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'''{{PAGENAME}}''' is a [[:Category:Systems|system]] introduced in the [[FTL: Advanced Edition]] update. It can be found on some AI ships during the game, and is a starting system on the [[Lanius Cruiser]], as well as several of the other ships' unlockable C-type layouts. It initially starts with one power bar, and can be upgraded to a maximum of 3 bars. Upgrading the system increases the length of hack it can perform.
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[[File:HackingCircle.png]] '''{{PAGENAME}}''' is a [[:Category:Systems|system]] introduced in the [[FTL: Advanced Edition]] update. It lets you disrupt an enemy system. When you purchase hacking, the system starts at level 1. It can be upgraded to a maximum of level 3. Upgrading the system increases the duration of the hacking pulse.
A hack generally either disables a system or causes it to ''malfunction'' (e.g., hacking a Medbay will cause it to harm enemy crew instead of healing them). Upon deploying a hacking drone (they are treated much the same as any other drone by the game, but do not require a schematic to build), if it is not hit by a stray shot it will latch onto the selected system room, giving you constant view of the affected room. While the hacking drone is active and there is power to the hacking system, the doors of the room become purple doors, locked to the crew of the targeted ship with roughly equivalent strength to that of blast doors.
 
   
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Some enemies will use hacking against you. Their choice of system is completely random each time they launch a hacking drone.
===Effects on specific systems===
 
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The hacked system will shut its doors to the crew of the affected ship, but will grant access to any crew from the same ship as the hacking drone. For as long as there is power to the hacking drone, the doors remain locked, but triggering the actual hacking process will cause different effects depending on the targeted system. The length of each hack is dependent on the level and current power routed to the Hacking system, and there is a cooldown period between each hack, much like that of the [[Cloaking]] system. The effects of hacking each type of system are documented below:
 
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Most enemy ships have a maximum of level 2 hacking. Level 3 hacking can only occur on Lanius Scouts, Engi Hackers, and the Flagship in phase 1.
*'''[[Weapons]]''': Power down all weapons on the affected ship.
 
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*'''[[Shields]]''': Slowly discharges shields, taking ~1.5s to discharge each level of shielding.
 
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==Choosing your hacking target==
*'''[[Piloting|Bridge]]''' or '''[[Engines]]''': Reduces the affected ship's evasion to zero.
 
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*'''[[Oxygen]]''': Depletes oxygen on the ship.
 
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Choosing a hacking target works much the same as targeting your weapons. With power in the hacking system, click on the hacking drone icon, then click an enemy system room. If the enemy has a Zoltan Shield, you must destroy it first; if they are cloaked, you must wait for the cloak to end.
*'''[[Medbay]]''': Damages enemy crew instead of healing them. Also heals friendly boarders.
 
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*'''[[Clone Bay]]''': Shut down the cloning bay, killing potential clones permanently.
 
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Once the game is unpaused, this choice is permanent: you can only hack one system in a fight, unless your hacking drone is somehow destroyed. If you change your mind while still paused, you can cancel the hack launch by clicking on the drone icon again.
*'''[[Drone Control]]''': Deactivate enemy drones, with a chance of destroying them.
 
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*'''[[Hacking]]''': Disable enemy hacking modules.
 
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Upon choosing a target, your ship launches a hacking drone towards the enemy. This costs one drone part and takes about 2--3 seconds to reach the enemy ship. While travelling, the hacking drone can be targeted by defense drones and anti-combat drones, or even destroyed by random collisions. If the drone is destroyed, you will be able to send another one after a short delay.
*'''[[Mind Control]]''': Disable enemy mind control and mind controls one of the enemy crew.
 
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*'''[[Teleporter]]''': Enemy boarders are returned to their ship.
 
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When the drone reaches the enemy ship, it latches onto the hull and becomes invulnerable. It can only be destroyed if the enemy hacks your hacking system.
*'''[[Doors]]''': Turn all enemy doors into friendly blast doors, effectively locking all enemy crew in their current rooms.
 
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* '''[[Battery]] ''': Disable your bonus energy and drain two more energy bars.
 
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==Passive effects==
* [[Cloaking|'''Cloaking''']] : Disable cloaking
 
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Hacking confers several passive effects. These apply whenever your hacking system has any power:
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*Doors to the room are locked to enemy crew, but allow your crew to pass through freely
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*Repair speed of the hacked system is halved
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*The system cannot be manned
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*You receive max-level sensor information about the system
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The purple hacked doors take 10 hits to break down, and will automatically lock again after 7 seconds. You cannot directly control these doors, but you can "open" them by removing all power from your hacking system.
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When hacking piloting or engines, you are shown the current enemy evasion. When hacking O2, you are shown the amount of oxygen.
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==Hacking pulse==
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In addition to the above passive effects, hacking allows you to disrupt the targeted system by activating a hacking pulse. The hacking pulse lasts either 4, 7, or 10 seconds, depending on the amount of power in your hacking system. When the pulse finishes, the hacking system enters cooldown and you must wait 20 seconds before activating the next pulse.
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The effect of a hacking pulse depends on which system is being hacked:
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*'''[[Weapons]]''': Drains weapon charge (at the "normal" speed that weapons charge).
 
*'''[[Shields]]''': Discharges shields, taking 2 seconds per layer.
 
*'''[[Piloting]]''' or '''[[Engines]]''': Reduces evasion to zero and stops the FTL charging.
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*'''[[Oxygen]]''': Depletes oxygen rapidly (6% per second, i.e 5 times faster than level 1 O2 refills).
 
*'''[[Medbay]]''': Damages enemy crew instead of healing them (your boarding crew are not affected).
 
*'''[[Clone Bay]]''': Shut down the cloning bay, killing potential clones permanently
 
*'''[[Drone Control]]''': Disables all enemy drones, with a chance of destroying them
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*'''[[Hacking]]''': Ends any active enemy hacking, with a chance to destroy the hacking drone.
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*'''[[Mind Control]]''': Takes control of a random enemy crew member for the duration of the hack. If the enemy has control of one of your crew, using Hacking will also cancel it.
 
*'''[[Teleporter]]''': Enemy boarders are returned to their ship. Mind-controlled enemies are not returned.
 
*'''[[Doors]]''': Turn all enemy doors into friendly blast doors, hindering enemy crew movement (and enabling free movement of friendly boarders).
 
*'''[[Battery]]''': Disables bonus energy and drain two more energy bars.
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*'''[[Cloaking]]''': Prevents cloaking and forcibly decloaks the ship.
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*'''[[Sensors]]''': Disable sensors (only applies to the player, not enemies).
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== Defences against hacking ==
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* Defence drones will shoot down hacking drones, although they can miss. Enemies will eventually run out of drone parts.
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* Zoltan Shields prevents hacking drones from being launched.
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* Destroying or ionising<ref>Due to a bug, ionising an active hacking system will reset the system cooldown to the amount of ion damage applied, instead of 20 seconds. This may not be what you want!</ref> the enemy's hacking system will interrupt the hacking effect, until their hacking system becomes operational again.
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* Hacking the enemy's hacking system cancels the active hack and has a chance to destroy the hacking drone.
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* Destroyed systems cannot be actively hacked, so it's possible to bomb your own system to prevent the hack. This is generally not useful, however, and will not interrupt a hack that has already begun.
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<references/>
 
[[Category:Systems]]
 
[[Category:Systems]]
[[Category:Advanced Edition]]
 

Revision as of 20:25, 23 September 2020

HackingCircle Hacking is a system introduced in the FTL: Advanced Edition update. It lets you disrupt an enemy system. When you purchase hacking, the system starts at level 1. It can be upgraded to a maximum of level 3. Upgrading the system increases the duration of the hacking pulse.

Some enemies will use hacking against you. Their choice of system is completely random each time they launch a hacking drone.

Most enemy ships have a maximum of level 2 hacking. Level 3 hacking can only occur on Lanius Scouts, Engi Hackers, and the Flagship in phase 1.

Choosing your hacking target

Choosing a hacking target works much the same as targeting your weapons. With power in the hacking system, click on the hacking drone icon, then click an enemy system room. If the enemy has a Zoltan Shield, you must destroy it first; if they are cloaked, you must wait for the cloak to end.

Once the game is unpaused, this choice is permanent: you can only hack one system in a fight, unless your hacking drone is somehow destroyed. If you change your mind while still paused, you can cancel the hack launch by clicking on the drone icon again.

Upon choosing a target, your ship launches a hacking drone towards the enemy. This costs one drone part and takes about 2--3 seconds to reach the enemy ship. While travelling, the hacking drone can be targeted by defense drones and anti-combat drones, or even destroyed by random collisions. If the drone is destroyed, you will be able to send another one after a short delay.

When the drone reaches the enemy ship, it latches onto the hull and becomes invulnerable. It can only be destroyed if the enemy hacks your hacking system.

Passive effects

Hacking confers several passive effects. These apply whenever your hacking system has any power:

  • Doors to the room are locked to enemy crew, but allow your crew to pass through freely
  • Repair speed of the hacked system is halved
  • The system cannot be manned
  • You receive max-level sensor information about the system

The purple hacked doors take 10 hits to break down, and will automatically lock again after 7 seconds. You cannot directly control these doors, but you can "open" them by removing all power from your hacking system.

When hacking piloting or engines, you are shown the current enemy evasion. When hacking O2, you are shown the amount of oxygen.

Hacking pulse

In addition to the above passive effects, hacking allows you to disrupt the targeted system by activating a hacking pulse. The hacking pulse lasts either 4, 7, or 10 seconds, depending on the amount of power in your hacking system. When the pulse finishes, the hacking system enters cooldown and you must wait 20 seconds before activating the next pulse.

The effect of a hacking pulse depends on which system is being hacked:

  • Weapons: Drains weapon charge (at the "normal" speed that weapons charge).
  • Shields: Discharges shields, taking 2 seconds per layer.
  • Piloting or Engines: Reduces evasion to zero and stops the FTL charging.
  • Oxygen: Depletes oxygen rapidly (6% per second, i.e 5 times faster than level 1 O2 refills).
  • Medbay: Damages enemy crew instead of healing them (your boarding crew are not affected).
  • Clone Bay: Shut down the cloning bay, killing potential clones permanently
  • Drone Control: Disables all enemy drones, with a chance of destroying them
  • Hacking: Ends any active enemy hacking, with a chance to destroy the hacking drone.
  • Mind Control: Takes control of a random enemy crew member for the duration of the hack. If the enemy has control of one of your crew, using Hacking will also cancel it.
  • Teleporter: Enemy boarders are returned to their ship. Mind-controlled enemies are not returned.
  • Doors: Turn all enemy doors into friendly blast doors, hindering enemy crew movement (and enabling free movement of friendly boarders).
  • Battery: Disables bonus energy and drain two more energy bars.
  • Cloaking: Prevents cloaking and forcibly decloaks the ship.
  • Sensors: Disable sensors (only applies to the player, not enemies).

Defences against hacking

  • Defence drones will shoot down hacking drones, although they can miss. Enemies will eventually run out of drone parts.
  • Zoltan Shields prevents hacking drones from being launched.
  • Destroying or ionising[1] the enemy's hacking system will interrupt the hacking effect, until their hacking system becomes operational again.
  • Hacking the enemy's hacking system cancels the active hack and has a chance to destroy the hacking drone.
  • Destroyed systems cannot be actively hacked, so it's possible to bomb your own system to prevent the hack. This is generally not useful, however, and will not interrupt a hack that has already begun.
  1. Due to a bug, ionising an active hacking system will reset the system cooldown to the amount of ion damage applied, instead of 20 seconds. This may not be what you want!