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Warhammer Online : Nate Levy Explains Major AP Bug Fix

Posted Oct 29, 2009 by Michael Bitton

AP regen rates were altered significantly with the launch of Patch 1.3.1 due to a complex bug, which resulted in players essentially having infinite AP.

In the recently released Patch 1.3.2 this bug has been fixed, and AP rates have returned to normal levels. But with players so used to being able to just spam their attacks, there have been some concerns raised by the community over the change, and WAR's Combat & Careers Team Lead Nate Levy addresses them in this latest dev diary published on the WAR Herald.

Nate on the nasty bug:

What were the bugs that we fixed, and how did they affect game-play?

Nate: Since 1.3.1 went live, we discovered two major bugs relating to Action Point regeneration. The first was causing Action Points to regenerate during the Global Cooldown in certain situations, but unfortunately, it was very difficult to detect because the second issue masked the first. This second issue was a bug which caused server performance and load to drastically impact AP regeneration rates—so, while Action Points would sometimes be regenerating when they weren't supposed to, the AP-regen rates were also slower all-around, especially in high-stress situations such as Keep captures. The combination of these two factors essentially resulted in a wash, with AP on the whole being no faster or slower than intended overall.

However, patch 1.3.1 brought significant performance improvements to the game, and we began getting reports of players with "infinite AP"; it was the investigation of these reports which resulted in the discovery of both issues. Due to the severity of the issues, we wanted to get them corrected as quickly as possible, which meant that we aimed to get the fixes pushed to the Live game as soon as they passed internal testing. That ultimately corresponded with patch 1.3.2. It is important to note that these bugs were largely affecting players who were constantly within the Global Cooldown, while players who were primarily using abilities with buildup times or channel times were not affected, since AP regen was properly paused at those times.

For more details on the changes, read the full dev diary here.

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