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Lundi 25 novembre 2013
 
Patch 1.14.0 (451)

We're aiming at releasing a client update on Tuesday. Maintenance should be under three hours and will start at 10 AM GMT.

Bug Fix

    Server crash

      We've fixed an issue that was causing Financial districts to crash, resulting in us having to disable the district. Financial will be back up and running as normal once this patch is live. Our sincerest apologies for the inconvenience this caused.

    Weapons

      Fixed an issue that prevented the "True Ogre" from being tradable.

    Clothing

      Fixed an issue that was preventing female characters from being able to wear the denim and leather trousers that come as part of the Punk Pack.

    UI

      Removed the semi-transparent square texture that would appear in the middle of the screen when you died.

    Text

      Fixed a minor text issue with the new Criminal Preset vehicle that Gumball gives away at his maximum level.

Modifications

    Mobile radar tower

      The Mobile Radar Tower will now show enemy locations for your entire team and not just the owner of the modification.

    Vehicle presets

      Slight visual tweaks have been made to the preset vehicle Aletta gives away at her maximum level.
 
Posted by Tiggs


Samedi 23 novembre 2013
 
Patch 1.14.0 (450)

We're aiming at releasing a client update on Monday. Maintenance should be under three hours and will start at 10 AM GMT.

New Contacts

Aletta Cadagan and Gumball!

Aletta and Gumball are the two new contacts in 1.14.0. They’re specialist contacts, that have twenty levels of progression and are available to high end players. We’ve stuffed those twenty levels with clothing inventory and outfit capacity increases, unlocks for some absolutely top of the line vehicles and more brand new modifications than you’ll know what to do with. We’ve also added an unlock for the Flare Gun and some new titles to help you show everyone that you’re on the bleeding edge of progression.
Aletta and Gumball work for the Praetorian and G-Kings factions respectively and operate out of the Financial district. Aletta’s goals are much darker than previous contacts, with other members of the Praetorians thinking that bringing her into the city might have been like opening Pandora’s box – is she going to do more harm than good in the city? Will the ends justify the means?

As for Gumball… well, he’s just in it for the explosions. Nothing burns quite like a car after ten seconds of sustained fire with an ALI-G, huh?
If you are an Enforcer you'll find Aletta Cadagan on the Beacon and if you are a Criminal you'll find Gumball in the New Cross Skate park.

New Modifications

The following new mods can be earned with Aletta and Gumball or they can be leased from Wilde in the Social district:

    Blow Torch (Orange Character Mod): This blowtorch will repair any metal objects it hits, especially useful to keep your vehicle in good repair. Not recommended for use as emergency first aid.
    Mobile Radar Tower (Blue Vehicle Mod): A Mobile Radar Tower in the trunk of your vehicle can detect nearby enemies and show them on your radar even when you are not inside the vehicle. Any enemies detected in this way can see your vehicle on their radar.
    Remote Detonator (Orange Character Mod): A custom detonator paired with small explosives planted within your personal vehicle allows you to explode it from a distance.
    Muffler (Red Vehicle Mod): A muffled exhaust hides your vehicle from enemy radar as long as you are not accelerating. Additional tweaks reduce engine braking, allowing you to coast for long distances.
    High Burn Fuel (Purple Vehicle Mod): Specialised Fuel that only ignites under heavy compression removes the dangerous explosion that often occurs under fire during the San Paro daily commute.

Miscellaneous Changes and Fixes

    New hud feature

      When players are targeting a vehicle, they now see that vehicle's modifiers on the HUD.
      When a modification is activate (for example a deployed Field Supplier) your team/group will now see a unique icon on the HUD and Radar, so that they know you have it active.

    Modifications

      Vehicles will now continue to show up on the radar, if a player triggers Brick and then bails out the vehicle (so they can now use it as a diversionary tactic).
      The following changes have been made to Kevlar 3 / 2 and Clotting Agent 3:

        Kevlar 2 - Player run speed reduction from -15% to -10%.
        Kevlar 3 - Player Sprint speed reduction from -30% to -20%.
        Clotting Agent 3 - Player Regen Delay from -90% to -80%. (This also fixes the long standing typo where it says -100%). Also Reduces Regen Time increase from +133% to +100%.

    System

      Added an auto kick system for excessive suicides.

    Missions

      For the random rewards at the end of the mission, if the reward is a symbol then use the symbol's texture for the icon shown in the HUD.
      Show the names of random rewards at the end of the mission.
      We now allow players to exit Fight Club districts while on a mission.

    Text

      Shortening the subjects of random reward biographies to fit within the above display.

    NPC Pedestrians (Optimisations)

      Fixed an issue where invalid location data was sometimes sent to clients when a pedestrian is killed.

Bug Fix

    Client Crash

      Fixed a client crash that could occur when switching districts while grouped.

    UI

      Prohibit the creation of clans when the elective spawning map is open.
      Activatable vehicle mods will no longer be blank if you have a character mod equipped.

    Missions

      Raise events for each item delivered. Delivering multiple rewards simultaneously now rewards you the same as delivering them individually
      Passenger's task items are now auto-delivered while you are in the vehicle.
      Fixed an issue that would cause your client to crash if you tried to abandon an unopposed mission.

    Missions / LTL

      Stunning a team-mate out of a mission no longer gives you a demerit.
      Fixed an issue where you could not hit a car in certain locations when a driver or passenger was in one of the front seats.

    Modifications

      Radar jammer no longer jams your own radar when you are Notoriety 5.

    Environment

      Removing ability for players to run along a thin ledge of a building to access a camping spot on the Money Maker Warehouse in Waterfront.
      Fixing floating Vehicle spawn symbols at St Medina's Hospital.

    Clothing

      APB now applies Ninjette FM Tactical Belt customisation correctly (black with grey outline) and has the correct icon.

    Weapons

      Fixed minor issues with CSG description text.

    Environment Fixes (Asylum)

      Replaced boxes in the DJ room that had no collision with correct prefab that does have collision.
      Fixed Graffiti decal that was cut in half on one of the interior walls.
      Replaced crates in the swimming pool, which players could previously float on top of, with a kickable set.
 
Posted by Tiggs


Vendredi 22 novembre 2013
 
Quick update today - I Call Shotgun!

1.14.0 will be arriving early next week. In the meantime, we've got a quick patch to blaze the trail which includes some changes to shotguns. We’ve heard a lot of talk lately about shotgun usage, especially in gold districts; specifically, the over-application of shotguns. To be clear using shotguns is completely fine, but given that all weapons in APB have situational benefits and drawbacks, we've found that shotguns specifically, based on how they worked, were more powerful in certain situations than they should have been. In today's patch we’ve given a little bit of a rework to the way that every shotgun in the game works: Now, before everyone freaks out, this isn’t a nerf. Nor is it a buff. But it is a change.

WARNING: The following contains technical-sounding game-developey mumbo-jumbo. Proceed at your own risk.

Previously, to calculate shotgun hits, we used a center-point at the middle of the spread of the shotgun. We then put the other pellets around the outside of the point equidistantly from each other. The whole thing was then randomly rotated to give the pellets their spread. This meant we needed a very tight spread in order to get reliable shots at close ranges. The downside to this was that even at extreme ranges (25 meters and up) shotguns were too effective.

The new change defines the number of pellets being fired by the shotgun and then creates a rough circle at the target of the shotgun. The circle is then divided up into a grid and each cell receives a single pellet that’s randomly placed inside that area. Overall this increases the consistency of hitting with shotguns, and as such we've altered damage and pellet numbers for all shotguns to better balance them with this new spread pattern. The total damage output of shotguns haven't changed, but the number of pellets fired has -- most were increased, while the NFAS shoots fewer now.

The important thing to take away from this is that at close range shotguns are still going to be very strong. At ranges of around 18 meters and up -- you know, the range where you should really be thinking "Maybe I shouldn't be using a shotgun" -- you’re not going to have the same ability to deal large amounts of damage inconsistently to enemies. Another thing to note about this change is that currently you're likely to do anywhere between 10% and 80% of a player's health. Now, provided you aim accurately, you're more likely to get 40-65% damage out of each blast.

One of the best things with the shotgun changes is that this new method of calculating spread allows us to tweak shotgun damage and play in ways that simply weren't possible in the past. This will allow us to make the CSG and the JG feel a little more different than they do at the moment and should help us breathe new life into the NFAS. Give ‘em a try, we think you’ll like them -- the new Joker Mystery Box 8 includes the new 'True Ogre' variant of the NFAS with the Double Drum mod.

Also, after seeing some mentions of the engine upgrade, yes it is still proceeding along well! While these postings are primarily concerned with version 14, one of the next postings will give some further progress info on things like the engine upgrade and ongoing performance improvements.

 
Posted by Linus


Jeudi 21 novembre 2013
 
Patch 1.13.2 (449)

We're aiming at releasing a client update on Friday. Maintenance should be under three hours and will start at 10 AM GMT.

Weapons (Shotguns)

We've made changes to the way shotgun spread works so that we can better balance how they work within their respective weapon class.

Here are some more details on what we've changed and why:

Previously, to calculate shotgun hits, we used a centre-point at the middle of the spread of the shotgun. We then put the other pellets around the outside of the point equidistantly from each other. The whole thing was then randomly rotated to give the pellets their spread. This meant we needed a very tight spread in order to get reliable shots at close ranges. The downside to this was that even at extreme ranges (25 meters and up) shotguns were too effective.

The new change defines the number of pellets being fired by the shotgun and then creates a rough circle at the target of the shotgun. The circle is then divided up into a grid and each cell receives a single pellet that’s randomly placed inside that area. Overall this increases the consistency of hitting with shotguns, and as such we've altered damage and pellet numbers for all shotguns to better balance them with this new spread pattern.

The important thing to take away from this is that at close range shotguns are still going to be very strong. At ranges of around 18 meters and up -- you know, the range where you should really be thinking "Maybe I shouldn't be using a shotgun" -- you’re not going to have the same ability to potentially deal large amounts of damage to enemies. Another thing to note about this change is that currently you're likely to do anywhere between 10% and 80% of a player's health with each blast. Now, provided you aim accurately, you're more likely to get 40-65% damage out of each blast.

You'll be able to read the full details of these change on our blog shortly.

Posted Image

You'll be able to read the full details of these change on our blog shortly.

During the downtime, we will be adding the title "True Hunter" for all that didn't exploit the bug during the Halloween Event. Additionally, rewards for the Gold Challenge Complete - Joker Tickets will be delivered to all that earned them.

 
Posted by Tiggs


Mardi 19 novembre 2013
 
APB Version 14.0 Preview - New Breed Part 4

Welcome to the APB Reloaded blog. Pull up a chair, make yourself comfortable. Today's update comes from the team on a subject that's been on everybody's mind lately: 14.0

Halloween’s over and done with and we’ve finally managed to pull ourselves out of that candy-powered-coma long enough to unveil the upcoming patch, New Breed Part 4. It’s been a long time coming, but we think that the two new contacts and the changes to vehicles will be worth the wait and add a whole new dynamic to the game.

First of all, let’s all say hello to the new contacts in Financial!

Aletta & Gumball

Aletta and Gumball are the two new contacts coming in 1.14.0. They’re specialist contacts, and have twenty levels of progression and are available to high end players. We’ve stuffed those twenty levels with clothing inventory and outfit capacity increases, unlocks for some absolutely top of the line vehicles and more brand new modifications than you’ll know what to do with. We’ve also added an unlock for the Flare Gun and some new titles to help you show everyone that you’re on the bleeding edge of progression.

Aletta and Gumball work for the Praetorian and G-Kings factions respectively and operate out of the Financial district.

Aletta’s goals are much darker than previous contacts, with other members of the Praetorians thinking that bringing her into the city might have been like opening Pandora’s box – is she going to do more harm than good in the city? Will the ends justify the means?

As for Gumball… well, he’s just in it for the explosions. Nothing burns quite like a car after ten seconds of sustained fire with an ALI-G, huh?

Vehicles, vehicles, vehicles

Both are specifically themed around vehicles. Between the Mobile Radar Tower mod (that highlights enemies near your vehicle), the Blowtorch (that burns your enemies and repairs damage to your vehicle), and the Remote Detonator which turns your beloved vehicle into a bomb on wheels, we’ve really tried to make vehicles much more important. Throw in a Muffler mod that makes your vehicle not show up on radar when you’re coasting and High Burn-Point Fuel that keeps your car from damaging you when it blows up and you're looking at some significant new vehicle-driven (no pun intended) tactics.

With all this change, though, we wanted to make sure everyone is going to stay on a level playing field. You’ll be able to buy leased versions of these modifications in the Joker store to put in your own vehicles and, from 1.14.0 on, whenever you point your reticule at a player vehicle, you’ll be able to see what modifications are on it. That way, you’ll know who’s got the radar tower, who’s got the spawn point and who’s got the ammo resupply. Prioritise targets and play tactical.

This is just a small slice of what's coming. Keep checking back for even more information on what you'll be able to find when 1.14.0 hits next week!

 
Posted by Linus


Jeudi 14 novembre 2013
 
Halloween Idol Contest Winners!

The contest entries this year were so incredible I want to puke. In a good way. Like, it makes me nauseous to look at how good they all were. To everyone who participated, you've all outdone yourselves. There were over 500 submissions and all of them stellar beyond belief.

That meant 500 agonizing decisions.

Picking winners was not easy. There were very few disqualifications for not following the rules, and there were a fair number of entrants who took ‘pop culture’ as literal as possible, giving us some great music-personality themed submissions. As far as the judging went, we interpreted pop-culture as broadly as possible here; if your submission was recognizable to us from anything we’d have read, seen, watched, or played, it was considered valid. Submissions were evaluated fiercely on the following criteria:

    How closely they matched their source material
    Overall level of effort
    Commitment to the character; this included anything like props, billboards, posing, or anything that really sold the character

So let’s get this started, shall we?

Participants

Because ALL of the submissions were of such insanely high quality, everyone who participated is getting 3 days of Premium and a Power Joker Mystery Box 7. Bam. That just happened.

Honorable Mentions

Even though narrowing it down to the final winners was so difficult, we wanted to expand the prizes to include everyone we thought still did an exceptional job.Honorable Mentions will receive 1,000 G1C for their effort!

Grand Prize Winners

    Solo


GrizzledVet
Doomed Space Marine (sorry couldn't help myself!)


B45STWOOD
Driver(+ hauntingly awesome slow-mo dance sesh)


Johnnshepard
Crysis Nanosuit

Alexxx
Vaas Montenegro (with such great posing I can hear him now! Warning: Explicit language)

    Duo

ArtemKirillov and Abssento
Scorpion and Sub Zero

UrdontWrex & HalfxLife
Best buds Duke Nukem and Gordon Freeman! 
I...I really want to play this crossover game now

    Group


BlacklightITA, TheWarX, Cobra97ITA, AllCriminalsAreB
the Beatles

Tsaki23, Drharleenquinzel, Lance, and SPO3BuRaDoR
Ash, Pikachu, and Team Rocket

Dessal, Rutherus, and WookieeMan
Captains James Tiberius Kirk, Jean Luc Picard, and Benjamin Lafayette Sisko

View Complete Album

Note: All winners per category are listed in no particular order. Winners and Honorable Mentions are going out now and should be delivered to all participants within 48 hours. Participant Awards may take slightly longer. Thank you for your patience.

Closing Words

Again we want to thank everyone for participating. I think this was the best costume contest yet!

On another note, 1.14.0 will be arriving soon. Check back early next week for a sneak preview of some of the upcoming stuff!

 
Posted by Linus


Lundi 11 novembre 2013
 
Patch 1.13.1 (442)

We're aiming at releasing a client update tomorrow (Tuesday). Maintenance should be under three hours and will start at 10 AM GMT.

Events

The Halloween has now finished for another year. Thank you for participating in it and we hope you enjoyed yourself - even if you've had to be sectioned as a result of hunting Purple Pumpkins across Financial and Waterfront... Speaking of being sectioned, the Asylum district will now be a permanent feature in APB! The Baylan district will also be available again as an alternative Fight Club map. Beacon will also make a return at some point in the near future, once we have a backend system in place to support it. You'll now find fixer contacts in Asylum that you can shop with - Simon Tran for the Enforcers and Pagan Bloodrose for the Criminals.

Bug Fix

    Weapon Skins

      Fixed an issue with the NFAS Glow in the Dark skin.

Additional Notes

When we released the Halloween event, there was a bug introduced that some players exploited. For those players that did not exploit the bug you'll be receiving a special title "True Hunter".
Some people may realize they did not receive this special title and should perhaps compose themselves in more honorable ways in the future.

 
Posted by Tiggs

 

 

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