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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!

Update for FIREFIGHT RELOADED's Beta Released (05-08-2025)

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

- Improved the functionality of some included outdoor maps.
- Improved the physics model for Ace Metrocops.
- Updated Steamworks to the version used in the newest Source SDK update.
- Added proper Steam Input support based off Blixibon's Expanded Steam.
- Added basic Nextbot support based off the newest Source SDK update.
- Implemented some community Source SDK bug fixes including:
- Remove SinCos table. (ValveSoftware/source-sdk-2013 #631)
- Fixed a possible bugbait crash. (ValveSoftware/source-sdk-2013 #560)
- Fixed some raycasting bugs (ValveSoftware/source-sdk-2013 #552)
- Improved S.L.A.M functionality (ValveSoftware/source-sdk-2013 #532 @Comment by Adrianilloo)
- Added support for automatic cubemap building (CubemapBuilder) (ValveSoftware/source-sdk-2013 #1163)
- Added support for setting the number of ambient cubes per leaf with -AmbientCubesPerLeaf N (ValveSoftware/source-sdk-2013 #981)
- Added "-extrapasses" (ValveSoftware/source-sdk-2013 #980)
- Added user-configurable scaling for light_environment samples (ValveSoftware/source-sdk-2013 #1116)
- Add %alphatexture (arbitrary VTF for texture shadows) (ValveSoftware/source-sdk-2013 #1150)
- Fix Headcrab canister precache (ValveSoftware/source-sdk-2013 #1099)
- Only show sparks out of water (ValveSoftware/source-sdk-2013 #1112)
- Stop flames on player death (with sv_player_extinguish_on_death) (ValveSoftware/source-sdk-2013 #1110)
- Fix ammo crate exploit (ValveSoftware/source-sdk-2013 #1095)
- Adjust melee hit trace (ValveSoftware/source-sdk-2013 #1089)
- And many more!
- Slightly improved dual wielding behavior. If you switch back to the item that you dual wielded previously after running out of ammo, it will keep dual wield enabled on the weapon if there's enough ammo in the magazine or in reserve.
- fr_version now displays the date when the mod was compiled.
- Fixed bullet spread values for the 357 not working as intended.
- The 357 now only headshots when the sights are aimed down.
- Fixed an issue where some NPCs couldn't spawn properly in a spawner on su_lockdown.
- Improved bunnyhop behavior. Speed will now build up gradually rather than rapidly. The old behavior can be enabled with "Toggle Bunnyhopping Pre-INVASION Behavior" or if sprinting is enabled.
- Added an option to change the Grapple Beam's rappel speed.
- Set the default Grapple Beam rappel speed to 1000.0 (original value was 1350).
- Fixed a bug where the Grapple doesn't switch when it's low on battery.
- Increased Grapple Beam range.
- Improved HUD visibility.
- Increased mouse sensitivity limit to 12.
- Improved reliability of Magnusson Bomb kills for Combine Cauterizers.
- You can now no longer purchase ammo, armor or health if you reached the limit for each.
- Added an option to spawn infinite manhacks.
- Improved dual RPG behavior.
- When adding a weapon to a Loadout script, you can add "_dual" to the end of the weapon name to specifiy that the weapon should be spawned with a second one for dual wielding. The weapon won't dual wield unless the user chooses to.
- Fixed a bug where the game gives the loadout to the player twice.
- Added the ability for modders to give attributes to NPCs through spawnlists.
- Gave a color to NPCs in the Deathmatch gamemode to differentiate "teams"
- Added an option to pause player simulation (movement/gravity) when the game is paused. Note that this option may cause some gameplay issues.
- Moved Crosshair and various HUD related options from Video to Gameplay.
- Added the option to show damage numbers when shooting NPCs.
- You can customize the color of these damage numbers, ala TF2.
- These can change color depending on what kinds of enemies you hit.
- Removed Railgun ammo from the Store as ammo can already be acquired through passive battery recharging and recharging with the suit battery.
- Added the Charge Bow.
- Press and release the attack button to fire a bolt.
- Press and hold the attack button to charge the bolt for increased damage, speed, and shot penetration.
- Increased the ammo count for Crossbows/Bows and Shotguns.
- Fixed a bug where decapitation models would use the initial ragdoll pose/A-pose/T-pose.
- Improved Katana decapitation responsiveness.
- Improved order of graphics options.
- Added extra multithreading options.
- Added an option for Power Saving Mode.
- Added an option for ragdoll statues because I can.
- Fixed the ironsight vignette playing the zoom out animation.
- Added a charge mode to the Katana.
- The charge increases your range, damage and speed in exchange for limiting your turn speed. This is similar to how the charge mechanic works in TF2.
- Fixed the Katana's kill multiplier not actually increasing your speed.
- Added the Honorbound loadout, allowing you to practice Katana charging.
- The Combine Super Ace no longer allows decapitation kills to prevent easy Katana charge kills.
- The Combine Ace and Super Ace no longer have damage vulnerability to the Katana in higher difficulty settings (Medium and up).
- Nerfed the base Katana damage from 100 to 50.
- Nerfed headshots.
- Added 4 new achievements for testing.
- NOTE: These achievements are local to the beta only. Unlocked achievements are marked by a blue line below the achievement's listing in the Achievements menu, and a new dialog has been added that will show upon unlocking them. They are not added to Steam yet, but they will be added when the update releases to minimize confusion for other users.
- Honorbound - Get to the maximum kill combo multiplier (5 kills by default) while using the Katana in Bullettime mode.
- Nailed It! - Pin a enemy with the Knife, Charge Bow or Crossbow.
- Killtacular - Get 2 GODLIKE kill streaks (40+ kills before and after a respawn) in a playthrough.
- Primal Instinct - Deliver a headshot kill (with weapons that can headshot) immediately after sending an enemy into the air.
- Fixed an exploit where, while using the RPG, you could switch to dual wielding mode, fire a bunch of rockets at once, and before they explode, switch off dual wielding and enable rocket guiding to have multiple homing rockets at once.
- Fixed a bug where the RPG's missile didn't fire from the RPG when the view model is left-handed.
- Added the ability for the player to use minimal viewmodels or centered viewmodels.
- Added the ability to adjust your viewmodel position.
- Your viewmodel position will override the minimal viewmodels/centered viewmodels setting.
- There is also a seperate setting for adjusting the RPG Missile's position.
- Gave the MP5 proper iron sights.
- Added the ability to finely adjust some settings with the mouse wheel by pressing SHIFT while adjusting the setting.
- Added options for viewmodel bob and lag.
- Added the ability for the player to do damage against smaller enemies with the Grapple Beam when flying at them in mid-air.
- Improved kill icons.
- Improved the kill log.
- Both the player and enemies now have different colors in the kill log.
- Blue: Player/Player Ally.
- Red: Enemy
- Orange: Rare Enemy
- Magenta: Advisor/Advisor Drones.
- The Playlist, Gamemode and Player Model menus now automatically save your option. This fixes a bug where the options don't save unless anything in the options menu was edited.
- Improved bunnyhopping and air control.
- Nerfed the gatling gun:
- Bullet damage has been reduced from 75 to 25
- Multiple (3) bullets now fire per shot (similar to TF2's minigun), resulting in up to 75 damage if all 3 bullets hit a target.
- Reduced the maximum amount of ammo from 1000 to 750.
- The overall effect this has is that the minigun is more effective at mid and short range than long range due to the bullet spread.
- Changed the amount of headshot bullets a scoped AR2 can do from 1 to 5.
- Fixed a bug where the Knife can duplicate enemy ragdolls.
- Lowered the SLAM's detonation delay from 0.20 to 0.10
- Added tracks from the FIREFIGHT RELOADED Invasion Soundtrack.
- Made it so that certain enemies' Katana damage resistance increases with difficulty.
- Lowered the Katana's default range.
- Your Katana range now nearly doubles when charging or using bullettime.

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.

Update for FIREFIGHT RELOADED's Beta Released (01-27-2025)

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 up some killicons.
- Reverted Antlion's physmodel to the one included in the previous Beta.
- Nerfed virtually every Combine Cauterizer stat.
- Improved the Combine Assassin Ace AI.
- SMG Grenades can now pass through glass.
- Added an additional option to disable Crossbow glass penetration.
- Provided a solution to fix the Multiple Charges achievement.
- Added the Flechette Rifle. Fires rapid bursts of Flechettes that can be harvested from Hunters on death.
- Fixed some hitgroup issues with the Katana.
- Added blood to the Combine gibs.
- Based on textures using the Quick-And-Easy Zombine Creation kit/base. Credits go to the Quick-And-Easy Zombine Creation kit/base by ChalkyMalky and Devteam53
- Added a vignette effect when using ironsights.
- Improved and added some player weapon third person animations.
- Improved the reload time of the M1014.
- Fixed flashlight sounds overriding sounds of gunfire.
- Fixed a bug where some MP3 files don't load through FMOD.
- Added dual wielding to the Pistol and the RPG.
- Fixed achievement progress notifications.
- Added a slight XP multiplier based on the amount of kills you got.
- Made it so the spawner spawn time is adjusted by the difficulty.
- Killstreaks/Killing Sprees are now reset on respawn.
- Added Resistance Retribution II/Resistance II.
- Added a singleplayer deathmatch gamemode.
- Playerbots will now have their own names.
- Re-added Resistance Retribution.
- Fixed a crash that could occur if you don't have a spawnlist loaded.
- Improved Combine Ace/Elite AI.
- Fixed the decapitation particle not rendering correctly.
- NPC v NPC kills are now shown on the kill log. These can be disabled (except for playerbot deaths).
- Brought back kick launching.
- Added the Grenade Launcher.
- This weapon uses GeneralEcchi's re-rig of the default HEV arms for the L4D2 rig of the viewmodel.
- Autosaves from leveling up will now show the "Saved" text upon saving.
- The Grapple Beam will no longer grapple onto displacements/terrain. It can now only grapple onto solid serfaces (walls, buildings, structures, etc.)
- There is now no friction when grappling onto a surface.
- Added a display between damage effects.
- Friendly Hunters will now use their escort behavior to follow and protect the player.
- Friendly Combine, Metrocops, and HECU Maries/Robots will now follow the player.
- Buffed the spawn time and advisor health in the boss battle.
- Decreased the amount of weapons given to the player in the boss battle.
- Increased the player's health and armor in the boss battle.
- Added 10 extra loadout slots for custom loadouts.
- Added Mrfunreal's lights.rad fix.
- Improved the Boomsquid's outline color.
- AR2 secondary fire can now award a XP Boost
- Improved price balance.
- Fixed a bug where you could get Health Regeneration as a perk even with it disabled.
- Fixed a bug allowing crossbow bolts to collide.
- Improved Combine Cauterizer AI.
- The game will no longer give you ammo if you get the Infinite Ammo perk.
- Improved Grapple behavior.
- NPCs that already have attributes won't become Advisor Drones.

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!

Update for FIREFIGHT RELOADED's SDK Released (01-17-2025)

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

- Fixed a bug with DPI scaling in Windows 11.

The following was added in a past undocumented update, but is added here for clarity:

- Fixed issues loading the Fabricator schema.

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

Update for FIREFIGHT RELOADED's SDK Released (01-05-2025)

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

This patch is for the FIREFIGHT RELOADED SDK tool. To use it, go into the "Tools" section of your Steam library and install "FIREFIGHT RELOADED SDK".

- Added the Fabricator, a simple yet complex script editor for FIREFIGHT RELOADED.
- This tool is tuned specifically for the INVASION update. Please note that it may not work with some scripts currently.
- Added a feature to the Workshop Uploader where it will convert Steam Workshop URLs into IDs.
- Improved stability.
- Fixed FGD file path errors.
- .NET 6.0 is no longer required to start the SDK. Everything is now self-contained.

Note: For all users, even those not in the beta, the Pre-ENDGAME launch option has been removed as ENDGAME is the main FR branch. To use the Pre-ENDGAME FGD, use the -preendgame launch parameter.

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