Update: 7.004 hotfix is out to put in some protections against arithmetic overflow in the hacking-response calculations if you really run up the Hacking Progress costs.
Ok, tried this out and
AAARRRRGGGGGHHHHHH!Player destruction successfully expedited. That's NASTY. Under -9000!, indeed.
So, anyways. I tried out some of the other hacks, and they're all broken, too.
First, instead of spawning ships, the Fab, ASC, and ARS hacks spawn UnhandledErrors.
7/3/2013 6:11:10 PM (7.003) Mem: 392,699,904 Plat:WindowsPlayer
-----------------------------------UnhandledErrors-----------------------------------
7/3/2013 6:11:10 PM (7.003)
-----------------------------------Error-----------------------------------Log String: FixedUpdate: System.IndexOutOfRangeException: Array index is out of range.
at Player.GetBuyForRoll (Hacking_WildRollResultType RollType, Int32 EffectiveTechlevel, .FInt& SpawnStrength, FInt PreRollStrength) [0x00000] in <filename unknown>:0
at Player.DoResourceEvent () [0x00000] in <filename unknown>:0
at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
at Game.RunFrame () [0x00000] in <filename unknown>:0
at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
Stack Trace: at Player.GetBuyForRoll (Hacking_WildRollResultType RollType, Int32 EffectiveTechlevel, .FInt& SpawnStrength, FInt PreRollStrength) [0x00000] in <filename unknown>:0
at Player.DoResourceEvent () [0x00000] in <filename unknown>:0
at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
at Game.RunFrame () [0x00000] in <filename unknown>:0
at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
Second, while the ARS hack still takes 10:00 minutes to complete, the Fab hack takes 4 seconds, and the FacIV/ASC hack takes 14 seconds. I presume that's testing times, to be fixed later.
Thrid. Core Fab unlocks are persisting between games. I loaded a game where I owned some fabs, then returned to the main menu and started a new game. At second 00:00 (before ANYTHING) I already had access to Bomber Vs, Protector Vs, etc.
Related: If you have a FacIV under your control, and lose it, you don't lose the ability to produce Mk IV ships until after you save and reload.
Fourth. If a system contains more than one Fabricator, you hack all of them. And you pay the cost for hacking all of them. There's no way to only hack one.
Fifth. The K-Raid hacker thingy still requires supply. Is there a good reason for this anymore? I used to require supply to prevent K-raiding everything in the galaxy while owning nothing, but that's not an issue any more. Not at all, no siree, no way is that ever going to happen again.
Sixth. There's no indicator for what's been hacked. This wasn't really any issue when it was only the ARSs that could be hacked, because they were few in number and pretty unforgettable (CSGs). However, now, I can hack FacIV/ASCs (but only once, each), Fabs, and ARSs, with maybe more to come (broken Golems?).