GunGame Progressions
GunGame, supercharged: 615 vanilla firearms and 553 compatible mags, plus all supported active modded guns and custom Sosigs.
| Date uploaded | a day ago |
| Version | 1.3.6 |
| Download link | HLin_Mods-GunGame_Progressions-1.3.6.zip |
| Downloads | 317 |
| Dependency string | HLin_Mods-GunGame_Progressions-1.3.6 |
This mod requires the following mods to function
README
GunGame Progressions
GunGame, supercharged.
GunGame Progressions expands GunGame with compatible gear, distinct difficulty styles, and weapon and Sosig pools that reflect the content enabled in your H3VR profile.
Requirement
Choose a Pool
The built-in vanilla selection covers 615 firearms with 553 compatible magazines, ready for a dependable Rot-focused game.
| Profile | Weapons | Enemies | Play style |
|---|---|---|---|
| Runtime 01 - Vanilla Rot | Vanilla firearms | Rotwieners only | A consistent, lower-pressure progression. |
| Runtime 02 - Modded Rot | Currently enabled mod firearms only | Rotwieners only | Practice your active mod collection without mixing in vanilla guns. |
| Runtime 03 - Vanilla Mixed Enemy | Vanilla firearms | Active vanilla Sosigs | A varied vanilla combat climb. |
| Runtime 04 - Modded Mixed Enemy | Currently enabled mod firearms only | Active vanilla and custom Sosigs | A full mixed encounter using the modded weapons you have enabled. |
Rot pools are the most predictable option. Mixed Enemy pools are for a more varied session, with a wide range of weapons and opponents.
Enemy Pacing
Mixed Enemy pools are built around a steady difficulty rise:
- Rotwieners and basic front-line Sosigs appear most often.
- Standard combat Sosigs are common enough to keep runs varied.
- Specialist and operator Sosigs are uncommon.
- Heavy and high-tier operators are rare, so they remain a challenge rather than the normal encounter.
Mixed Enemy pools use GunGame's Count mode, starting at 3 kills to advance. Each kill advances the current weapon by one, and GunGame lets you choose any higher or lower count from its own menu.
Compatible Loadouts
- Guns receive usable ammunition: magazines first, then clips or speedloaders, then cartridges when needed.
- A gun that takes magazines is given magazines rather than loose cartridges.
- Optics appear only when they fit the firearm's own mounting point.
- Reflex sights and scopes can appear; magnifiers and unrelated attachments are left out.
- Every run can offer a different compatible choice, keeping familiar weapons from feeling identical.
Your Enabled Content
The pools follow the content enabled in your current H3VR profile. Vanilla pools stay vanilla. Modded pools use only enabled mod firearms, so disabled or uninstalled weapon mods are never selected. The mixed modded pool can also draw from enabled custom Sosigs.
License
MIT. See the repository LICENSE.
Changelog
See CHANGELOG.md.
CHANGELOG
Changelog
All notable changes to GunGame Progressions are documented here.
1.3.6
- Runtime pools now refresh once after enabled content finishes loading; the included vanilla profiles remain ready during startup.
- Prevented magnifier attachments from being selected as automatic scope loadouts.
- Improved runtime loadout validation for compatible firearms, feeds, and optics.
1.3.5
- Added separate Vanilla and Modded Rot and Mixed Enemy pools, so modded pools use only the weapon mods currently enabled in your profile.
- Added mixed enemy pacing: basic Sosigs are common, operators are uncommon, and heavy or high-tier operators are rare.
- Improved compatible loadouts: firearms receive the right magazines, clips, speedloaders, or cartridges, with suitable optics only on matching mounts.
- Updated the Thunderstore listing with a clearer player guide to pools, difficulty, and compatible gear.
1.3.4
- Refreshed the Thunderstore listing and icon with the verified vanilla catalog counts and runtime support for active modded guns and custom Sosigs.
1.3.3
- Mixed Enemy profiles now use GunGame Count mode: the default is 3 kills to advance and every kill contributes one advance.
- Reworked mixed-enemy values as spawn weights, preserving frequent easy core enemies and rare hard or unusual enemies without inflating the progression counter.
- Added a Count-mode vanilla mixed fallback so a newly installed package starts at three kills immediately.
- Added release documentation and packaged changelog metadata.
1.3.2
- Classify runtime Sosigs by built-in
SosigEnemyIDenum membership rather than UGC module ownership. - Restore the vanilla mixed profile and restrict custom Sosigs to the active-content mixed profile.
1.3.1
- Favored Rotwieners, SWAT, MercWieners, and Operators through repeated equal-value entries while retaining every active Sosig type.
1.3.0
- Added startup metadata export with a later stable refresh after mod loading.
- Added origin-split vanilla and all-active Rot and Mixed Enemy runtime profiles.
- Added physical-mount-verified PIP scope and reflex sight selection.
- Excluded firearms without a compatible feed instead of assigning generic ammunition.
1.2.9
- Reduced packaged offline content to a single Rot baseline while making runtime-generated profiles the primary workflow.
1.2.8
- Added exact mount matching for optics, excluded magnifiers, and removed stale runtime pools before regeneration.
1.2.7
- Fixed runtime rules loading on H3VR Mono and enforced magazine, clip, then cartridge feed priority.
1.2.6
- Added Gauntlet and Bounty runtime modes.
1.2.4
- Converted profiles to GunGame Advanced format and added the independent runtime metadata exporter.
Earlier releases
- Added and curated the original vanilla all-in-one firearm pools, blacklists, and additional weapon coverage through versions 1.0.0 to 1.2.0.