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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93 Comments
DBL Nov 16 @ 3:23pm 
It doesn't remove the SitRep unfortunatly.
Waifu_Whaler Nov 4 @ 1:30am 
Does this mod factor in everyone in your squad? Since logically if one person break concealment, the countdown should start.
But it doesn't start until everyone break concealment on my game...so I bring the Reaper along and got infinite time...until she got spoted ofc.
Guy Oct 19 @ 3:42am 
Can anyone explain why this mod changes the number of turns on each mission type? I get why Destroy Psi Transmitter has been changed - that's explained above - but I see no reason to change the other timers and no reason is given in the mod description. I know how to edit the INI files to undo the changes, I'm just trying to understand why the changes were made in the first place.
voiceofreason467 Oct 18 @ 4:40pm 
I assume this is save game compatible right?
Boats McGoats Sep 3 @ 10:36pm 
Is this compatible with Musashi's Stealth Overhaul?
OniKanji Jul 16 @ 1:32am 
Mod doesn't work for me, anyone know of any mod conflicts?
PatientLandBeaver May 21 @ 12:29am 
@Active Genesis; yes, look beside the green '+ Subscribe' button, it's listed under required DLC.
Active Genesis Apr 29 @ 11:20pm 
Does this support WOTC? :)
Tiger's Eye Mar 20 @ 1:25pm 
What about the scure UFO missions, does the mod also change those?
snake eater Mar 14 @ 1:08pm 
@kregano Yeah, it is as you said. It works on every other mission, except first two. Got really upset in the beginning, lmao.