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FIREFIGHT RELOADED News

ACHIEVEMENT STATS HAVE NOW BEEN FIXED!

Hi all, small update for both ENDGAME and Pre-ENDGAME clients: Achievement stats have been fixed.

It turns out that since FIREFIGHT RELOADED released on Steam, the stats weren't configured properly. Now it all works! Sorry for the long delay.

Now: to begin work on the ENDGAME trailer!

Update for FIREFIGHT RELOADED's BETA Released (08-05-2024)

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

NOTE: This update only applies to the "endgame-beta" beta branch.



- Improved the pistol sound effects based on an undocumented damage buff from the previous patch.
- Fixed texture flaws in DM_Lockdown
- Metrocop Aces now can spawn with shotguns.
- Killing specific enemy types now gives you extra Kash and EXP, allowing you to progress through the game faster by killing certain enemy types.
- Killing enemies with specific weapons and abilities will now give you extra Kash and EXP.
- Made the pistol more accurate for both ironsight and normal modes.
- The pistol now has a secondary fire mode that makes it shoot flares.
- The Railgun, MP5, 357 Magnum, Sniper Rifle, and M249 Para can now be used by NPCs!
- MP5 is used by all Combine NPCs.
- 357 Magnum is only used by Metrocop Aces.
- Railgun is only used by Combine Aces, Player Allies, and Combine Super Aces.
- M249 Para is only used by Combine Elites, Combine Aces and Combine Super Aces.
- Sniper Rifle is only used by Combine Elites, Combine Aces and Combine Super Aces.
- The railgun's overcharge explosion can now damage NPCs and players.
- Added a loadout selection setting.
- Iron Kick and Hardcore mode have been moved here, and will function as originally intended.
- Includes Default, Default (with no melee weapons), Hardcore, Iron Kick, and more wacky loadouts!
- Use the sv_player_defaultloadout command to load custom loadouts!
- Reverted most maps to their non-HDR versions due to subtle issues/inaccuracies from their original maps, such as broken map bounds, broken functionality, broken displacements, etc.
- dm_lockdown has been kept as it contains some important fixes and was based off the original sdk_dm_lockdown file.
- Fixed health not properly decreasing after getting a max health upgrade upon picking up/purchasing a medkit and getting health over the in-game limit.
- Made bunnyhopping easier. No more accidential wallruns!
- To wallrun as of this patch, jump and then strafe to the wall. You can then move forward on the wall. Make sure you keep pressing any strafe key to continue being attached to the wall.
- Removed strafe bunnyhopping to replicate the original code from EP1's engine (and balance wallrunning better).
- Added FMOD support to the Main Menu and Store.
- This feature will be used to create the planned music system.
- Credits to Spirrwell for their FMOD implementation. (https://github.com/Spirrwell/source-sdk-2013-FMOD/)
- FMOD created by Firelight Technologies Pty Ltd.
- The railgun now can use the suit battery as a power source! Press the "special attack/ fire mode" button to activate this!
- Added a tutorial.
- Added the option for playerbots to speak!
- If playerbots are using your playermodel and they are not speaking, re-select the model from the player model menu and restart the map and/or game. They should then speak.
- Railgun overcharge damage now multiplies based on the amount of power/ammo it currently has.
- 200% = 75 * 2 = 150, 300% = 75 * 3 = 225, etc.
- Added a new NPC variant:
- Rail Hunter (Based on the Hunter): A stronger Hunter that fires Railgun shots.
- Demolition hunters now shoot SMG grenades rather than frag grenades.
- Added HL2 Survivor playermodels.
- Kills from allies no longer count as player kills.
- func_ladders are now functional!
- Mapadds and Map-specific Spawnlists are now known as Map Info files. Look in scripts/mapinfo to find them.
- Re-enabled Pre-ENDGAME bunnyhop boosts by default.
- Fixed wallrun slowing down when going around corners.
- Credits go to the Momentum Mod team for this.
- Reverted gravity settings to HL2 defaults.
- The MP5 now uses the CSS MP5 model based on community suggestions.
- The MP5 now has a basic "zoom in" ironsight mode.
- The Gauss now uses the HL1 HD model with a modified texture to make it fit in with HL2's asthetic.
- The Beta Content DLC should now function properly.
- Increased Shotgun ammo count to 8 to better match its real-world counterpart.
- The M249 animations have now been fixed.
- Suit bootup sounds now play on spawn. These can be changed in the OPTIONS menu.
- Vortigaunts now spawn as allies.
- The Sniper Rifle now uses 3 zoom modes, up to 3x zoom!
- The OICW has been remade with community-made assets!
- Credits to Mister Sandman for the OICW model.
- The SMG, Pistol and MP5 can now be purchased with Kash acquired in game. Good for alternate gamemodes!
- The AR2 scope mode now increases the AR2's damage per shot and makes the AR2 deliver sniper damage when zoomed, at the cost of fire rate (compared to the OICW's).
- Added the Alyxgun!
- The Alyxgun cannot be acquired by purchasing through the Kash Store, it must be unlocked while in play. If you're above Level 8, you have a chance to get this weapon upon level up.
- Added the Gatling Gun!
- The Gatling Gun and its ammo can only be obtained through fighting high-level NPCs (Combine Elites, Combine Ace, and Combine Super Ace)
- Nerfed the damage of the Houndeye's attack.
- You must now kill Advisor Drones to get teleported to the boss battle.
- You cannot kill them with the mega gravity gun, you must kill them with regular weapons.
- The old behavior can be re-enabled in the Options menu.
- Getting to max level no longer removes weapons from your inventory.
- Getting new weapons from awards will now add the weapon permanently to your loadout.
- You can disable this behavior in the Options menu.
- Changed the weapon selection HUD to show more weapons on the screen.
- You can now pick up more armor than your maximum to "overcharge" your armor up to 500.
- You will now spawn with health and armor, rather than just health.
- Fixed player NPCs endlessly giving you health.
- Fixed Kick damage.
- Added the Turret! When equipped, you may place down one friendly turret that you can carry around!
- Turrets will beep at you when they get knocked over. If they stay unattended they will explode.
- Unlike normal turrets, placed turrets will have more damage, are more accurate, and have weighted legs so they are harder to knock over.
- Added HL2 Survivor maps!
- Added dm_halls3!

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

ENDGAME release date has been chosen internally! Releasing in 2024!

I'm proud to announce that a release date has been chosen internally for the FIREFIGHT RELOADED: ENDGAME update. I'm currently planning out a trailer so it will be announced in there.

It is planned to come out THIS YEAR.

Update for FIREFIGHT RELOADED's BETA Released (07-11-2024)

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

NOTE: This update only applies to the "endgame-beta" beta branch.



- Recompiled Windows binaries in Release mode.
- Fixed crashes on launch in the Linux build.
- Fixed FIREFIGHT enabling the Joystick functionality even with no joysticks plugged in.

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

Update for FIREFIGHT RELOADED's BETA Released (07-11-2024)

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

NOTE: This update only applies to the "endgame-beta" beta branch.



- Added npc_playerbots and npc_zombines to the boss battle to assist the player.
- The Combine Advisor will no longer turn Combine turrets into Advisor Drones.
- The Combine Advisor will now turn Manhacks and Scanners into Advisor Drones.
- All dm_ maps have been recompiled in HDR.
- Fixed an issue in dm_lockdown where NPCs can go through a wall in the showers.
- Added a dynamic scope to the Railgun.
- Added wallrunning and powersliding based on code from Mobility Mod.
- This mod uses code from Mobility Mod for Half-Life 2 by Rob Cruickshank.
- Lowered the Advisor's health.
- Fixed map CFG files.
- Improved AI for some Combine enemies.
- Improved the ragdoll physics of some enemies by basing them off the intial launch version of Half-Life 2.
- AIs no longer attack each other by default as they seem dumber when engaging enemies other than the player.
- Fixed Combine Super Ace shield outline not getting removed upon shield break.
- The Metrocop Ace now has unique AI.
- They will chace the player down regardless of weapon.
- They are incredibly agressive with the pistol, although they still shoot their SMG in bursts.
- Lowered the volume of the M249.
- Made the Railgun fire sound more punchy.
- Fixed npc_playerbots not firing their RPGs properly.
- npc_playerbots now can heal the player and provide ammo.
- All legacy gamemodes are now selectible in the Spawnlist menu!
- Legacy gamemode functionality is still available from the Options menu. This may be ideal if you use custom CFG files per game mode.
- Made all the spawnlist icons more colorful.
- Fixed patroling on some Combine enemies.
- The shotgun is now semi-auto by default to simulate the behavior of the real SPAS-12.
- Added radio chatter to metrocop gibs/decapitations for more immersion.
- Added more sounds for decapitation.
- Added a headshot icon to the killlog for headshots.
- Restored ironsight FOV changes.
- Reduced Advisor droning delay by 50%
- Adjusted default spawnlist balancing.
- Fixed various issues with controllers.
- Restored the pistol back to the original HL2 pistol.
- Credits to xDShot for the two-handed pistol animations.
- Restored viewmodel lag.

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