XCOM 2
True Concealment (Default Timers)
45 Comments
Paul Bunyom 5 Jan, 2018 @ 11:44pm 
Your mod didn't do its fucking job and I just lost my entire goddamn squad to some shitty fucking dark VIP by.
ONE
GOD
DAMN
TURN.
JurisDocta 3 Sep, 2017 @ 12:31pm 
Please update for WOTC
TheRevanator 23 Jun, 2017 @ 9:57pm 
its no longer compatible with the long war 2 mods
please update it if you can
TOMekbok 7 Jun, 2017 @ 1:16pm 
This doesn't work on council missions
CaptainVietnam 23 Mar, 2017 @ 10:22pm 
The other mod kept giving me missions were I had to kill upwards of 20 soldiers within 4 turns of being spotted. This versoin is a lot more ballanced for mods like better advent. it's a great alternitive to just turning off timers all together.
Snarplord XVI 2 Feb, 2017 @ 1:20pm 
Are you working on it to work with Long War 2?
sebkulu 29 Jan, 2017 @ 3:09am 
Does the mod really works on all missions? Because it seems not...
I'm right now in a "rescue VIP" mission, and the counter goes down each turn when concealed.
I tested both versions to be sure (Default Timers, and Adjusted Timers), and none of them seem to have an effect on the counter.
Is this happening only in some VIP missions because of game updates or DLC?
PS: I checked if I installed any other mod also overwriting the classes overwritten by True Concealment, and it seems that none of my other installed mods do so...
PS2: Can't remember the exact VIP mission I'm in, gotta check it right now.
Dr. Phil 27 Jan, 2017 @ 4:47pm 
is this save game compatible?
Hathur 20 Jan, 2017 @ 12:20pm 
@kivat126, than kyou very much :)
Absinthe Girl Scout 19 Jan, 2017 @ 6:11pm 
Long War 2 has built in timer modifications for those that don't want to wait for mod authors to update. (XComLW_Overhaul.ini) Lines 1037 - 1040 will have what you're looking for.
The Gunslinger 19 Jan, 2017 @ 3:29pm 
Long War 2 it to the max
voice of enigma 19 Jan, 2017 @ 11:27am 
compatible with the mod Long War 2?
teoleo 21 Dec, 2016 @ 9:14am 
is compatible with additional mission type?
Phantom 21 Nov, 2016 @ 1:29pm 
Which files does this mod edit or override? thanks
General Jack Ripper 1 Sep, 2016 @ 6:54pm 
Thank you!
Robin Banks 25 Aug, 2016 @ 4:00pm 
im with phantom i would love that...
Phantom 28 Jul, 2016 @ 6:52am 
Hello, thanks for this great mod. I just encountered a small incompability with the LW SpecOps Class. This class has an ability where you can kill an enemy (activate a pod) without breaking concealment. If i do so then the timer starts to tick like normally even the squad concealment is not broken. It is not a huge thing but it would be awesome if you can implement this somehow. Thanks
TOMekbok 9 Jul, 2016 @ 11:31am 
That didn't work for me, but refreshing the mod list fixed it for me. Thanks for the response though!
FZeroRacer  [author] 9 Jul, 2016 @ 11:22am 
Try resubscribing, that seemed to work for other people.
TOMekbok 9 Jul, 2016 @ 3:59am 
This mod doesn't work since the dlc patch :/
Siven 1 Jul, 2016 @ 9:19am 
I use this version beacuse i dont want to edit files to remove the added event in the other mod.
Deus Ex Angel 3 Jun, 2016 @ 5:52am 
After latest update (today some 90mb download) true concealment no longer works. Timer still counts down.
Aklyon 12 May, 2016 @ 3:56pm 
Judging by the comments in the default version, this one should also work with the new patch?
gimrah 3 May, 2016 @ 2:07am 
Hi Takeru. This version of the mod is great for mod combinations that are geared towards longer engagements. E.g. playing with A Better Advent, LW cover values, shadow ops classes (more defensive), grenade damage fall off and so forth.

But of course the time boost only applies for missions that start in concealment.

Would it be possible to extend the timer on VIP escort missions (say +2 turns) and also add a couple of extra civilians to retaliation missions?

I'm enjoying my mod combo a lot (also includes larger starting squad and IESS+) but retaliations are pretty much impossible unless the aliens miss the civvies a lot.
atletikus 17 Mar, 2016 @ 6:43pm 
If this mod is supposed to halt timer until squad is revealed, then it's not working for me. Begins ticking down immediately even when hidden.
IceMaverick 2 Mar, 2016 @ 12:11pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Vandragorax 25 Feb, 2016 @ 3:07pm 
Thanks a lot for this! I'm trying it now :)
Air 14 Feb, 2016 @ 3:01am 
You should add a link to the "True Concealment" mod right next to where you first mention it. Otherwise it's completely not obvious what this mod does and where to look for the explanation.
Even better - copy-paste the description here.
Badger BrownCoat 11 Feb, 2016 @ 2:13pm 
Great work, Takeru -
aside from the +1 turn effect ( question incoming ), as I've played I've noticed a few of the missions it really doesn't fit , the timer whether or not they know your team is coming - in some it does - sadly, my Unreal classes didn't cover scripting - perhaps a good excuse to self-tutorial - but in the meantime, may i ask if it's possible for the script to distinguish missions types that do or do not?
Were I more familiar with UDK script, I'd ask to include your mod and do it myself.

Last but not least, I was working on my own mod, one thing I'd considered is making " lightning strike " simply give xcom another turn of surprise ( +1 timer ) rather than a movement bonus - seems like you're the very person to ask how!
Monk 10 Feb, 2016 @ 11:44pm 
Turn on the Better AI mod and it will balance this out well. So many deaths...
Tiger's Eye 10 Feb, 2016 @ 11:47am 
I recommend "configurable mission timers" along this mod. It even allows for randomazation to add some varaiation.
azri3l 10 Feb, 2016 @ 8:47am 
came back to confirm that it works as described! timers are back and function as normal when breaking stealth. but now, i do feel it to be a bit OP and kinda agree with the original mod with reduced timers... >.< still, feels good to comfortably set up the first ambush and make things more tactical.
FZeroRacer  [author] 9 Feb, 2016 @ 5:36pm 
OK guys. Sorry about that, it should be fixed. Give it a shot and let me know. It was a silly mistake on my side (I had copied everything from the main branch. Smart, right? Except my function in this version was referencing the function in my original mod, so as a result it borked the logic intercepting the timers and causing it to fail).
FZeroRacer  [author] 9 Feb, 2016 @ 5:08pm 
I can confirm the problem. Apologizes! I'll fix it ASAP.
azri3l 9 Feb, 2016 @ 1:06pm 
can confirm in multiple campaigns that the timer is gone on missions that require a timer. unsubbing for now, but definetly more enjoyable to at least set up initial ambush without worrying about the timer.
Tiger's Eye 9 Feb, 2016 @ 12:41pm 
I use this with configural mission timers and I have no timers at all. I thought it was the other mod c´screwing up but maybe it's this?
FZeroRacer  [author] 9 Feb, 2016 @ 12:32pm 
VIP escort should have a timer, since this mod doesn't make any changes to that file anymore. Defend the Transmitter doesn't have a timer in the base game.
Osium 9 Feb, 2016 @ 12:30pm 
Same. On missions that should have timers, some of them don't. I've run two guerrilla ops now, a VIP escort and a defend the transmitter. Maybe i'm crazy but I feel like both of them should have had timers?
TOMekbok 9 Feb, 2016 @ 11:17am 
I have the same problem as Dobakjang. No timer for me
Dobakjang 9 Feb, 2016 @ 7:55am 
some how i can't see timers even my cover is blown, should i subscribe anymore some?
Emrys 9 Feb, 2016 @ 7:46am 
Can I replace the old mod with this one on the existing campaign? Or it won't load?
Badger BrownCoat 9 Feb, 2016 @ 6:37am 
What the original GAME should have been, in my opinion.
Great stuff.
DeathKnight. 8 Feb, 2016 @ 9:11pm 
Thanks a lot.
Austere Hare 8 Feb, 2016 @ 8:47pm 
thanks
Eirshy 8 Feb, 2016 @ 8:43pm 
Honestly what the initial mod should've been. Thanks bro.