XCOM 2
1,128 ratings
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

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, 2017 @ 4:27am
The "New Dark Event" added by this mod
Jane
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
< >
358 Comments
Dm666 Jul 7, 2022 @ 4:21pm 
perfect_Prefect May 22, 2022 @ 12:01pm 
Good mod, it works. But after unsubscribing, when loading the save, a warning constantly pops out that this mod is missing.
I have already completed 2 missions after unsubscribing, but the warning does not disappear.
How can I get rid of this?
Nemo Jr. May 1, 2021 @ 11:34am 
Just a heads up for anyone looking to DISABLE THE DARK EVENT:

There are TWO .ini files with the same settings. I know the description says to edit XComTrueConcealment.ini but I just went and changed the default values in the other file as well, just to be extra safe. I advise you do the same.

Thanks @FZeroRacer for the mod :)
DarkArchonHUN Jan 1, 2020 @ 4:09am 
It seems it doesn't work in WOTC. The timers won't change even if I revealed. Moreover, this might cause a game-breaking bug, I couldn't complete mission objectives. The game didn't detected I killed all enemy or didn't detected I picked up a package. That's too bad, because this would be the most awesome mod of all.
Shavy Mar 14, 2019 @ 12:21pm 
lw2?
matt Aug 6, 2018 @ 7:45am 
i downloaded this so that guerilla ops wouldn't be such a pain in the ass, but the dark event this adds just makes things twice as worse. i wish i could turn this mod off mid-campaign. i prefer the urgency of vanilla over the tedium the dark event brings

the dark event doesn't actually make the timed missions more difficult (aside from a few), but it forces you into an extremely cautious playstyle spamming scanners and spending a shitload of turns making sure you're set up perfectly before executing. VIP missions become ridiculously unforgiving and having a good hacker specialist is now mandatory for the other mission types. the mod would be balanced as it is with reduced timers but god knows why you snuck in the dark event rather than making a separate mod page for it.

worse, the mod sometimes doesn't work and the counter begins ticking down after the first turn. i haven't encountered this bug during the dark event, thankfully. but i imagine if it did manifest, that would be gg
nobubblegums Aug 2, 2018 @ 8:20am 
Works for me, it may even be working too well. With all respects to the modder, do yourself a favor and disable the dark event added by this (or at least reduce the penalty to 25%). Description says disabling it wouldn't work on existing campaigns, I'm guessing reducing the penalty also wouldn't work, but did anyone try that?

That said, I remember timer counting down before I was revealed at one mission, I guess it was Destroy Relay. I'm not sure whether the mod edits that mission though, it would stand to reason if it doesn't.
Halcyon Jul 7, 2018 @ 9:07pm 
Mod doesn't work in base game anymore. Too bad!
lexo1000 May 12, 2018 @ 10:36am 
not sure when im reading comments. It is still working with base game ? Thanks
The Kurgan Mar 4, 2018 @ 2:37pm 
To everyone commenting, please read the mod description. This mod is no longer updated.