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twostars

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Everything posted by twostars

  1. twostars

    Patch notes (21/10/2018)

    Changelog All region status updates will now be queued to ensure statuses are updated in the correct order. This fixes unusual cases such as offline merchant stalls sometimes not visually being shown (because the stall setup was sent before the player was spawned in), and really any other variation of that type of problem. Fixed a bug with offline merchants that caused the server to slow to a crawl after a while, causing the downtime earlier. Updated the server-side attack delay calculation to match the current client. This fixes R attacks "doing no damage" with some weapons still. Blinking players are now included in party teleports. Dead players are no longer included in party teleports. Players can now continue to interact with NPCs after clicking on a player.
  2. twostars

    I need some help

    Can you open up command prompt (Start or Windows key+R -> cmd.exe) and type this: nslookup store.apexko.com Copy or screenshot the result of this. Then try: nslookup store-bg.apexko.com Copy or screenshot the result of this. Paste both.
  3. twostars

    Bug with Inn Hosts

    Fixed for next restart.
  4. twostars

    Bug with 'Call Party' / 'Escape Party'

    Fixed for next restart.
  5. twostars

    R attack with staff deals no damage

    This has been fixed for the next restart.
  6. twostars

    R attack with staff deals no damage

    This seems to be something we're not taking into account with attack delays. The delays calculated match up with earlier versions of the game, so there must be something they added which is still affecting this for some things. I'll track that down in the current client and see what the go is with that.
  7. twostars

    I need some help

    What does "More information" say?
  8. twostars

    Winter IS COMING!

    No it isn't. That's the unfortunate nature of timezones.
  9. twostars

    Halloween Event

    Yes, I'm still trying to get on top of it. Don't plan for it to be the same as last year.
  10. twostars

    UTC still open

    https://apexko.com/schedule UTC opened up 1.5 hours ago. It's supposed to be open right now.
  11. twostars

    Patch notes (19/10/2018)

    Changelog The Power-Up Store will no longer error with "Transaction canceled" the first time you try to recharge your Apex Points. The client should no longer error with 'Script failed' when on the payment information page when recharging.
  12. twostars

    GM PLS FIX MY PROBLEM WITH PUS!!!!!!!!!!!!!

    Try changing your passwords. If they have special characters in them, it may cause this. If it fixes it and you had special characters in your password, please let me know what those special characters were so I can check it. Thanks.
  13. twostars

    Staff Skill

    Diminishing returns seems to have addressed the concerns you guys had with rates. Closed.
  14. twostars

    Blink Bug and TP Bug

    Blink bug was fixed, other issue is the cast animation speed issue we all know and love.
  15. twostars

    Teleport 'bounce-back' bug

    I'm assuming the silence means it's fixed now. Closed.
  16. twostars

    Blink & game crash

    Split other bug into new thread: Closed.
  17. twostars

    Patch notes (18/10/2018)

    Changelog Fixed a crash that occurred when a lot of data was received by the client (e.g. zoning into Moradon). Fixed a couple of cases where large data was no longer compressed, causing much more network traffic than usual. Inaccurate Blinks (which appears to be caused when playing with a low frame rate) are now better handled and should no longer report "Failed Blink" in the client (as opposed to the regular error "<skill> failed").
  18. twostars

    Blink & game crash

    See how Blink is now. If it still fails, let me know your character's name and a rough indication of when it failed.
  19. twostars

    Blink & game crash

    Issue with it crashing should be fixed as of this restart, in addition to other necessary server-side optimisations. I'll re-enable batching which may still cause unintended side-effects, but we'll see how it is. I can always turn it back off at any point.
  20. twostars

    Blink & game crash

    Good to hear. Looks like the client's decryption couldn't deal with such large data (lots of players in Moradon), so I've temporarily disabled batching until I can figure out why that is. With it disabled, what's the status on the Blink issues? Is it failing less than before?
  21. twostars

    Blink & game crash

    See how it is now.
  22. twostars

    TS & Stun & Slow

    How are stuns/slows/cancellations feeling with diminishing returns? Less frustrating?
  23. twostars

    Teleport 'bounce-back' bug

    Please let me know if this is still an issue after this post.
  24. twostars

    Patch notes (17/10/2018)

    Changelog Drains can now only be used once per target per 60 seconds, meaning that only 1 drain can be applied to a single monster (or NPC) in that 60 seconds regardless of who is trying to use it. This intends to discourage players from forming parties specifically to abuse the effectiveness of drains (e.g. on Ultima), while still giving them value. Note that this does not apply to player targets. Fixed the remaining cause of debuffs being cured before they're applied in the client. This caused debuffs (e.g. Divide Armor) to 'stick' and not expire visually without a relog/zone change. Fixed a bug with erroneous data being sent to the client unnecessarily. Reduce batched packet delay to better line it up with movement to try to minimise movement delays. Implemented measures to prevent visual 'bounce-backs' after being teleported. Removed nation restriction for monster quest credit. This intends to discourage scenarios like players swapping to one nation to kill Ultima to ensure credit. Fixed a bug causing loot to be inaccessible when the monster's location is considered unusually higher than the player.
  25. twostars

    Patch notes (16/10/2018)

    Changelog Debuffs can no longer be cured before they're applied in the client. This caused debuffs (e.g. Divide Armor) to 'stick' and not expire visually without a relog/zone change. Special thanks to Sick for helping to track down and consistently reproduce this. Cubed targets can no longer be affected by any AoE whatsoever.
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