1. FIREFIGHT RELOADED
  2. News
  3. Update for FIREFIGHT RELOADED's Beta Released (05-26-2025)

Update for FIREFIGHT RELOADED's Beta Released (05-26-2025)

An update for FIREFIGHT RELOADED's Beta has been released. The update will be applied when you restart FIREFIGHT RELOADED's Beta.

Note: This requires you to use the "beta" beta branch within Steam. Go to properties, betas and then select "beta"

- Fixed a damage filter collision crash.
- Fixed the position for some killicons.
- Reset the centered knife position to default.
- Fixed a bug on various weapons where the viewmodels don't flip while using centered viewmodels.
- Fixed a bug where left handed viewmodels had inverted viewmodel lag, making them feel clunky.
- Fixed a bug where impulse 101 sets the max armor to 999 when it should be capped to 500.
- Fixed a bug where impuse 101 wouldn't increase the max armor or health if you use loadouts like Honorbound.
- Added a 25% damage resistance when grappling, and a 40% damage resistance when charging.
- Slightly reduced the default self damage force from explosives.
- Fixed an oversight that made it so Combine Aces could be easily damaged by the Katana at higher difficulties.
- Made it so the Katana will only apply the Combine Ace and Advisor's damage resistance to it if their shields are broken.
- Fixed a bug where you could kick Combine Aces across the map.
- Reduced the Kick's effectiveness against the Combine Ace and Advisor.
- Fixed a bug where the Kick registered as 3 hits and not 1.
- Buffed the NPC Railgun damage from 45 to 55.
- Buffed the NPC Gatling Gun damage from 8 per bullet (24 per shot) to 16 per bullet (48 per shot)
- Merged the Difficulty and Game tabs into 2 different tabs: Game and Advanced.
- Game stores more basic gameplay options, and Advanced stores more advanced game options.
- This was done due to there being options that could go into either the Game or Difficulty category. This is also to make it easier for people to adjust advanced options without needing to apply a setting to show them.
- Improved and optimized the number of spawners in the following maps:
- su_gritlake
- dm_overwatch
- dm_underpass
- dm_runoff
- su_station17
- firefight_whiteforest
- Fixed a crash related to damage modifiers.
- Made it so weapon sway/viewmodel lag is more heavily reduced when aiming down sights.
- Fixed a bug where some allied npcs don't use the ally color.
- Lowered the NPC idle time to improve performance.
- Reduced the NPC FPS control framerate target for NPCs for lower-end PCs.
- Fixed a bug where player ragdolls don't extinguish even if sv_player_extinguish_on_death is enabled.
- Fixed a bug where certain enemies will ignite on fire when kicked or charged into.
- Make it so Playerbots are less resistant towards explosive damage.
- Fixed a bug where antlions could gib with the AR2's scoped mode.
- Fixed a bug where antlion workers don't explode on death.
- Changed the Katana's sounds.
- Increased the Katana's fire rate from 0.75 to 1.0.
- Implemented some community Source SDK bug fixes including:
- Fix functionality of ent_setname command (ValveSoftware/source-sdk-2013 #1221)
- add %CompileNoBumpLight (ValveSoftware/source-sdk-2013 #1251)
- Add brush model support for glow outlines FX (ValveSoftware/source-sdk-2013 #1246)
- Added options to enable the FPS panel, battery level, and position.
- Fixed a bug where hornets can disturb a Katana charge.
- Changed how certain types of hornets spawn:
- Red (fast) hornets spawn more often in Hard difficulty and spawn constantly on Very Hard and up. On NIGHTMARE difficulty, all red hornets are 2.5x speed.
- Orange (slow) hornets spawn more often in Easy difficulty.
- The distance Alien Grunts shoot at increases by 2.5x on Hard difficulty and up.
- Fixed a bug where killing an enemy with the Katana while charging doesn't show it as a Katana kill.
- Fixed a bug where the Rail Hunter and Ministrider didn't have proper killfeed icons.
- Fixed a bug where the Elite Hunter didn't have a kill icon.
- Fixed kicks not working well with physics props.
- Improved the behavior of Chargebow shot cancelling.
- Buffed the NPC shotgun damage from 3 to 5 per pellet.
- Improved how the shotgun secondary fire shot count is handled on NPCs and players.
- The XM1014 now has 25% less damage than the normal Shotgun on NPCs and players, to balance out its rate of fire.
- The XM1014 now fires less pellets on players, to balance out its spread.
- Nerfed the AR2's damage when scoped.
- Fixed a bug where the XM1014's headshot on ironsight mechanic doesn't work.
- Made the sniper rifle more accurate when zoomed in.
- Made the railgun more accurate.
- Fixed a bug where shooting an enemy in the pelvis counted as a headshot.
- This may decrease Katana responsiveness. Use the g_fr_headshotgore_allowchestshot ConVar to revert this behavior.
- Fixed a bug where some friendly NPCs didn't show up in the killfeed.
- Placed turrets will no longer do an extra double damage against antlions or combine soldiers.
- Buffed the M249 Para's NPC damage from 8 to 11 per bullet.
- Made it so SMG/Grenade Launcher grenades are more visible in low lighting.
- Improved grenade launcher AI.
- Fixed a bug where the bullettime katana speed bonus doesn't work.
- The Katana in Bullettime will now slightly refill your aux power based on your kill multiplier. This happens once per Bullettime.
- Fixed a bug where zombies won't pass on their attribute index to their headcrab after dying. In other words, Kamikaze Headcrabs now spawn from Kamikaze Zombies.
- Added support for hex codes to be used as colors for NPC attributes.
- Made it so the first part of "MINDFIELD" plays during the first (shielded) phase of the Advisor's boss fight, and the second part of it plays when the shield breaks.
- Added an animation for knives being thrown in mid-air.
- Added some cover to the Advisor boss battle.
- Improved the Advisor's navigation. The Advisor will now properly avoid obstacles and float off the ground.
- Buffed the Advisor's melee damage from 10 to 45 and gave it more knockback.
- The Advisor now subtly looks at the player.
- Fixed a bug where the ceiling turret shoot sounds don't play.
- Added achievement icons for the new achievements.
- Fixed a bug where loading a save can turn the Gravity Gun back to the normal version if the game was saved right when the player went to the max level.
- The Advisor will now be damaged by the kick and AR2 Combine Balls, although it will have a damage resistance to each.
- The Advisor will now only make you stop moving if you try hiding behind cover, not when you wallrun. This is to make players less likely to hide behind cover for an extended period of time.
- Added Steam Rich Presence support.
- Added options to enable and disable Steam and Discord Rich Presence.
- Fixed a bug where the Store giving the wrong item status in rare instances by increasing the delay time between selecting an item and purchasing it.
- Enabled Dynamic Model Loading for all entities.
- Made it so the Katana switches to a bloodied version upon killing an enemy with blood in it.
- Disabled Advisor Drone portal creation with melee weapons to prevent a graphics crash.
- Decreased the Combine Ace and Advisor's unshielded damage resistance to the Katana from 80% to 50%.
- Increased the Combine Ace's default health from 100 to 150.
- Fixed a bug where the Katana didn't do any damage to props.
- Fixed a bug where the Advisor's pin effect would persist on player death.
- Fixed a bug where the player would die after killing the Advisor.
- Reduced the amount of NPCs in su_trussbridge.
- Redid the spawner layout and lowered NPC count in su_losttown.
- Increased the Charge's turn rate by 3x.

NOTE: I am aware of a problem on newer distributions of SteamOS/Linux where FR won't load. This is due to a problem with newer versions of glibc.

This can be resolved in 3 ways:

1. Use the stable branch of SteamOS for Steam Deck for the time being.
2. Run the Windows version of FR using Proton.
3. Follow the instructions here: https://github.com/ValveSoftware/Source-1-Games/issues/6982#issuecomment-2800172077

Please note that this beta update has no updated localization files yet. They will be applied in a later update.

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