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FIREFIGHT RELOADED News

Update for FIREFIGHT RELOADED Released (12-24-2025, The Contract Update)

An update for FIREFIGHT RELOADED has been released. The update will be applied when you restart FIREFIGHT RELOADED. Merry Christmas and Happy New Year!

Please report any suggestions in https://steamcommunity.com/app/397680/discussions/1/7073555028226857848/ and report any bugs or crashes in https://steamcommunity.com/app/397680/discussions/3/

Added the following Source SDK Pull Requests:
- #1675: Fix scaled physics prop save/restore (by samisalreadytaken)
- #1676: Increase aspect ratio clamp from 1.85:1 to 2.40:1 when sv_restrict_aspect_ratio_fov is enabled (by SirYodaJedi)
- #1669: Fix multiplication in memoverride calloc macro (by Nopey)
- #1576: Fix crash if bonemerging to a pending model (by ficool2)
- #1579: Fix aliasing undefined behavior for KV uint64 type (by mastercoms)
- #1632: Fix CancelPending input causing a crash when a logic_relay fires this to itself (by WereTech)
- #1686: Fix a case of dynamic shadows bleeding through thin surfaces (by copperpixel)
- #1695: Fix ImagePanel not setting positionImage in GetSettings (by callumok2004)

Changes:
- Fixed a crash related to Manhack physics objects.
- Fixed a crash related to the Advisor's health bar.
- Fixed the boss health bar not showing up when restoring a save.
- Added Contracts: Objectives that players can try to do when they level up!
- Contracts are randomly generated, and can be completed to earn extra rewards.
- Contracts don't persist across saves or between respawns, but the rewards from them (mainly weapons, XP/kash boosts, and perks) will save.
- Fixed a bug where reloading a boss battle save will spawn you with the Super Gravity Gun.
- Fixed bugbait no longer working with antlion spawners.
- Fixed firefight_advisor and firefight_tutorial appearing in the old map selector menu.
- Fixed a crash related to NPC spawning.
- Fixed various crashes related to world partitions.
- Improved pinning more
- Added the ability to FR to optimize itself by removing spare NPCs if new ones spawn.
- Fixed a crash related to think functions
- Fixed a crash related to KeyValues
- Fixed a problem where Steam Input doesn't function consistently.
- Fixed a crash related to Hunter charging when using the Volt/VPhysics-Jolt physics mod.
- Fixed the Tau Cannon's secondary fire's knockback.
- Fixed the Alien Grunt's armor not showing armor deflection effects on hit.
- Improved armor deflection effects on the Combine Ace, the Advisor and armored headcrabs/zombies.
- The following weapons now can penetrate through enemies:
- Sniper Rifle (when zoomed in), can penetrate through up to 3 enemies.
- Tau Cannon secondary fire, can penetrate through up to 4 enemies.
- Railgun, can penetrate through up to 5 enemies.
- Fixed up crouch collision bounds.
- Improved player ragdoll physics.
- Fixed hitboxes not lining up with player view angles.
- The player now uses proper hitbox hit registration.
- Added dismemberment to the player's ragdoll. You may also turn off this feature if needed.
- Added an option to toggle enhanced FR-specific gibbing effects (manhack zombie dismemberments and metrocop/soldier gibbing).
- Fixed zombie NPCs sometimes being set on fire with the Shotgun.
- S.L.A.M. satchels now detonate on death.
- Fixed a bug where the Kash amount don't show up correctly on the HUD.

Be sure to join our Discord server at https://discord.gg/4MfShzF for more future updates!

Update for FIREFIGHT RELOADED Released (11-10-2025)

[p]Please report any suggestions in https://steamcommunity.com/app/397680/discussions/1/7073555028226857848/ and report any bugs or crashes in https://steamcommunity.com/app/397680/discussions/3/

- Fixed cubemaps in all Survivor maps and Halls3.
- Made bot names focus on more generic names and "gamer names" to make playerbots feel like real players.
- Fixed some rare crashes related to projected textures.
- The Chargebow's shot penetration will now properly pin the last enemy's ragdoll to the wall.
- Improved crossbow/knife/chargebow ragdoll pin reliability.
- Make trigger_hurt double w/ forgiveness actually forgive (ValveSoftware/source-sdk-2013 #1407)
- Properly set up dynamic models with NPCs.
- Fix issues with dynamic models on listen servers (ValveSoftware/source-sdk-2013 #1483)
- Fix ordering of hitsound calls in CBaseHLBludgeonWeapon::Swing() and play melee hitsound in CBaseHLBludgeonWeapon::Hit() (ValveSoftware/source-sdk-2013 #1499)
- Add C_BaseEntity::CanGlow (ValveSoftware/source-sdk-2013 #1508)
- Implement RecvProxy RCE fix from recent Source SDK release
- Explain client crash reason when malicious server sends CUtlVector length out of allowed range (ValveSoftware/source-sdk-2013 #1512)
- Fix not being able to toggle off the orthographic camera (ValveSoftware/source-sdk-2013 #1516)
- Add parameter for getpos/spec_pos to copy output to clipboard (ValveSoftware/source-sdk-2013 #1554)
- Allow exceeding t-junction limit in VBSP (ValveSoftware/source-sdk-2013 #1563)
- Remove redundant filesystem checks from CSmokeStack::KeyValue (ValveSoftware/source-sdk-2013 #1615)
- Prevent buffer overrun in TextImage::GetText (ValveSoftware/source-sdk-2013 #1610)
- Fix TextEntry horizontal scrolling when removing selected text (ValveSoftware/source-sdk-2013 #1609)
- Fixed some visual issues with detail props.
- The Advisor's health bar will no longer change color when the shield is below 25%.
- The Advisor's health bar will now hide when the Advisor dies.
- Made the loading screen consistent across all platforms.
- Made the loading screen larger to look better on handhelds like Steam Deck.
- Fixed a bug where the main menu music plays tracks on top of each other.
- Fixed a bug where Metrocop Aces wouldn't be pinned reliably.
- Fixed noclip command not working.
- Added 2 Half-Life 2 Survivor Maps:
- su_lastgarden
- su_steamlab[/p]

Update for FIREFIGHT RELOADED Released (07-14-2025)

[p]An update for FIREFIGHT RELOADED has been released. The update will be applied when you restart FIREFIGHT RELOADED.

Please report any suggestions in https://steamcommunity.com/app/397680/discussions/1/7073555028226857848/ and report any bugs or crashes in https://steamcommunity.com/app/397680/discussions/3/

- Implemented Spanish-Latin America/Mexican Spanish language (as seen in newer versions of some Source games)
- Note that there's no FIREFIGHT RELOADED translation of this language yet. However, certain UI text will work with the language, as that has already been implemented.
- Implemented some community Source SDK bug fixes including:
- Fix memory leak from include macro in KeyValues::LoadFromBuffer() (ValveSoftware/source-sdk-2013 #1278)
- Always lowercase filenames in CUtlFilenameSymbolTable to fix loading packed files on Linux (ValveSoftware/source-sdk-2013 #1350)
- Fix for using the "correct" LCID for LatAm Spanish (ValveSoftware/source-sdk-2013 #1348)
- Fixed the HUD abruptly disappearing when it tries to fade out (ValveSoftware/Source-1-Games #7183)
- Fixed !picker on entity outputs (ValveSoftware/source-sdk-2013 #1361)
- Add r_nearz ConVar (ValveSoftware/source-sdk-2013 #1340)
- Add func_detail_illusionary (renamed func_detail_nonsolid) (ValveSoftware/source-sdk-2013 #1323)
- Fixed a bug where you were able to headshot Advisor Drones.
- Fixed a bug where Zombies can burn on fire when shot by the Shotgun's secondary fire.
- Reduced the number of enemies that spawn in dm_runoff.
- Fixed an oversight where you couldn't damage Striders with your Kick.
- Reduced all Combine Cauterizer types' health to 20.
- Fixed a bug regarding launching harpoons.
- Fixed a bug where the max health upgrade overrides the health value when reaching the upgrade limit.
- Lowered the amount of armor a HEV suit battery will give from 30 to 25.
- Big Healthkits and Big Batteries are now 3x the original Healthkit/Battery value.
- Big Healthkits will now give you 75 health
- Big Batteries will now give you 75 armor
- Fixed a memory related crash.
- Increased the health of the Weaponized Manhack from 25 to 75.
- Added the -altmenuoptions command line option, allowing you to access the old main menu panels from older versions of the menu.
- Removed the Legacy Options option from the main menu as it is no longer relevant due to the above change.
- Fixed a crash with save files.
- Added an option to suppress view punches.
- Moved accessibility options to a proper accessibility option portion.
- Added an option to change the view punch intensity.
- Added an option to disable the player damage flashes.
- Lowered the default viewpunch intensity from 20 to 3.
- Increased the default time between damage flashes from 1.0 to 1.5.
- The "Map has too many brushes" error will now pop up if the map exeeds over 16384 brushes instead of 8192
- Improved Human Grunt and Robot Grunt sentence behavior.
- Human and Robot Grunts will now taunt the player when the player is hurt or if the squad leader shoots the player.
- Made sentences for Combine and HECU not call the player "Freeman", as you don't play as Freeman in this mod.
- Custom player models will now automatically be added to global_actors.txt.
- Removed debug_playerbot_add_missing_actors to go along with the above change.
- Added spark trails to the Advisor's shield break effect.
- Added a health bar to the Advisor boss fight.
- Fixed an exploit where players can damage the Advisor early before the intro cutscene ends.
- The Advisor's death now turns off Bullettime if it's in use.
- Added a wait time between respawns.
- Removed unnessessary assets to lower file size.
- Fixed a bug where the "Killtacular" achievement could trigger if you only have 1 kill.
- Fixed white spots appearing in the AR2 texture.

Be sure to join our Discord server at https://discord.gg/4MfShzF for more future updates![/p]

Update for FIREFIGHT RELOADED Released (06-14-2025)

[p]An update for FIREFIGHT RELOADED has been released. The update will be applied when you restart FIREFIGHT RELOADED.

Please report any suggestions in https://steamcommunity.com/app/397680/discussions/1/7073555028226857848/ and report any bugs or crashes in https://steamcommunity.com/app/397680/discussions/3/

- Fixed a physics related crash.
- Reduced the Sniper Rifle's unzoomed bullet spread.
- Fixed a delay when getting the "Killtacular" achievement.
- Fixed a bug where kills with the Crossbow or the Charge Bow sometime show up with a skull kill icon.
- Buffed the Crowbar's player damage from 24 damage to 35.
- Buffed the Crowbar's NPC damage from 5 to 15.
- Improved the MP5's physics model.
- Fixed the OICW icon appearing too wide.
- Improved the functionality of the "Death of a Hero" achievement.
- Added cl_reload_localization_files.
- Added the ability to change the Steam Toast notification position (ValveSoftware/source-sdk-2013 #1332)
- The difficulty selection option will now show the description for each difficulty.
- Fixed a bug where the game reset the level to 1 after death.
- Slightly increased the Friendly Hunter's health and speed.
- Added a proper Hunter material color for Advisor Drones.
- Changed the Mega Gravity Gun's kill icon.
- Improved the fog in firefight_whiteforest.
- Nerfed the NPC Railgun damage from 55 to 40.
- Buffed the Player's base Railgun damage from 75 to 85.
- Improved the Placeable Turret's weapon physics model.
- Fixed VRAD prop indirect lighting regression and implemented -StaticPropIndirectMode (ValveSoftware/source-sdk-2013 #1345)
- Updated custom map prop lighting.
- Fixed a bug where you couldn't overcharge your health with healthkits.
- Fixed "Unknown command" errors in the console on launch.
- This may require the user to delete their config.cfg, since this change affects config_default.cfg
- Fixed "Parent cvar in server.dll not allowed" errors in the console on launch.
- Added a low violence option that toggles low violence mode.
- Fixed low violence being enabled by default for German players.
- Fixed a bug that made Prison Guards appear to have missing textures on low graphics.
- Fixed Combine Soldier texture inconsistencies.
- Improved the quality of UI textures when lowering texture quality.

Be sure to join our Discord server at \Invite: https://discord.gg/4MfShzF\ for more future updates![/p]

INVASION UPDATE FAQ

[h2]What is INVASION?[/h2][p]INVASION's goal for FIREFIGHT RELOADED is to implement more content, such as enemies, weapons achievements, and maps. In addition, it does a lot of rebalancing to make the mod a much more enjoyable experience, adds new gameplay elements (such as Katana Charging), and adds quality of life features, such as viewmodel adjustment, Steam Input, and improved GamepadUI sliders. This update also celebrates FIREFIGHT RELOADED's 10th anniversary.[/p][p][/p][p][/p][p][/p][h2]Why more achievements? You said previously after ENDGAME that you wouldn't add any![/h2][p]Yes, I did say that, and I didn't forget that. However, after reading some community feedback from the Steam Reviews, I decided to add more achievements. The problem currently with the achievements currently in FR, is that a majority of them are milestone achievements, which aren't exactly fun to achieve. My goal with the INVASION achievements was to make each goal fun to obtain, and most importantly fit the mod itself. [/p][p][/p][h2]Why do it get the "KILLIONAIRE" achievement when I start FIREFIGHT RELOADED?[/h2][p]Back in ENDGAME, I removed the KILLIONARE achievement from the mod as I felt like the achievement's goal was practically unobtainable for the wide majority of people, and it was also unfun. However, I kept the achievement on Steam itself as I didn't want to mess up achievement progress, and it was also able to be obtained in older versions of the mod, which can be played through Steam. ENDGAME's removal of the achievement however made it unobtainable in return in newer versions of FIREFIGHT RELOADED, which messes things up for achievement hunters. So everyone who starts INVASION will now get the KILLIONAIRE achievement.[/p][p][/p][h2]What happened to the Codex?[/h2][p]For those not informed, the Codex was a planned guide for INVASION that would detail every weapon and enemy in FIREFIGHT RELOADED, and implement some kind of lore/story into the mod. I mentioned something like it in a response to a Steam Review, but never really announced anything like it. While the Codex is not "non-canon", it was scrapped mainly due to time constraints. However, I decided to finish and polish up the Codex as an official Steam guide for those who wish to read it. It connects to future Bitl Development Studio titles, as well as brings some kind of explanation of FIREFIGHT RELOADED without it explicitly being brought into the Half-Life lore. I didn't want FR to be connected to Half-Life story wise, but I didn't want to distance it from Half-Life either. [/p][p] [/p][p]I'll detail the story below, spoilers ahead![/p][p][/p][p]The story details the results of the FIREFIGHT RELOADED research simulation as seen through the viewpoint of the Kronic Empire, a mysterious multidimensional empire that established a working relationship with the Combine. Through this relationship, they acquired an accurate simulation of the Half-Life universe and used it to train unbiding souls into their army. One soul, simply known as the Traveler, interests the empire due to their raw power and was a fundamental part of their detailed research of the Half-Life universe and connected universes. However, the power of the Traveler peaks the interest of the Combine as well, making them send one of their own into the universe to see what the Traveller is capable of. [/p][p][/p][p]The Codex is currently unfinished, and I'll additional post when it's fully completed.[/p][p][/p][h2]Why is there ammo limits?[/h2][p]In the past, FIREFIGHT RELOADED had a virtually unlimited (up to 999 per ammo type) ammo limit for each ammo type. The reason why this was changed was that it removed any reason for players to switch weapons to others, or search for ammo. The changes to the ammo limits for each ammo type allow each weapon to be used , and introduces proper resource management.
[/p][h2]Why was the default loadout changed?[/h2][p]Previously, FIREFIGHT RELOADED had the MP5 and the Knife in the same loadout. However, this was changed in this update, removing the Knife from the loadout and swapping out the MP5 with the Sniper Rifle. This was done for a few reasons: [/p][p]1. The MP5 was too similar to the SMG1. The MP5 also serves as an upgrade to the SMG1 in terms of fire rate, making it overshadow the SMG1 for everything except its grenades. The Sniper Rifle, in context, is a weapon that itself was overshadowed by more powerful sniper weapons like the Railgun and Crossbow. By putting the Sniper Rifle in the default loadout, players will be able to start out with a long range weapon, which gives it a use in the loadout, like I'll describe later. [/p][p]2. The knife was too powerful to include in the beginning loadout. Not only is it a more powerful weapon than the Crowbar, but its secondary fire instantly kills most enemies. I felt like this weapon would be better as an unlockable, so it was removed from the default loadout.[/p][p]3. The loadout is now balanced to have every commonly used damage range. You now have the capability to do melee range, short range, mid range, and long range damage all from the same loadout. You can also do explosive and fire damage as well. The weapons in the current loadout makes it more versatile for many different play styles, making every beginning of a playthrough feel more like a fresh start.
[/p][h2]Why was the length of the mod shortened over time?[/h2][p]When FIREFIGHT RELOADED released back in 2015, one of the problems with the original experience was the length of time required to beat the mod. Experience was incredibly slow to gather, there was no way to quickly gain more experience, and the maximum level was level 50, making it hard to even complete the mod in the first place.[/p][p] [/p][p]With ENDGAME, I reduced the maximum level to level 20, and implemented a better algorithm that properly rewards players for different kinds of kills. This reduced game length significantly. In INVASION, this was compounded by the introduction of XP Boosts, which are unlockable when you level up or purchasable with Kash obtained in-game.[/p][p][/p][p]The reason for the shortening of the mod is that I later realized (from my own personal playtesting mainly) that FIREFIGHT RELOADED is better as a shorter experience. It shouldn't be a 12 hour campaign because that isn't its design philosophy. I wanted to make it so the most can be completed within 30 minutes to an hour, as I feel like the design promotes a more "pick up and play" nature. In addition, this reduces the number of crashes when playing it long term, as older versions of FR would crash by reaching the entity limit. The reduction in game length reduces the chance for this to happen.[/p][p][/p][h2]Are you still accepting translations?[/h2][p]
Yes! Please read this blog post for information about the FIREFIGHT RELOADED translation project: [/p][p][dynamiclink][/dynamiclink][/p][p][/p]