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  3. ENDGAME BETA HAS BEEN RELEASED! Info and how to play!

ENDGAME BETA HAS BEEN RELEASED! Info and how to play!

Hi all,

As the ENDGAME Beta was finished rather early, I decided to release the beta branch today!

To download the beta, right click your FIREFIGHT RELOADED listing in Steam and go to Properties.



Afterwards, go down to BETAS and switch the beta to "endgame-beta"



Steam will then install the update.

As of the current version of the ENDGAME BETA, here is the full list of additions since the default version of FIREFIGHT currently on Steam:

The ENDGAME Update
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- Fixed a bug where closing the PLAYER MODEL menu sets your model to the currently selected model.
- Enabled player bleeding in singleplayer.
- Added respawning to singleplayer.
- In HARDCORE Mode and on the max level, respawning is disabled and you will go to the credits upon death.
- Whenever you respawn, you will keep half of the EXP you gained. If you keep losing EXP, you'll eventually drop down a level.
- Upon reaching the maximum level and dying, you will reach the credits.
- Combine Aces now shoot their secondary fire more often and will also fire their entire magazine.
- The following commands now have autocomplete:
- npc_create
- npc_create_aimed
- npc_create_equipment
- Changed the kick a bit:
- The kick has a longer delay.
- The kick takes 2 hits to kill a combine soldier rather than 1.
- The kick now allows you to kick people across the room so you can blast them with a rifle.
- The kick now allows you to send an explosive barrel across the room and watchh it explode an enemy.
- The kick will no longer gib opponents.
- The kick has a reduced screen shake.
- Removed the Jetpack
- Added the Grappling Beam to the set of default weapons.
- Press the Grappling Beam button to use it.
- When active, using the Grappling Beam in mid-air grants the user 70% damage resistance. In addition, the damage of the user's kick is multiplied by 3.
- The player is able to grapple onto enemies and items.
- The Grapple Beam will only grapple on valid surfaces. The Beam will warn you with a sound cue if it cannot grapple to a certain point.
- Fixed a bug where the MP5 didn't count Kash, EXP, or kills.
- Fixed and updated the FGD.
- Reskinned the arms, gordon model, and kick to blue. For reasons.
- Old player model included.
- Added an option to disable Portal 2 damage sounds.
- The health will now recharge in intervals of 20.
- There is an option to disable this function.
- The health will now discharge if the health is above your maximum health (def. 200).
- If the health is at or above 1000, the health will discharge faster.
- Removed the More Health and More Armor Perks.
- Removed the Max Armor and Mega Gravity Gun Upgrades.
- Increased the Max Health upgrade cost to 50 Kash.
- You can now only buy 15 Max Health upgrades, bringing you up to 350 max health.
- You now respawn with all max health upgrades you have bought from the store.
- Fixed a bug where all possible items wouldn't drop.
- Added 2 new items: Big Healthkit and Big Suit Battery.
- Big Healthkit gives the player 50 health.
- Big Suit Battery gives the player 50 armor.
- When you get to your max level, all your weapons will become part of the Mega Gravity Gun.
- You can buy/earn/pick up weapons but you cannot keep them upon respawn.
- The Shotgun now has a Semi-Automatic fire mode that can be accessed by pressing the Special Attack key.
- Removed unused bindings.
- Fixed up the Death of a Hero Achievement (validate during open beta)
- All combine soldiers now have the ability to jump.
- Gave the M249 Para better recoil.
- The M249 Para now instantly kills on headshot (much like the Shotgun, 357, and the Sniper Rifle).
- Lowered the recoil of the OICW.
- Fixed a bug where Hornets can sometimes stay in mid-air.
- sk_healthcharger_usesmoney and sk_suitcharger_usesmoney are now disabled by default.
- Fixed a bug where ammo/items couldn't spawn.
- Fixed a bug where the game kept setting the player's Kash to their Starting Kash amount on respawn.
- Removed Multiplayer options from the Main Menu.
- Changed the color of the Ministrider's armor to be the same color as the original Half-Life 2 Episode 1 variant. (check)
- Fixed an issue where the Max Health upgrade only brought you to 300 health.
- Added a new NPC: npc_player!
- These spawn rarely and randomly. You will be notified first hand when these spawn.
- They have a distintive blue outline and will follow you if they see you.
- They dynamically switch weapons depending on how far an enemy is away from them.
- They either use their own model or use the player's current model.
- You can now slice Zombies in half with the Katana.
- Zombies will now have a random chance of burning on fire after an explosion.
- Added new intro video by DeviantXS.
- Disabled Gamemodes by default to complement the Wave System.
- They can be re-enabled with the "Restore pre-ENDGAME spawners" option in the ADVANCED OPTIONS.
- Made gamemodes function more reliably.
- Fixed many crashes!
- Fixed the health regeneration rate perk not actually affecting health regeneration rate.
- Decreased the maximum level from 50 to 20.
- Removed the following achievements due to unfixable issues or being nearly impossible to get:
- Note: If you already had progress for these achievements, or you have already unlocked them, progress and achievements will be kept on your Steam Account, and they can be achieved again using older versions of the mod.
- Killionare
- Fixed broken pain sounds on some NPCs.
- Fixed "Schrodinger's Crouch".
- Fixed nexttoken RCE exploit.
- Fixed color correction.
- Fixed issues with high FOV.
- Fixed the game not loading map prefixes properly for gamemodes.
- Added the "Entity Tolerance" option, to adjust the number of entities one could have on screen at once.
- Removed the "NPC Limit" option in favor of "Entity Tolerance".
- Updated the SDK's UI.
- Added a proper Workshop Uploader to the SDK.
- Lowered the volume of the Katana's sounds.
- Buffed the Katana's damage.
- The Katana is worse against Antlion Guards and Antlion Guardians than other enemies.
- Added option to toggle glow outlines.
- Added a new NPC Attributes system that allows the spawner to create unique enemy variants.
- Added 6 new NPC variants:
- Super Ace (Based on the Combine Ace): Faster, stronger, and more terrifying to fight.
- Anti-Aircraft Hunter (Based on the Hunter): A stronger Hunter that fires RPG rockets.
- Demolitions Hunter (Based on the Hunter): A stronger Hunter that fires frag grenades (and Incendiary Grenades on Hard and above).
- Elite Hunter (Based on the Hunter): A stronger Hunter that fires Combine Balls.
- Boom Squid (Based on the Bullsquid): A stronger Bullsquid that fires SMG rockets.
- Elite Metrocops with the Metrocop AI.
- Reworked Ministrider NPC.
- Combine Shotgunners, Aces with shotguns, and player allies with shotguns will now randomly fire their secondary fire when moving, and only fire with secondary fire when standing still.
- Combine Shotgunners and Aces with shotguns will get this bonus if the difficulty is on Hard or above.
- Player allies will get this bonus if the difficulty is on Easy to Hard.
- Super Aces will have this regardless of what difficulty it is on.
- Added 2 new Tools to the SDK:
- Workshop Uploader
- Map Compiler
- Increased the maximum number of threads that can be used with map compiling (256 instead of 32)
- Increased map compilation performance
- Increased VBSP map brush limit. (Credit to https://github.com/James-Holloway/source-sdk-2013-VBSP-improvements)
- Disabled AI thinking optimizations.
- Increased AI focus time.
- Combine Aces and Elites now will take 1.5x more damage to the head instead of 2x the damage.
- Combine enemies will no longer play a death sound when decapitated or on headshot.
- Added Rocket Jumping.
- Added the Incendiary Grenade, a secondary grenade that can set an entire area on fire.
- It can be switched to by pressing the Special Attack button.
- Zombines and Combine Soldiers can use them on Hard difficulty and above.
- Gave the player 5 SMG grenades on spawn.
- Removed the following weapons/items due to balance issues:
- Egon/Gluon Gun (too overpowered and way too buggy to keep in-game)
- Flare Gun (replaced with the Incendiary Grenade, doesn't fit with the gameplay)
- Deagle (doesn't do anything different than the 357 Magnum other than firing speed and magazines)
- Removed the following enemies due to balance issues:
- Cremator (Was originally added as a way for the game to clean up dead bodies. After the function to remove bodies was removed due to instability, the enemy became basically useless and didn't fit in the game overall.)
- Combine Guard (Didn't fit the game due to his slow speed. Basically replaced by the Elite Hunter.)
- Fixed various "double body" issues with zombies.
- Increased the spread of the M249 Para to affect hordes of enemies.
- You can now throw knives at the enemy with your secondary fire.
- Revamped the buy menu to be more moddable and streamlined.
- Combine Elites, Aces, and Elite Hunters will fire instant-kill Combine Balls on the Very Hard difficulty and above.
- You can now adjust how slow time moves in Bullettime.
- The player now moves faster when in Bullettime mode.
- Disabled double jumping due to incompatibility with bunnyhopping.
- Improved the Combine Assassin AI and Model. (Credits to Maestra Fénix! https://github.com/MaestroFenix/restored_assassin)
- A playermodel based on this model was also added!
- Assassins are now able to throw Frag and Fire grenades (Fire grenades on Hard difficulty and above)!
- The Katana now has a "Honorbound" mechanic.
- If you kill an enemy with the Katana in Bullettime mode, half of the enemy's max health will be given to you.
- On top of that, you can chain kill up to 5 enemies to get up to double the max health of the previously killed enemy. After 15 enemies, the kill multiplier will be disabled.
- After leaving Bullettime you need to wait 5 seconds before you can use the kill multiplier again.
- While the Katana is equipped in Bullettime mode with an active kill multiplier, you will not autoswitch to newly received weapons, nor be able to switch between weapons.
- Fixed the Katana's hit registration.
- The Katana now has more "reach".
- Health regeneration is disabled by default in Classic mode, HARDCORE mode, and on any difficulty at Very Hard or higher.
- In order to aquire health regeneration with either of these settings, you must unlock the Health Regeneration Perk.
- Hunters can now jump.
- Reverted from automatic navmesh based node placement to manual node placement due to issues.
- You no longer spawn with the Katana.
- It can be unlocked in-game when leveling up or by purchasing it with Kash in the Store.
- Added the following enemies to the enemy roster:
- Stalkers
- Striders (requires "AllowLargeNPCs" to be set in order to spawn.)
- Added a new map: dm_underpass!
- Redid the perk system, giving it mod support and beter expandability.
- Claw Scanners are faster in difficulties Very Hard and above.
- If a strider is spawned in the level, they will warn them of the enemy's position.
- Fixed a bug where killing Rollermines didn't count as a kill.
- Antlions no longer kill Combine Soldiers instantly on difficulties harder than Easy and unless they are allied with the player.
- The player and allies may now be allied with Antlions with the Bugbait.
- The bugbait can now be acquired as a random reward at or after Level 10.
- Antlions will be immune to friendly fire damage and will be fully healed in all difficulties below Very Hard.
- Much like Player Allies, they will spawn with a blue outline.
- This does not happen in Antlion Assault.
- Added Lone Wolf mode: No allies will spawn.
- The Combine Ace now has damage resistant armor vs most weapons.
- This damage resistance activates in difficuties over Easy.
- The damage resistance breaks at half health. You will know when it breaks when the Ace stops producing sparks when hit.
- The damage resistance percentage depends on difficulty.
- Normal-Hard: 4 damage per hit
- Very Hard-NIGHTMARE: 2 damage per hit
- Explosives have a greater effect on its shields then bullets.
- 30%-50% of tamage from explosions is taken depending of difficulty.
- The Ace will create a harmless yellow sonic blast when their damage resistance is destroyed.
- The Katana is the only weapon that can slice through the armor effectively.
- This can be disabled in the ADVANCED OPTIONS menu.
- Combine Aces now rarely reload.
- To balance this, Combine Aces now inflict less damage than before, no longer melee, and no longer use their secondary fire.
- Combine enemies will now drop items when gibbed.
- Changed the formula for leveling up.
- Zombines now spawn in COMBINE FIREFIGHT.
- Added a wave system/spawner difficulty system.
- When the player levels up, the spawners will spawn tougher and tougher enemies based on an adaptive spawnlist system.
- You can change your spawnlist in the "change spawnlist" menu.
- You can now completely disable autoswitching.
- Lowered the amount of manhacks a Metrocop would hold at once.
- Your currently selected map now saves to a file.
- Rare NPCs now spawn more on higher difficulties.
- Added Death Notices.


Note that the build you are about to test is not the current development version, but is way more further ahead than the old "snapshot" branch. The "snapshot" branch will be replaced with the "endgame-beta" branch and future updates (if any) will be pushed into that branch until ENDGAME is finished later this year.

I hope everyone enjoys the ENDGAME BETA, and I will release more updates regarding future developments!