XCOM 2
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Simple True Concealment
 
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0.088 MB
Aug 30, 2017 @ 2:04pm
Dec 25, 2017 @ 6:31pm
9 Change Notes ( view )
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Simple True Concealment

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In 1 collection by kregano
Kregano's Mods
14 items
Description
The wait is over! Get True Concealment's functionality now, thanks to built in features in WOTC! No longer will you have to deal with timers starting right away on missions - stay in concealment, and you don't have to worry about the clock ticking down. Applies to all base game and WOTC missions where timers and concealment begin at mission start.

Post-concealment turn counts:
Recover Item - 6 turns
Hack Workstation - 6 turns
Destroy Enemy Device - 6 turns
Neutralize Target - 11 turns
Rescue VIP - 11 turns

Mod will now disable the Infiltrate resistance order, which did the same thing and is now redundant.

If you are using the Advanced Options, anything that alters timer counts will use the values this mod provides. For example, Recover Item missions will have 12 turns to complete after losing concealment, etc...

Destroy Psi Transmitter fix:
Since the timers seem to break when trying to implement timers on concealment lost, I've done some tweaks to help prevent map generation RNG from screwing you over:
-You now have 5-6 turns on mission start
-There is one more node on the map

Special thanks to:
  • _Robbie on r/XCOM for pointing out that the timers were now controlled via .ini files
  • polydamas_reborn, for pointing out a certain mission type didn't benefit from this mod
  • Nekoworkshop, for providing the localization text that told me what Infiltrate's template name was

If you like this, check out some of my other mods:
-Rapid Fire Reverted - gets rid of the unmentioned cooldown on the WOTC version of Rapid Fire.
-Suppression Weapons - get Suppression on base game, DLC, and some mod guns. Compatible with Vanilla XCOM 2 & WOTC.
-2x Ability Points - get 2 XCOM AP for tactical actions, to build a bigger AP pool for your soldiers.
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80 Comments
kregano  [author] Feb 6 @ 4:46pm 
Not sure if this a Mac only bug or an unexpected mod interaction. Don't have as much free time, but I'll try to see if something broke the mod when I wasn't looking.
pauloel7 Feb 5 @ 4:40pm 
Same on the second missoin - not a gatecrasher thing. Help?
pauloel7 Feb 5 @ 11:36am 
Cannot break concealment neither with shots nor grenades in gatecrasher, only if flank spotted. Mac user (new patch. Mods at https://jpst.it/1aCvr . What's going on? Thanks!
Nor Dogroth Jan 12 @ 2:42pm 
are you playing the DLC?
However, I'd say this isn't necessary for WOTC since there are different options to make timers longer. There is a resistance order that provides exactly the concealment function.
dark4tress Dec 31, 2017 @ 9:20am 
Subscribed to the mod, has a warning icon on the mod order list, and functionality doesn't seem to be working in-game - timers are still counting down when in concealment. Any idea why?
WazooPubg Dec 25, 2017 @ 4:29am 
@Mharr That's not an issue with this mod, that's an issue with the game that has been known and documented for a while now. It only fully became apparent when this mod came out.

Yes. Firaxis coded the game so the enemies cheat, and "know" where you are so they guarantee you encounter them during a mission. No full stealth option is really possible without a further mod.
大魔王 Dec 19, 2017 @ 8:23pm 
bad so bad every one has had the same issue of no relays showing on the map.
Mharr Dec 16, 2017 @ 4:28pm 
I'm finding a balance issue with some missions on Legendary, 'patrolling' pods know exactly where your concealed units are, and always move to block the objective. This leaves you with no viable stealth approach, and six turns to kill between nine and twelve targets, most of which take at least two shots.

Does anyone know a way to fix this 'patrol' behaviour?
initium Dec 13, 2017 @ 2:57pm 
No relays here either on Psi-Transmitter mission. I've ran 3 campaigns and every one has had the same issue of no relays showing on the map.
Hope it can be fixed as its a game breaker at the moment due to the early arrival of the Psi-Transmitter mission in campaigns - and I realy think that this functionality should have been written into the game as a default, so thank you for making the mod. Fingers crossed on a quick fix.
Re Mox mission - not had that problem.
Elessir Dec 9, 2017 @ 11:57am 
Relays aren't spawning for me either.