy, I can revert to 1.033, if it do is the last good patch.
Post edited August 02, 2018 by ERISS
Another minor bug I ran across in the hacking battles. When the green "planetary system" defender summons copies of itself and I had Decoys out, the turn order goes nuts. My turn will get skipped, but ability cooldowns will lower. Enemies and my decoys will attack multiple times on their turn. Just general weirdness all around.

A couple of ideas and requests for the system.

- Too little money is earned in this. I like that it has a separate inventory, but the data stores are to few and far between. A possible solution is to leave the number/rate of data stores but improve their rewards to programs/attacks, upgrades, and "black data" like the black market goods. This allows fights to drop the normal "loot" data and (rarely) weak upgrades. I'm sure I sank way more money into my deck than I'll ever get out of it.

- Buying programs/attacks is incredibly expensive. The part upgrades aren't too nuts, but the repair costs are also rough in the beginning.

- Like many have stated, the fights are kinda boring. You can either lower the number of fights but increase difficulty, or redo how fights pan out in the first place.

- Allow for rewards that aren't just money. Now there are some perks like disabling security systems and searching enemies, but there is one resource that could be used to great effect here. Influence. Events that would allow us to prevent influence loss from stealing goods, completing a mission against a certain company, or from other events would give incentive to those that want to spend some extra time and money to stay in a corp's good graces.

- Separate all the systems from the core. Instead of one central core. Have a "Security Core", "Communication Core", and/or "Systems Core". Then there are some objectives other than "Make it to core, map the systems, steal the loot, and crash the core."

I think that's all I have for now. Good luck.