Lock Breaching



Many players have grown tired of the old lockpicking and hacking mini-games. They were interesting the first few times you use it, but have become tiring over 3 games. Most players even just bypass it completely, which removes some of the immersive feel from breaking locks. Horizon has its own style of breaching locks, which is balanced around the gameplay. There are several ways to craft lock breaching devices.

General Notes

 * There are 3 new devices used to break locks (with 2 grades each)
 * There is 1 new device used to hack terminals (with 2 grades)
 * Some devices take a few seconds to perform their actions
 * When a device is activated, the lock is unusable until the device is finished
 * All devices make loud noises, and aren't supposed to be a stealthy way to open locks
 * The low grade version of each device is given the [Advanced] Suffix for Novice/Advanced locks
 * The high grade version of each device is given the [Master] Suffix for Novice/Advanced/Expert/Master locks
 * The system will always try to use your low grade devices first on lower lock difficulties
 * If you have no low grade devices for low level locks, it will then use a high grade device
 * devices need certain Skill points either non or at least 20, some need a Skill combination like 20 and 40 skill points

NOTE: - Upon breaking into doors that zone into other areas, the act of animating the door automatically zones you inside (same as normal lockpicking) - when more methods of adding Safecracker (Magazines) ranks are introduced, the requirements may increase - Lock Breaching Devices DO NOT affect Skill gain while performing in the Field BUT crafting (!) them will higher your Skills (see below)

Obtaining

 * Tech Lab (Lock Breaching)
 * Some devices can rarely be found in Loot
 * There's 1 explosive charge in the Sanctuary Root Cellar crate as an introduction to the devices
 * Settler Missions can yield to Lock Breaching Devices

Overview
The tables below will will show you the requirements for each Device. As noted above you will need to build a Tech Lab first in order to gain the option to craft any device. En top of that you will need certain points in the linked Skill which is gained either by choosing an appropiate Perk or simply by gaining Skill performing in the field (Novice Locks/Terminals or crafting Explosives). Please NOTE: you can technically completly skip pumping Perk points in the required Skills, sooner or later you will reach a certain Perk/Tier/Rank by performing in the field which allows you to craft lock breaching devices.

Advanced Lock Breaching
Will cover all locks from 0 to 39.9 Skill points.

Master Lock Breaching
Will cover all locks from 0 to 60.0+ Skill points.

Locksmith Tools



 * A brute force method of breaking out the lock from doors and normal containers
 * This option is accessed while standing
 * Locksmith tools have a 100% chance to work, but can't be used for safes
 * Takes 4 seconds to smash the lock (sparks and sound effects occur every second)
 * While smashing the lock, your character is unable to do anything else
 * Character animations may be added in the future
 * Crafting locksmith tools gives no Skill gains
 * Locksmith Tools require Graphite instead of a Common Tool
 * Locksmith Tools [Advanced] works on Novice/Advanced locks (Requires no Lockpicking Skill)
 * (this lets you actually use T1 tools at lower levels)
 * Locksmith Tools [Master] works on Novice/Advanced/Expert/Master locks (Require Lockpicking 20)

Autodialers



 * These devices are used to specifically break into safes by finding the combinations
 * This option is accessed while standing
 * These devices have a 100% chance to work, but only work on safes
 * Every 4 seconds, it will figure out one of the combination numbers
 * Upon completing the last number, the device burns out
 * Safe Autodialers [Advanced] works on Novice/Advanced locks (Requires: Engineering 20)
 * Safe Autodialers [Master] works on Novice/Advanced/Expert/Master locks (Requires: Engineering 40 and Lockpicking 20)

Auto-Hack Devices



 * Works just like other lock breaching devices, except on computer terminals
 * When you use the option on a terminal, it will takes some time to hack in, displaying messages
 * Will not work on terminals that cannot be hacked and require a password
 * Crafting auto-hackers gains Science skill
 * Auto-Hacker [Advanced] works on Novice/Advanced terminals (Requires: Science 20)
 * Auto-Hacker [Master] works on Novice/Advanced/Expert/Master terminals (Requires: Science 40 and Hacking 20)

Explosive Charges
NOTE: This option is accessed while sneaking!


 * Used to break the locks for any type of container, safe, or door
 * After the charge is set, a small explosion occurs after 5 seconds (doors have a larger explosion)
 * Explosives are not guaranteed to break safes, but do have 100% chance on doors and regular containers
 * Using explosives on safes scale based on the lock difficulty and the grade of charge you're using
 * Explosive Charges [Advanced] works on Novice/Advanced locks (Requires: Explosives 20)
 * Explosive Charges [Master] works on Novice/Advanced/Expert/Master locks (Requires: Explosives 40 and Lockpicking 20)
 * Ex: you have a 50% chance to crack an Advanced safe with a low grade charge (100% chance with high grade charge)
 * Ex: you have a 50% chance to crack an Master safe with a high grade charge (75% chance on an Expert safe)
 * Explosive Charges requires less Explosive Material and it requires 1 Basic Circuitry instead of Advanced Circuitry