759 ratings
True Concealment
File Size
1.939 MB
Feb 6, 2016 @ 7:53pm
Feb 21, 2016 @ 8:59pm
6 Change Notes ( view )

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True Concealment

*NOTE: Any mods added during a campaign will require that campaign to have said mod on at all times, or else you will not be able to load the save!*
*This mod works with other timer-affecting mods*
*Currently incompatible with Long War 2*
If you're looking for something a bit easier, here's the version without the downgraded timers http://steamcommunity.com/sharedfiles/filedetails/?id=619816174 (Not recommended, will make the game too easy etc.)

This mod seeks a nice middle area between outright removing the timers and extending them. In mission types where you start concealed, the timer will not tick until your squad has been discovered.

Individual mission changes:
Rescue, Neutralize: 13 -> 10
RecoverItem, Hack, Destroy: 9 -> 7

Additional Dark Event that reduces timers currently by 50% (configurable)

0.4: Added configuration files which allows you to edit whether or not the dark event is enabled and how many turns you lose when the event is active. Default is set to On and the values are default 50% (3 and 5 turns lost, respectively). DEVal_Small affects missions with less than 10 turns and DEVal_Large affects missions with 10 or more turns. These values can be edited within XComTrueConcealment.ini.

These can be found in either:
Steam\SteamApps\common\XCOM 2\XComGame\Mods\TrueConcealment\Config

Note that disabling the dark event only works when you start a new campaign; it'll still be in the pool of available dark events in the middle of a campaign.
Popular Discussions View All (7)
Mar 16 @ 1:16pm
The "New Dark Event" added by this mod
Lord General Salesman
Aug 10, 2016 @ 1:13pm
This mod but without the reduced timer?
Jul 28, 2016 @ 6:28am
Can't get it to work
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boisegangpc Mar 12 @ 7:07pm 
Can I modify it so I only have the True Concealment timers during Rescue and Nuetralize missions?
XiRiith Mar 2 @ 4:49am 
@Tomcat Did you try this one ?
True Concealment for LW2
Tomcat Mar 2 @ 12:56am 
I love this mod, if it worked with LW2 it would be perfect
Cahos Rahne Veloza Feb 25 @ 1:19am 

I finally figured it out.

In order for this mod to play along with "Evac All" all I needed to do was to delete the XComMissions.ini file from the mod's config menu. All thanks to "tracktwo", Evac All's author, for telling me how to do so ;)
JonIrenicus Feb 11 @ 4:39pm 
With or without the evac all? Because I don't encounter any problems without it.
Cahos Rahne Veloza Feb 11 @ 2:37pm 
Can confirm that the timer still counts down during Dark VIP Missions.
JonIrenicus Jan 24 @ 12:54am 
Last night I did a dark vip mission. Thankfully, no problems appeared. I' ll update again in my next vip/dark vip just to be sure.

As a reminder, I' m not using the "evac all" mod.
Exo Desta Jan 23 @ 6:45pm 
Mistell, oops.
Exo Desta Jan 23 @ 6:44pm 
--FK I hate to spam but, here are the legit names for those mods--

Remove Missing Mods, and the other one is found here: https://www.reddit.com/r/xcom2mods/comments/4ak5cv/alternative_mod_launcher/
Choccy Milk Jan 22 @ 5:58pm 
I haven't tested this, but you should be able to deactivate the Evac All fix for VIP missions in the INI file that comes with that mod, which should fix this mod on those missions. The fix in the Evac All mod was to correct an issue where the VIP would count as "missing" if you evacuated them last. So don't do that, and you should be fine.

Let me know if they are more compatible after that