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Showing results for tags 'a path beyond'.
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untilChronosphere initialising...
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A Path Beyond Red Alert: A Path Beyond Game Night
cyberarm posted a topic in Red Alert: A Path Beyond
[blurb]On November 16 at 8 PM GMT[/blurb] -
untilHow can we improve APB? What feedback do you have for the team? Join in for the Round Table before the Game Night and chat with the devs!
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A Path Beyond Red Alert: A Path Beyond Game Night
cyberarm posted a topic in Red Alert: A Path Beyond
[blurb]On August 11th at 7PM GMT[/blurb] -
[blurb]On July 6th at 7PM GMT[/blurb]
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A Path Beyond Red Alert: A Path Beyond Game Night
cyberarm posted a topic in Red Alert: A Path Beyond
[blurb]On May 19th at 7PM GMT[/blurb] -
untilKeep the Reds from breaking through! Come on by for some APB fun! Join us on the Discord during the event for voice chat laughs and teamwork! https://discord.gg/w3d-hub-270678524619128843?event=1223686204717793311
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untilRenegade's 22nd Anniversary Event, Day Seven: I'll get my wrench.
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- A Path Beyond
- Game Night
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untilYet another Chronosphere accident... We've been thrown back to the mid 2000's and APB 1.2!
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untilJoin us for the first Red Alert: A Path Beyond game night of the year!
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untilLooking to scratch that APB itch? Fear not, comrades! We have a Game Night set during the Red Alert anniversary, so why not join in this November 27th? Get to it!
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Version 1.0.2
273 downloads
The successor to "APB Classic EVA Voice 1.0.1", this addon makes use of voice cloning technology to get the EVA from the original RA1 to say anything! This addon may be subject to updates, so don't be afraid to post feedback! (especially if you can tell me how to do the feedback.) This addon is for version 3.6.4.1 and later. Install instructions: Put the sounds in the APB directory -> data and you're done. Credits to Uberduck.ai for making this possible! -
View File AI-Cloned Classic EVA The successor to "APB Classic EVA Voice 1.0.1", this addon makes use of voice cloning technology to get the EVA from the original RA1 to say anything! This addon may be subject to updates, so don't be afraid to post feedback! (especially if you can tell me how to do the feedback.) This addon is for version 3.6.4.1 Install instructions: Put the sounds in the APB directory -> data and you're done. Credits to Uberduck.ai for making this possible! Submitter gammelon Submitted 04/24/2023 Category Custom Audio
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Does anyone remember the game? Did anyone notice server is constantly empty lately? Is APB... dying? Honestly, APB was and still is one of the best game I ever had a pleasure to play. But apparently, latest changes are not what me and as I assume - other players - would like to see (with all respect to Pushwall and all other Admins&Mods for their hard work over making the game better). Still tho, server is empty, no games played and noone honestly like playing the game with bots in a long term. I didn't even downloaded current update - because there is no point in it. So I am asking you guys - what is happening? You also don't like changes made in the latest updates? Or is it other reason for you not to play the game? I would like to enocurage everyone to share their thoughts. And, damn, I miss those evenings spent on playing APB. I hope I'm not alone, and APB will be back alive.
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untilNew APB update on the horizon! Featuring new vehicle factory queues, Minelayers being able to remove their own team's mines, redesigned NorthByNorthwest, and more! Stay tuned for the dev update! MARK YOUR CALENDARS FOR APRIL 30 APB GAME NIGHT/7 PM GMT
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untilJoin the fun this coming March 19th! APB Game Night!
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Join the fun this coming Saturday, March 19th! APB Game Night! Full details in the poster. BE THERE!
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Impromptu game night requested by our newest tester @ greyson!
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I have a small gripe about the Mammoth Tank's self-repair ability. Because the game makes vehicle armor more superior than health (a great mechanic in-of-itself), the tank "repairing to 50%" isn't really at 50%. Another to say it, in Red Alert, a Mammoth Tank self-repaired to 50% health would be as strong as a light tank. However in APB, it's repaired 600 health would be inferior to a 300/300 light tank. I really appreciate this unit's design and the beautiful balance this game currently has. You can tell a lot of hard work has been put into testing and balancing. So i just want to make it clear i say the above out of thankfulness and as a "for your consideration". Slow vehicles are usually at a disadvantage on large maps, since the enemy has plenty of time to respawn and attack you over and over to whittle you down. Can we consider some sort of full-heal upgrade for the mammoth tank? But armor self-repair only starts if the tanks has been out of battle for a while?
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Compared to the Hind and Mig, i found the Yak very cumbersome to use and having small practical benefits. Would anyone care to weigh in on how to use it more effectively, or balance suggestions?
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3.6.1.0 General Changes Hitmarker behavior has been edited so that direct weapon projectiles once again provide instant feedback, and explosion damage provides server-side feedback. Stealthed friendly units and objects now appear on the radar compass when the Radar Dome is disabled or destroyed. The new repair script now has an added "anti-leave-zone-to-remove-repair-debuff" feature. Increased naval repair zone sizes. Made an adjustment that should reduce or eliminate the issue with getting stuck in airplanes right after they land. Vehicles BTR Adjusted so that it is more vulnerable to rockets and shells, but slightly more resistant to small arms and C4 explosives. Skin and shield changed from Light to new BTR type. Health and shield values decreased. 250 -> 200 M.A.D. Tank No longer receives damage from other M.A.D. Tank sonic detonations (this change does not apply to Angry Tanks on Lunar). Mammoth Tank Secondary missile velocity increased. 75 -> 100 Secondary missile turn rate increased. 225 -> 275 Missile Sub The AA missile secondary fire can only lock on to aircraft. Hind Cannon can tilt its firing angle 22.5 degrees higher. Yak Adjusted handling to feel more lightweight. MiG Missile damage effectiveness has increased against aircraft. Two salvos (one full payload) can destroy a Longbow that's at full health, but only just barely. 0.5 -> 0.75 Levels Improved bot behavior around doors. Moved the trees and a rock on the bottom of the cliff outside the Soviet Refinery slightly away from that cliff, so vehicles going down that hill won't get stuck. Blocked off a vehicle stuck position between one of the Flame Towers and a rock. Fixed a couple floating objects. The lightpost at the Allied Service Depot emits light properly. Fixed some texture blending issues near the Soviet base. Filled in some missing polygons in the west Allied infantry tunnel. Unfloated a tree near the west Allied infantry tunnel. Removed an out-of-place pipe prop behind the Soviet Barracks. Submarines no longer get stuck on the lighthouse beach. Replaced Allied Service Depot with a large rock. Changed the pine needle texture to grass in a few spots where there used to be trees. Broken Tire Ragtop Skin and shield changed from Light to new BTR type. Health value decreased. 600 -> 500 Shield value increased. 250 -> 500 Railgun range increased. 66 -> 75 Cost increased. 1200 -> 1500 Fixed Spy character string. Fixed one of the Hind landing points that made them stick in place. Converted the Service Depots into destroyed versions. Added a destroyed Pillbox and Flame Tower at the base entrances. Rotated the now-destroyed Allied Service Depot 90 degrees, resulting in less smoke from it appearing in the Allied Barracks basement. The oil pumps in the bases no longer start teamed. This fixes a bug that was introduced when the objective markers were added. Fixed some texture blending seams with the snowy grass. Fixed a hole in a rock that's in front of the Soviet base. Fixed a vehicle stuck spot at the base of a cliff northwest of the Soviet base. Grounded a small patch of floating grass next to the gem field outside the Soviet base. Fixed a stuck spot on a rock northeast of the Allied base. Also sank the rock a bit so that it doesn't have gaps at the base. The section of land leading to the north side of the Soviet base has been cut out, removing this area as an Allied attack route option. Removed the cave behind the Soviet Construction Yard. Grounded some floating trees near the lighthouse. Fixed a stretched texture going up the ridge to the lighthouse. BTR's can be purchased. Updated Chrono Tank teleportation spots. No longer can the Chrono Tank go onto the hill behind the vehicle barricades, no longer can it attempt to teleport onto the Allied Ore Silo, and other spots were filled out such that it has fewer restrictions in clear ground areas. Vehicles can no longer drive up to the Volcano peak. Updated the overhead map. Blocked vehicle access to a sliver of the Soviet ridge. This removes an exploit position for V-2 Launchers.
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Join us December 4th for an APB Game Night! 8 PM GMT @ Official APB Server! Don't miss it!
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