ATG Faction Progress

Gate arsenal stock, loadouts and vehicles behind a faction progression level that rises as the faction earns it.

What the mod does

A faction sits at one progression level, numbered 1 to 8. Every item, loadout and vehicle in that faction’s catalogue carries the level it becomes available at. Gear at or below the faction’s level can be taken; gear above it cannot.

The point is that a faction’s kit is something it arrives at rather than something it starts with. A side beginning on level 1 fields whatever you decided level 1 means, and the good equipment appears as they progress — without anyone editing a catalogue mid session.

Nothing in this mod decides when a faction progresses. It provides the level, the gate and the controls; what moves the level is up to you, or to another mod. A Game Master can set it directly from the editor, and ATG Scenario can drive it from a running score.

What players see

In the arsenal. Everything up to the faction’s level is stocked and usable. Everything at exactly one level above is stocked but locked, and carries a marker — that is the preview, and it is deliberate: it shows a player what progressing actually buys them. Anything higher is not stocked at all, because advertising level 8 gear to a level 1 player is noise they cannot plan around.

When saving a loadout. A save containing gear above the faction’s level is refused and the player is told why. An item with no entry in the faction’s catalogue carries no requirement and is ignored rather than refused — whether it is allowed in that arsenal at all is the base game’s decision, not this mod’s.

An open arsenal re-evaluates itself the moment the level changes, so a player standing at one when their faction progresses sees the new stock appear without closing it.

Setting the level

Select the faction’s delegate in the editor and set Progression Level in the Faction category. The change applies on the server, reaches every player, re-stocks the faction’s arsenals and notifies that faction’s own players — a rival faction’s supply situation is not their business.

Setting the level to Not applicable switches the mechanic off for that faction entirely: no gear is gated and every gate stands open. That is the default, so a faction you have not configured behaves exactly as it did before the mod was installed.

If another mod is driving the level, this attribute is hidden rather than shown alongside it. Two controls writing one value is how you end up watching a change evaporate, so only the mod in charge offers one.

Declaring what belongs to which level

Each catalogue entry carries a Required Progression Level. You can also declare a level once for a whole catalogue list, which is usually what you want — see Catalogue stages.

Optional integrations

A weapon or arsenal overhaul. Not declared as a dependency, and the mod runs without one. Where one is present, the loadout gate defers to it first, so its own rules and its own refusal messages apply before this mod says anything. Gear above the faction’s level is also stripped when a saved loadout is applied at spawn, not just when it is saved — so lowering a faction’s level takes effect on the next spawn rather than waiting for someone to re-save.

If saved loadouts spawn players empty

That stripping rides on the overhaul’s own loadout code, and two mods that both extend saved arsenal loadouts can cancel each other out depending on load order. RHS and the WCS Loadout Editor are the pair to watch: if RHS loads after WCS, RHS’s version wins, WCS never applies the saved kit, and players deploy on an arsenal slot wearing nothing. Nothing is logged when this happens.

Load RHS before the WCS Loadout Editor and both work. If you see empty spawns on a slot that previews correctly, check that order before looking anywhere else.