Apex Legends

Apex Legends Dev Tracker




14 Jun

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Originally posted by alex_RSPN

This is AWESOME!! Have you posted to Twitter by chance? Would love to RT on the official Apex channel

JK I found it. Love all of your work <3_<3

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This is AWESOME!! Have you posted to Twitter by chance? Would love to RT on the official Apex channel

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This map was a major inspiration for Skull Town. Thanks for the memories!

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This map is so old, there's meat still on those bones. :)


13 Jun

Hey all,

We've seen the reports of players missing the Twitch Prime Omega Point Skin, we pushed out a fix that should resolve the issue now. It should be back in the skins menu, if it's still not showing up, try restarting the client and let us know if you still experience the issue.

External link →
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Originally posted by JR_Shoegazer

/u/Jayfresh_Respawn I used to get 144-200 FPS, after the 1.2 patch I was getting 60-80 FPS. I’m now playing at 1600 x 900 resolution to get better frame rates.

With console commands I was able to make the game perform much better. Will Respawn be allowing console commands that make this possible in the future?

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Originally posted by Aetherimp

Yay!

I still think 7, 10, 15, 20 would be perfect.

7 gives you 15 seconds outside.

10 gives you 10.

15 gives you 7.

20 gives you 5.

15 seconds isn't long enough for a fight, but it's long enough to get a med or two off in case you get stuck outside of the circle.

Edit: Apparently, damage ticks are every 1.5 seconds, not every 1 second, so my numbers are a bit off.

Noted. Give it a shot today, see how it feels and let us know. We'll be watching for feedback and might tweak the values more if needed.

Hey all,

This afternoon we'll be adjusting circle damage in Elite Queue. After letting the original change marinate for a couple days we agree with the feedback that the first circle damage is a bit too aggressive so we've made some adjustments. 

Around 4pm PST today, circle damage in Elite Queue will be the following:

  • First circle now does 7% damage per tick [previously this was 15%].
  • Second circle does 15% damage per tick
  • Third circle does 20% damage per tick
  • Remaining circles do 25% damage per tick.

Thanks for the feedback on this. Let us know how it feels

External link →
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Originally posted by FrozenFroh

I'm truly sorry for assuming the engine couldn't just by seeing them teleport between matches

Ahaha, no need to apologize. I never said or proved the engine could handle moving entities that large either. :)

One thing I would like to say though is that, yes Titanfall and Apex are ostensibly Source games, but we have years and years of code work and changes done onto the original version of Source we received. What is possible or not in GMod etc is not a good indicator for what we can or cannot do in our games.

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Originally posted by FrozenFroh

Teleport, the game can't handle them moving

Edit: Ooooooh interesting

Really?


12 Jun

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Appreciate you folks capturing this and calling it out. We're aware and looking into it.

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The Logan on the gun did not make CoD Ghost or reference to that guy lol

And obviously we know who the Josh on the gun is 😏


11 Jun

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Originally posted by EmkayUltraMagoo

u/dko5

u/Jayfresh_Respawn

Don't suppose you guys can elaborate a bit on this soon? :)

Yeah we can talk about this more when we get closer to S2 launch. What I will say now is that it's a first iteration that we have desire to build on. The designer and I did look through previous feedback and worked to get some of the things you folks requested in there but I'm sure there will be additional requests after it's out.

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Originally posted by Nightlycarton

What’s the localization issues on Xbox? Can you expand on the fixes?

Sure, this is related to some cases of French and Japanese text not showing correctly or being incorrect. They were fixed for PC and with this client patch we were able to migrate those fixes to consoles. Mostly it's just corrections and polish.

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Originally posted by HexFyber

"Fixed a number of game logic script errors." Does that include code:leaf?

Not yet but we're working on that one. When that fix comes I'll call it out specifically. Appreciate you folks hanging with us on that one I know it's been a pain for many of you.

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Originally posted by Buglunchbag

  • Fixed issue with “nerfed” skydiving from a Jump Tower.

What does this mean? Was the previous change reversed?

  • Fixed audio bug related to Octane’s Jump Pad.

Thank god! I was losing my mind hearing that damn trampoline every few steps.

Sky diving from balloons should feel how it felt before the last patch now.

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Originally posted by dsmeister

What about our favorite friend: leaf

We're on that. Still more investigating to do on it but I'm hoping to have more info on progress when we update Known Issues later this week.