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FIREFIGHT RELOADED News

Notice about FIREFIGHT RELOADED beta content.

Very recently, some of you have noticed that I have removed the "unsupported" beta branch. This is because I am releasing a free optional DLC that includes all the beta content. Having it all available in a separate package reduces bloat and lowers the file size of the mod. You also have the option to disable it by going to the properties for the game and disabling it in the DLC tab.



The DLC should release in a few days.

An update on ENDGAME.

Hello everyone!

Just wanted to wish you all happy holidays and a happy new year. More updates will be posted here and the Steam announcements very very soon. My goal for endgame phase 2 is to revamp the entire gameplay loop of the game, where a proper wave system is added to spawners, simulated bullets, weapon sandbox balances, and more. I wanted to make this more fun, challenging, and enjoyable than previous versions of the mod and make it less of a power fantasy.

I haven't been updating firefight for half of the year due to college and other projects, however im starting to focus on the mod again and, like i annouced earlier, it'll release by the end of 2020. I'm going to release some teasers in the discord server while i do development on the mod, so if you want to experience development in real time, visit the Discord server here:

https://discord.gg/4MfShzF

Get psyched!

The state of the ENDGAME update



Hello everyone.

I just wanted to make a formal post about the ENDGAME Update as I haven't updated everyone about the update in quite a while. I have been slowly working on the update, mainly some small tweaks here and there as depicted by this changelog (as of 9/20/2019)


Phase 2:
- Fixed the version number being wrong.
- Fixed the store menu files being in the wrong directory.
- The Grappling Beam now grapples onto and damages NPCs.
- Fixed a bug where ammo/items couldn't spawn.
- Elite Metrocops can no longer jump.
- When the player dies, they will keep half of the EXP they gained. If the player keeps losing EXP, they'll eventually drop down a level.
- Fixed a bug where the game kept setting the player's Kash to their Starting Kash amount on respawn.

dev stuff:
- Rewrote the reward system to use switch statements!!


I haven't really been in much of a mood to continue working on the update besides these small tweaks. I've been dealing with some things and I'm trying to get back in the mood of updating.

I promise you all that this update will be out by the end of 2020.

FIREFIGHT RELOADED SNAPSHOT Update 5-5-19

The ENDGAME PHASE 1 beta test is LIVE!

Phase 1:
- 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. This adds a sort of "ending" to the mod once you reach the maximum level/die in HARDCORE.
- Whenever you respawn, you'll lose EXP progress and go down a level.
- Combine Aces now shoot their secondary fire more often and will also fire their entire magazine.
- Added a note about AI Node Generation when generating nodes.
- 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 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.
- Fixed a bug where the MP5 didn't count Kash, EXP, or kills.
- Fixed and updated the FGD.
- Added Slartibarty's Slammin' Source Tools.
- The Combine Guard now fires his gun faster.
- The Combine Guard now fires a Strider Consussion Blast (like older versions)
- The Combine Guard now drops his gun when killed (like the cremator)
- 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 10.
- There is an option to disable this function.
- The health will now discharge if the health is above your maximum health (def. 200).
- Removed the Health Regeneration, 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 10 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.
- You can now gain EXP much faster.
- 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)
- Removed the Gluon Gun due to it being overpowered and way too buggy to keep in-game.
- The Cremator now moves faster when chasing the player when he becomes hostile.
- Increased Cremator damage from 15 to 30.
- Increased Cremator AOE damage from 2 to 5.
- Cremators now play a limping animation and move slower when they have less than half of their health.
- 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.

Note:
- the version number is not changed. i forgot about that.
- the discord rich presence is the "dev" version. i forgot to fix that too.

ENDGAME Demos

Here are a few demos from the ENDGAME update for those who haven't joined the Discord yet! Ordered from newest to oldest.

https://www.youtube.com/watch?v=rJ7jy2w0HCw

Originally posted by Description
The first new weapon/tool added to the ENDGAME update. Small and compact, the Grappling Beam is a useful tool for escaping harmful situations, leaping onto tall buildings in a single bound, and for skillful executions. This serves as a replacement for the Jetpack as a faster form of transport.

The beam on the Grappling Beam is the same kind of beam that the Gravity Gun uses to punt objects, albeit at a reversed polarity. The Grappling Beam is built out of an energy pistol from another (more arcady) dimension and modified by Black Mesa scientists before the resonance cascade.


https://www.youtube.com/watch?v=8RzZ2Nlcse0

Originally posted by Description
The combine ace's ai now uses a special attack pattern:
1. fire the entire weapon's magazine
2. fire a grenade.
(optional) throw a grenade afterwards.

The ace will be treated as a heavy weapons/grenadier class.


https://www.youtube.com/watch?v=TZ-H9sqRwIw

Originally posted by Description
the kick is now more of a tool. on every hit you can send NPCs flying through the air or you can kick an average combine soldier 2 times and he'll die.

this also shows off respawning.


https://www.youtube.com/watch?v=gyZFHTZqalE

Originally posted by Description
ported over the kick from smod 3. this should deliver a good balance of powerful but balanced.


Be sure to join the Discord if you haven't yet!

https://discord.gg/4MfShzF