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Mardi 25 novembre 2014  
 
Patch 1.18.0 (653)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 10 AM UTC.

Bug Fixes

    Exploit Prevention

      Fixed more areas of both Financial & Waterfront that could result in false positive out of bounds detection.

    Weapon Skins

      Fixed cases where the Halloween Ghost skin wouldn't glow in the dark on all weapons.

    Text

      Fixed a few lingering elements of 'Fright' Club.

    Contacts

      Fixed an issue where players could still progress Trick & Treat in Open Conflict districts.
 
Tiggs


Jeudi 20 novembre 2014  
 
Patch 1.18.0 (651)

We will be taking the servers down at approximately 10:00 AM UTC for an update. The estimated downtime will be approximately 2 hours.

Bug Fixes

    Exploit Prevention

      Fixed more areas of Waterfront where you could be marked out of bounds in error.

    Clothing

      Fixed an issue where female characters wouldn't receive the Monster Backpack reward.
      Fixed numerous areas where you could be incorrectly marked as out of bounds.
 
Tiggs


Mardi 18 novembre 2014  
 
Patch 1.18.0 (649)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 10 AM UTC.

Changes and Additions

    The Horseman event has ended...but, for how long? Glad you all had a devilishly good time and looking forward to next years sequel.
    Players who have achieved the 'Bloodshed' achievement should automatically receive the Monster Backpack as a reward in-game, check your Wardrobe.
    The Halloween Ghost (Blue Glow in the Dark) skin reward for achieving the Gold challenge in Asylum 'Fright Club' over the Halloween period will be sent out later in the day.

Display

    APB will no longer render on secondary screens when spawning maps are open.

Contacts

    Prevent players from interacting with their opposing faction's contacts in Asylum, which could previously lead to your character being frozen in place.

Bug Fixes

    Server Crash

      Fixed a very rare server crash related to leaving and entering vehicles.
      Fixed a rare server crash related to mobile spawn points.

    Client Crash

      Fixed a crash that could occur when leaving APB.

Exploit Prevention

    Fixed numerous areas where you could be incorrectly marked as out of bounds.

    Useables

      Fixed an issue where characters couldn't use their field suppliers on moving vehicles.
 
Tiggs


Vendredi 14 novembre 2014  
 
Patch 1.18.0 (647)

We will be taking the servers down at approximately 17:30  UTC for an update. The estimated downtime will be approximately 1 hour.

Bug Fixes

    Environment

      Fix of issues that caused players to be killed by entering a forbidden area.
 
Tiggs


Vendredi 14 novembre 2014  
 
Introducing Jobs!

Hi All!

Unbeknownst to most people outside our immediate team, we have been in a slow, deliberate long-term transition here at Reloaded. Starting back in June, we began the gradual migration of key APB production tasks and responsibilities from Linus to Jobs.

By the end of July, Jobs had taken over all key tasks, and Linus started scaling back his day-to-day role. Linus completed his planned move, and is now pursuing other interesting opportunities. I am sure you will hear from him again in the future, but before we let him go completely, I just wanted to take this chance to say a few words about him; Linus has been an amazing co-worker and partner for over 6 years, originally starting as a GM on the old Korean-developed RPG “Knight Online,” eventually becoming Associate Producer, and finally Producer for several of our key titles including APB and Fallen Earth. His passion for these games and in particular his immaculate attention to detail around immersion and the role playing experience will be missed, and we wish him all the best.

Now, as luck would have it, we were incredibly fortunate to have a great mind waiting in the wings for APB, who was ready to step up to the plate when the team needed a great new starter. Jonathan a.k.a “Jobs” is a bit unusual since he did not arrive in the producer’s chair via the traditional path of QA or project management. As most game industry veterans will tell you, a common path for people into a production role often starts with a passionate gamer applying for a black-box QA, Community or Game Master Position, then after a few years advancing into project management and eventually arriving in design or production roles.

Jobs destroys that mold by having started with Reloaded as a hard core developer and engineer. Who also happened to be a passionate APB and shooter player himself. For the last several years Jobs appeared frequently in game using his “Cancer Stricken Steve Jobs” character (sure – he has a sense of the macabre), and joined various groups and clans along the way and got himself deeply immersed in the APB community.

After all, who can forget his classic “Apple Release Day Line Up” from 2012?


The first major project that Jobs helped usher in for APB as acting producer was actually the full launch of FairFight, which has turned out to be a critical milestone for the game.

Now he is deep in the weeds of the next major experience upgrade, especially focusing on the next gargantuan task; match making (and all the ins and outs of revamped and expanded matchmaking will be something he shares in a later blog post). But with that; here is the word from Jobs, your new producer:

/TechMech

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Hi all, Jobs here!

The APB community has always been our greatest asset, and I and the team are constantly working to improve this very large game, though sometimes this can be a complicated task due its colorful history. Even so, this is our shared mission, and one that I and the team are tackling with gusto and enthusiasm every day!

As this year comes to a close, I’d like to talk about some of the drastic changes we have been working on and implementing the last several months, and also some things we are going to be focusing on very shortly. But before I go any further, first I’d like to share a note from our former Producer, Linus:

    You might be wondering why I've been kind of quiet for a little while. The reason? After 6 amazing years -- some easy, some hard, all of them the best years of my life -- I've decided to expand my horizons and challenge myself in different ways. From the moment I decided to work in this crazy industry I knew I'd only be satisfied if I could do a lot of different things on a lot of different games, which to me meant I'd have to change companies every couple of years. Reloaded, however, afforded me that opportunity without having to leave, and after working on so much, learning a ton, and meeting so many great people, I just sort of threw out my old plan and stayed here for a very long time, through some massive changes at the company. It has become comfortable, though, which is both a blessing and a curse, but that old itch for change and variety is rearing its head, so it's time to add some discomfort and newness to my career.

    I can't express how lucky you are to have Jobs at the helm now (who, let's face it, was always 1000x better at playing the game than me anyway, and someone who gave me great feedback on the in game experience), that if you didn't already know you were in good hands -- well, you're in good hands. I've seen the roadmap. Things keep getting better, and Jobs is the guy who will usher in these exciting changes.

    If you want to keep in touch, you can do that at twitter.com/joe_willmon, where sometimes I say things that are almost as funny as that one post I wrote on the forum about the PMs cheaters send me.

    So long my friends! It's been real fun.

    / Linus

For those who I haven’t had a chance to meet over the last few years, I’m known in-game as the character Jobs in the Colby (NA West) server. Since we launched APB:Reloaded in 2011 I’m proud to say I’ve lived the APB experience – had hundreds of glorious victories and crushing defeats; shared hilarious and absurd moments around the open world with teammates; created and exchanged (some not so) incredible pieces of music and art; and stayed up playing many hours past my bedtime (much to the dismay of my significant other).

So why the delayed introduction? In short, I've been determined to improve our service and gameplay experience for you since day 1 – but first, I felt it was important to first and foremost show you progress before promises.

Today we’re able to boast a massive reduction in cheating activity through our partnership with FairFight combined with all the new internal systems we rolled out simultaneously to the FF launch, so that hackers who would have ruined your matches are now quickly rooted out and removed from the game.

We have boosted the size of our development, art and support staff to bring you more content, more quickly. We've boosted our GM presence in both the game and forums to promote positive behavior throughout our community. We've increased the number of channels to gather direct feedback from our players. We have renewed our focus on giving back to our strongest supporters through giving out hundreds of thousands of gifts through programs like loyalty rewards.

Most importantly, we've been developing innovative and meaningful changes to core gameplay systems, the first of which you've seen in the "Headless Horseman" event, where we suddenly were able to turn entire servers into a pseudo-zombie/infection mode games.

That said, there is still a *lot* of things to be done. Just to name a few, performance is still unacceptably poor for some players and in some cases for all players; the matchmaking system is one of our biggest headaches, and it too often makes less-than-ideal matches from too small of a selection of available opposing teams on a single server (fundamentally only having a dozen or so opposing teams to pick from is not sufficient for a consistent experience), sometimes players wait too long before getting another match; and game-play isn't as intuitive and engaging as we’d like in every situation (though of course, once you get a hang of it, APB: Reloaded can be incredibly hard to put down, and has proven to be a very sticky long-term experience for many players).

But, my goal is simple; any part of the experience that can be improved, will be improved. Our team knows that you deserve the best possible game, and at the end of the day we are APB players too and want a great experience for ourselves and our friends.

Our focus over the next year is simple: growing and improving of APB:Reloaded. The only way we can make that happen is to improve the experience and the level of service that we offer, both in and out of the game.

And as our new lead designer Ricardo mentioned two posts ago, we’ll be placing special emphasis on creating a more engaging, intuitive and fun gameplay experiences for both new and veteran players alike.

As Producer, I couldn't be more excited about the growth and evolution of APB:Reloaded in 2015 and look forward to bringing you these new developments to you this coming year.

/Jobs

 
Bjorn Book-Larsson


Mercredi 12 novembre 2014  
 
Patch 1.18.0 (645)

We will be taking the servers down at approximately 10:00 AM UTC for an update. The estimated downtime will be approximately 2 hours.

Bug Fixes

    Witness Missions

      Fixed a mission issue that was preventing the witnessing missions from starting in both Financial and Waterfront.

    Server Crash

      Fixed a rare issue that could cause a server to crash.
 
Tiggs


Mercredi 12 novembre 2014  
 
Patch 1.18.0 (644)

We will be taking the servers down at approximately 10:00 AM UTC for an update. The estimated downtime will be approximately 3 hours.

Changes and Additions

    Anti-exploit Systems

      Exploit Prevention

        Geometry

          Adding a new exploit prevention system that will cause a player to immediately die if they attempt to get inside building geometry.

        Height

          Adding a new exploit prevention system that will cause a player to be killed if they attempt to access high areas, such as the roofs of buildings, which they are not meant to be able to access. Players will have 20 seconds to return to the map, or they will be killed. A count down timer will be displayed.

        Mission Items

          Any mission item that can be carried (briefcases, safes etc.), which is taken to an area that is considered "out of bounds", will now be automatically dropped and force re-spawned, after a short period of time. Additionally, work has been done to prevent the exploit where players could force task items inside building geometry.

Other Changes and Additions

    New Weapon Skin

      Adding a new Blue Glow in the Dark weapon skin ("Ghost Skin"), for everyone who achieves the gold Fight Club Challenge in Asylum, over the Halloween Event period. PLEASE NOTE: The skin will be sent out to everyone who earned it, a few days after the Halloween event ends, which is on the 19th of November. We will be sending the backpack out at the same time, for everyone who has earned it by completing the Halloween event achievement called "Bloodshed".

    New Weapon

      This build introduces the C9 weapons (nicknamed: "Wasp" and "Hornet"). Both variants are mechanically based on the OCA 626 and provides the same great firing dynamics. The C9 will be available in the ARMAS Marketplace soon.

Bug Fixes

    Server Crash

      Fixed a rare issue related to the Horseman event.

    Environment

      Fixed an issue where garage doors would occasionally allow you to target players through them.

    Mission Logic

      Fixed an issue that would prevent items being delivered on certain mission stages.
      Fixed an issue that previously meant that, when a mission objective was to arm a bomb on a vehicle with a fuse on it, blowing up the target vehicle before the fuse expired would cause it to respawn with the fuse ticking down but the objective not being show as "Arm Bomb".
      Fixed an issue that was preventing a mission being completed if a vehicle was destroyed while it was carrying items.

    Weapons

      Grenade Launchers

        Fixed a long-standing issue where these weapons would be held too high when fired.
        Fixed an issue where male characters arms would intersect with their heads when holding a Grenade Launcher at low stamina.

    UI

      Text

        Fixed an issue on the Friends List UI scene that caused some of the tool tip text to use colour (red/blue) when it should be black.

    Text

      Fixing a typo for one of the variants of the ARS Powerbright-II that incorrectly labelled it as for the T-25 instead of the Broadwing.
 
Tiggs


Mercredi 5 novembre 2014  
 
Patch 1.18.0 (638)

Changes and Additions

The following changes have been made to the Horseman event:

    There's now a 1 minute gap between events in event-only districts.
    You can now freely leave the horseman event district during the pumpkin smashing phase but not once the horseman has been selected.
    Survivors no longer get Swarm bonuses for converted players.

Bug Fixes

    Exploit

      Fixing an issue that allowed players to scale walls to reach areas they were not meant to be able to access.

    Server Crash

      Fixed a server crash that could occur under certain conditions on the Horseman event.
      Fixed a server crash that could occur in the Event districts.

    Client Crash

      Fixed a client crash that could occur when a player was added to the horseman event.

    Event

      Fixed an issue were the Pumpkin soldiers were receiving survivor instructions.

      UI

        Survivor marker now appears above the player, rather than within them.
        Fixed an issue where a player being marked in a vehicle would not display correctly.

    Voip

      Fixed an issue that was causing the VOIP icon to function incorrectly in an event district.

    Text

      Fixing typo in the Horseman's hud message (HORSEMEN is now HORSEMAN)
      Fixing a text error in the Financial description text on the District Select screen.

    Location Information

      Waterfront

        Fixed an issue where the top of the Port Authority building was being displayed as " Wharfside Money Maker Factory".
 
Tiggs


Mardi 4 novembre 2014  
 
Patch 1.18.0 (637)

We will be taking the servers down at approximately 4:30 PM UTC to address the server crashes. The estimated downtime will be
approximately 1 hour.

Bug Fixes

    Server crash

      Fixed a server crash related to the new Halloween Event.
      Fixed an issue with the new Halloween Event that would cause a server to crash.

    Event

      Fixed an issue that was preventing players from being able to leave an Event district (NOTE: You still won't be allowed to district switch if you are the protagonist (the horsemen) of the event).

    Text

      Fixed a text error in the objective description given to the protagonist of the new Halloween event.
 
Tiggs


Mardi 4 novembre 2014  
 
Halloween '14 - Part 3

As promised in the last blog post, we now offer you APB: Reloaded Halloween Event.  This Dynamic Event is unique, compared to the events that have been released in the past.  This event is our test bed in trying and introducing new elements, mechanics and direction to the existing system.  We are proud of what has been created and enjoyed playing it as much as making it. I thank you the players, for your patience and your understanding for the minor delay (we actually finished 2 days earlier than announced). I know you all want to jump in ASAP, so it is with great pleasure I present to you:

Halloween 2014 Horseman Event

The rules for the event are simple:

    1. Collect X amount of pumpkins to become the Horseman and start the event (Timer Starts).
    2. The Horseman must kill other players to convert them Horseman’s army (Soldiers).
    3. Soldiers must kill other players to recruit them into the Horseman’s army.
    4. Survivors must avoid being killed, till time runs out (Timer Ends).

Note :  Survivors blip on the Horseman’s army's radar when the bell tolls, signifying that the Horseman Event is coming to an end...keep fighting, running or hiding to survive.

Additional notes

    Horseman

      Buffed up health, flare gun and a custom steed envegas
      Earn points by killing Survivors

    Soldiers

      Able to re-spawn multiple times without penalty
      Earn points for killing Survivors

    Survivors

      Earn points for surviving 
      Earn extra points for killing and becoming the Horseman

    Strategies seen during testing

      Survivors team up to attack the Horseman (earning kills and assists)
      Soldiers working together to coral Survivors into a corner
      Horseman being used as bait to draw Survivors into traps

PRIZES AND REWARDS

Achievements, titles and a new backpack can all be won and earned in this year’s HORSEMAN event.

So until next time San Paro citizens…

Ricardo “MoK” Viana

 
Tiggs

 

 

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