Last of the systems that was in dire need of update is lockpicking. Here is a small preview.
The way it works is pretty simple. Locks differe in size and complexity. Size equals the number of rows you will have to solve, complexity gives penalties to your percentages (more about those below)
You press left and right to “probe” lock pins.Pressing the action button then pushes the pin back. If the pin was correct, it stays locked back and you advance to the next row. If the pin was incorect, there is a 90% chance you will break your pick.
Each pick has certain number of probe atempts. If you use all of them, the pick breaks. Each pick breakage has a 70% chance to push you back one row.
Each probing atempt has certain chance to mark the pin you are probing. There is 5% chance it gets marked in full color (green and red), which tells you with 100% certainty if that pin is correct or wrong. There is 30% chance the pin gets marked with two colors (yellow and red / green), which tells you there is 60% chance that pin is correct or wrong, depending on the color.
So you probe the pins and hope your character tells you which pins are correct. If you run low on probe atempts and you get no mark, you can try and guess. This strikes a nice balance between player and character skill. These percentages and numbers will get better the higher your skill gets, so you will be able to open more difficult locks with less broken picks. It means you can open pretty much any lock right from the start, but the amount of lockpicks you will need will be huge if you have no skill. If your skill is really high, you will get marked pins more often, your picks will last longer and the will not break all of the time if you pick wrong pins or run out of uses.