Visibility Overhaul

⭐ — (11 endorsements) 📥 690 downloads 📌 v1 📅 3/8/2026
🟡 Updated this year

By LucaDena · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/10/2026 📅 Created: 3/8/2026

🔍 Analysis

  • 👍 1.6% endorsement rate — high engagement, a strong quality signal
  • 🏆 #17 of 45 Gameplay mods in this game by downloads

📋 About This Mod

Increases all unit vision ranges. Infantry concealment now scales with movement — stationary infantry is harder to spot, sprinting infantry easier. Proof of concept, numbers need balancing. UI concealment display is inaccurate but LOS

VisibilityOverhaul — Movement Concealment and Vision Rework

Version: 2. 0

What It Does

VisibilityOverhaul makes two changes to the tactical visibility system:

Vision (all units, both sides): Every unit's vision range is doubled increased by 10. This gives combat a longer-range feel and makes positioning and concealment meaningfully more important.

Infantry Concealment (all factions): Infantry units receive a concealment bonus based on how much they have moved this turn. A stationary unit gets +10 concealment. Each tile moved subtracts 1 from that bonus, with no floor — a unit that sprints many tiles can end up below its vanilla concealment value. This makes the trade-off between movement and staying hidden a real tactical decision.

Since vision increase and concealment for infantry are equal they cancel out keping vanilla values intact, however vehicles will be easier to spot by a lot.

Design Intent

In vanilla Menace, infantry concealment is a static value that does not respond to movement during a turn. Vehicles already lose concealment as they move, but infantry behaves as if movement has no stealth cost. This mod extends that logic to infantry: moving is loud and compromises your position, while staying still and holding ground rewards patience.

Combined with doubled increased vision ranges, the battlefield becomes more transparent for units that are moving, and more dangerous for those caught in the open.

Complementary Mods

This mod is designed to be used alongside BooAPeek and PeekABoo by YandrosTheSane. Without those two, the AI has illegitimate knowledge of your unit positions regardless of concealment, which makes concealment improvements feel inert.

Compatibility

2. 0 uses the same hook as SquadSizeModifiers by Emo Used HM01.

I tested this mod with Squad Size Modifiers and the bonuses stack or are subtracted from each other. for example a team of 9 soldiers starts with 8 concealment (10 base -2 squad size) and loses 1 concealment every moved tile.

Balancing is provisory, feedback welcome

After some playthrought with it I went for +10 vision range instead of double that pairs well with +10 concealment, this allows infantry to keep the same balance as vanilla but vehicles are spotted from around half the map away.

No Per-Unit Configuration

All infantry on both sides receive the same bonus. There is currently no way to exclude specific unit types or factions, or to tune the bonus per template. A future version could expose the base bonus and per-tile decay as settings in the Modkit settings panel.

Changelog

1. 0

initial release

1. 1. 0

first balance pass, changed double vision to flat +10 vision to all units

2. 0

This update rewrites the concealment system internals. No changes to gameplay values or behavior.

The previous version applied the concealment bonus by writing directly to the unit property field every frame in an OnUpdate loop. This was a workaround for a technical limitation and had two side effects: the UI displayed incorrect values (counting down during movement then snapping to 0 when the unit stopped), and the approach was inherently fragile around timing.

Version 2. 0 replaces this with a hook into Skill. OnUpdate(EntityProperties), which is the point in the game's own property recalculation cycle where unit stats are computed each turn. Writing the bonus here means it is baked into the value before the LOS system and the UI both read it, so both now see the correct number. The OnUpdate loop, the coroutine, the actor cache, and the scene management code have all been removed.

Installation

Use the MenaceAssetPacker to deploy and activate the mod.

Requirements

  • []Menace with MelonLoader

    []Menace ModpackLoader

    Credits

    Thanks to Emo Used HM01 for SquadSizeModifiers. Version 1. 3. 0 of that mod introduced the Skill. OnUpdate hook pattern that solved our UI display issue. Without studying

📊 Mod Details

Game
Menace Mods
Author
LucaDena
Version
1
Downloads
690
Endorsements
11
Category
Gameplay
Created
3/8/2026
Updated
3/10/2026

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