Hi everyone, I have decided to make an announcement regarding the reviews on the Steam store page. I mostly look at the reviews on the store page as they give me excellent feedback on the mod, and I want to address the concerns they bring up. As the developer, it's my responsibility to give everyone the best possible experience with the mod, so all of these issues are taken to heart.
CrashesThis is a known issue and it has happened quite a few times on my end. As far as I know, it has something to do with a few enemies that cause issues in the code alongside engine-related bugs that I cannot fix. Fortunately, I have decided to move the mod over to Mapbase as it is a very stable and reliable base for the creation of mods. The amount of crashes should dwindle just from that, but I'm not excusing any crashes caused by the game logic code itself. I hope that this next major update will fix as many issues as possible just with the move to Mapbase alone.
No Challenge/Too much challengeThe ENDGAME update will bring a slew of balance overhauls that will add more balance to the game, such as a more balanced weapon and enemy roster, an overhauled spawn system, and more. Balance is a known issue with the mod, and I definitely plan on overhauling it in this next update.
The spawners act way too much like GMod spawnersLike I stated above, the spawner system will be overhauled. The infinite enemy spawners will be replaced with a more traditional wave-based spawner system seen in many other horde mode games. This way, there can be challenge without the enemy counts feeling overwelming.
Why use HL2DM maps?I am mainly a programmer. I have tried making maps in Hammer before, but I found that what I made was very mediocre, so I used HL2DM maps instead. Fortunately though, I plan on incorporating more custom-made maps in the future, so there will be more arena variety.
I would like to apologize again for the lack of updates regarding FIREFIGHT RELOADED's development, and would like to thank you all for your patience. I plan on working on FIREFIGHT RELOADED again, and as I want to be more interactive with the fans, I have decided to open up the internal beta branch. As of today, FRIREFIGHT RELOADED's "snapshot" branch contains the latest "cutting edge" version of FIREFIGHT RELOADED. Keep in mind that this is still very much in a pre-alpha state, and this will not represent the final release.
Here's the changelog from the past "Phase 1" version of the snapshot:
- 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.
- 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.
- Fixed an issue where the Max Health upgrade only brought you to 300 health.
- You can now only bunnyhop if you are not double jumping.
- Reduced default player speed from 320 to 280.
- Added a new NPC: npc_player!
- These spawn rarely and randomly. You will be notified first hand when these spawn.
- They have a distinctive blue outline and will follow you if they see you. They dynamically switch weapons depending on how far an enemy is away from them.
- Updated to the latest Source SDK 2013 engine branch.
- Now built off of Mapbase!
- Removed all gamemodes in favor of making FIREFIGHT RUMBLE the default gamemode. (mainly for the wave based stuff I mentioned earlier)
- You can now slice Zombies in half with the Katana.
- Zombies will now have a random chance of burning on fire after an explosion.
dev stuff:
- Rewrote the reward system to use switch statements!!
Known bugs with this snapshot branch:
- Grappling beam does not currently function.
- Player model animations are very buggy.
- npc_player notifications do not show up.
- the store page/modding page do not show up.
More updates to the snapshot branch will be communicated on this blog. These posts should not be confused with actual updates as they will explicitly state "snapshot" in the name and description. There will also be a new "snapshot discussion" board in the Discussions where you can report bugs and issues with the snapshot.
Thank you all for your feedback, patience, and support. I plan on focusing more on this mod in the near future, so keep your eye peeled for new updates.