Hacking (DXMD)

Hacking is a game mechanic in Deus Ex: Mankind Divided. Hacking allows players to unlock doors, computers, and other devices by means of a minigame. While keypad codes and computer passwords are often obtainable, there are many instances in which hacking is required to progress through the game.

The hacking minigame was previously introduced in Deus Ex: Human Revolution. Unlike previous hacking games, Mankind Divided hacking features 3D maps with upgraded graphics, more complex mechanics and diverse hacking software.

Overview
The goal of the minigame is to progress through the system network's nodal map and capture all green nodes before the timer expires. During the course of progressing through the nodal map, players may also capture any datastore nodes, to uncover hacking software, credits, or experience, but these datastores must be captured prior to capturing all green nodes. Failing the hack attempt naturally doesn't reward any bounty held in datastores, but further attempts can be made to secure any riches held by the hack.

Alternatively, the minigame can be completed by capturing all red nodes, if possible. Doing so will automatically capture all datastore nodes on the map, and win the hacking game instantly. This situation gets progressively more common the farther into the game you progress.

Each device has a number of hacking attempts. Quitting a session without triggering detection will not subtract the available attempts. Finishing a session in the very first attempt will reward an extra XP. This reward also applies to remote hacking sessions. If a hacking attempt fails, an alarm may be triggered if the system is connected to an alarm, or a 'silent alarm' may be tripped (failure to hack Palisade alarm panels deploys SB-71 robots, for instance.)

Whenever the subroutine trace captures a node, its security rating will increase by a factor based on the subroutine's level

, making it harder for the player to capture. The subroutine trace will also attempt to breach fortified nodes and will cancel the fortification process of any node that is being fortified.

Wandering too far from the node map will cause the screen to shake and their connection will be terminated.

Node types

 * The I/O
 *  Port is the starting point of the hack. Represented by blue spinning “crystal”. Jensen may only have one I/O Port. I/O Ports must not be captured by Diagnostic Nodes or Jensen loses. The only operation possible is fortifying the I/O Port.
 * Diagnostic Nodes are represented as a red sphere and become active when the player is detected. When the player is detected, the node will start spinning and a subroutine trace begins from the diagnostic nodes and heads toward the I/O Port. The detection timer, indicating the time until which the trace reaches the I/O Port, will also stop. Capturing a Spam API or fortifying nodes along the trace path will slow down the subroutine trace.
 * Capturing all red nodes will declare automatic victory even if no Registry nodes are captured.
 * A captured red node will not perform tracing if captured before alarm sounds.
 * In high level hacks, red nodes are often at low levels and hackable.
 * Directories are represented by folders. These have no use other than as a bridge and possible barriers. Directories are the only nodes that may have security level 0.
 * Datastores are represented by storage cylinder akin to a hard drive. Contain loots such as XP, Software or Credits.
 * Registry Nodes are represented by green rotating spheres. The objective is to capture all registry nodes
 * Blown node. This is the result of using Nuke software. The subroutine passes over these as if they weren't there. Given the fact that they are destroyed, the player can't reinforce a blown node, either.
 * API Nodes are represented by two gears:
 * "Spam" API nodes, when captured, slows the diagnostic subroutine trace. However, capturing these nodes always result in a detection, as indicated by the 100% detection chance.
 * "Transfer" API nodes, when capture, transfer security rating from a nearby node to another nearby node. This isn't always in the player's favor.
 * "Clearance" API nodes, when captured, reduces the security rating of certain nodes making them easier to capture. Clearance nodes typically protected by layers of directories and firewalls, or left out in the open, to act as traps.

Augmentations
The ability to hack computer systems and keypads is provided by the Hacking Capture augmentation. Each level of Hacking Capture permits the player to capture computer systems up to that level, up to a maximum level 5. Note that unlike in HR, Mankind divided features quite a lot of level 4 and 5 objects. The Hacking Fortify and Hacking Stealth augmentation branches increase proficiency in hacking.
 * Level 1 Hacking Capture is always available in Mankind Divided and its DLC missions, with the sole exception being A Criminal Past, in which the player begins with all augmentations disabled.
 * The Hacking Capture branch also includes upgrades to dominate turrets and robots. These features do not affect the hacking minigame, but are instead used to control turrets and robots after a security hub is hacked. Although turrets and robots are fairly rare encounters, it might be worth considering investing in the relevant abilities to take control of them. If nothing else, there will be less hostiles gunning for Adam, and if you so desire, you can turn the robotic assets on their owners,
 * Hacking: Fortify allows Jensen to reinforce captured nodes and use them as barriers against enemy diagnostic nodes. The default upgrade is to turn any captured node into a barrier. Then, Jensen may further fortify a captured node. This is Jensen's primary tool for successfully infiltrating high-level objects.
 * Hacking: Stealth lowers chance of detection to as low as 15%. At maximum upgrade, Jensen may even hack the entire system without triggering detection. Note that Stealth synergizes with Fortify. Tier three stealth, backed by tier three fortify, will allow Jensen to casually defeat most level three or below objects in seconds,

Remote hacking
The Remote Hacking augmentation permits the "remote hacking" operation, which is used to disable car alarms, and mines, temporarily disable robotics such as cameras, robots, and drones, and to manipulate environment objects such as hidden ladders and glass cover. Remote hacking differs from normal hacking in that remote hacking is not used on computer terminals.

Furthermore, unlike normal hacking, Remote Hacking uses variable amount of energy and may have its range increased with Smart Vision and its cursor slowed down with Focus Enhancement. Energy drain, while low, works similarly to a takedown. A certain chunk of bar is consumed instantly for every attempt, leaving no depleted bar to regenerate.

The more secure an object is, the more energy your tamper attempt will drain. Turning off a TV barely registers on the meter, while messing with a Palisade ceiling turret costs almost as much as two takedowns.

Hacking software
The player may also utilize any of the following hacking software for various effects during the minigame.
 * Stop! Worm Software – used to stop the detection timer for a few seconds.
 * Nuke Virus Software – used to instantly capture any node
 * Reveal Software – used to remove the "fog" on certain computer systems
 * Overclock Software – used to speed up the capture and fortify commands
 * Datascan Software – used to reveal the contents of datastore nodes
 * Stealth Software – used to avoid detection while capturing a node