XCOM 2
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True Concealment
 
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1.939 MB
Feb 6, 2016 @ 7:53pm
Feb 21, 2016 @ 8:59pm
6 Change Notes ( view )

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True Concealment

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Description
*README*
Hey everyone, I wanted to thank you for supporting my mod! I was surprised at how popular it became, far past even my wildest dreams. I wish I could've made more changes or updates to my mod but shortly after my last release I ended up getting a full time software dev gig which sapped my motivation to continue working in my free time.

I wanted to make this update because pretty much this entire mod has been incorporated into War of the Chosen. There are new configuration options to make timers not trigger until you break concealment plus it's now easy to customize the timers without any knowledge of coding or modding. See:
https://www.reddit.com/r/Xcom/comments/6wryin/so_mission_timers_appear_to_be_fully_customizable/

I'll be leaving this mod page up for people who do not have the expansion but I likely won't be updating it. If you subscribe or stay subscribed though I always appreciate the support as I'm looking to hopefully move into game development. Again, thanks for all of your support!

*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\Workshop\Content\268500\618077830\Config
OR
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)
21
Jul 16 @ 4:27am
The "New Dark Event" added by this mod
Lord General Salesman
19
Aug 10, 2016 @ 1:13pm
This mod but without the reduced timer?
Nar-Wall
18
Jul 28, 2016 @ 6:28am
Can't get it to work
LCG
< >
345 Comments
ZeGreatPumpkinani Sep 14 @ 1:10pm 
I went to DefaultMissions.ini from the reddit post and even used the look for next word feature to find "RescueVIP" and turned up nothing, has the file changed or something?
TEE Sep 10 @ 12:18pm 
Is there a War of the chosen version?
Dinoboy2007 Sep 8 @ 4:06am 
I've found a bug which may or may not involve this mod; in War of the Chosen when completing the first guerilla ops mission, the objective is complete and all the enemies are dead but the objective marker does not update. Instead of showing "Alien Activity" the game defaults to an endless string of player turns, meaning the only way to get out of the mission is to evac your soldiers, thus failing the mission. I switched off true concealment on the game menu and the issue was fixed.

War of the Chosen does have this mod included as a covert action, but for those who prefer to keep true concealment on for the entire game, this may need an update to work with the expansion.
Kwarazi Sep 6 @ 1:49am 
@Dirigible Tomato click on the reddit link in the above comments he explains how to it.
I have just done it myself it is as easy as typing true and false then save.
Cahos Rahne Veloza Sep 1 @ 11:34pm 
@Dirigible Tomato:

By editing the values in the mod's .ini config file.
Dirigible Tomato Aug 30 @ 12:47am 
"You can set the turn limit on a per-mission basis manually plus decide which mission types have the 'true concealment' effect or not."

How?
Takeru Shirogane  [author] Aug 29 @ 8:49pm 
Nah I ain't like that. Though I'd love the chance to tour their office or meet the devs since I'm somewhat in the area.
Xplosive Aug 29 @ 6:18pm 
they copied your mod time to sue, gl
Takeru Shirogane  [author] Aug 29 @ 4:53pm 
They've allowed for more granular control. You can set the turn limit on a per-mission basis manually plus decide which mission types have the 'true concealment' effect or not.
(M3) Russel Aug 29 @ 4:23pm 
Oh cool they added functions more or less in? I'll be keeping it however for XCOM 2 normal still thank you for making things make sense man.