I believed so, but we were just updating our project to GameMaker 2.3, so I thought I'd wait and see if things went better on that. Other developers on the team were still having crashes (specifically 'Attempting to use a non-existent Lua state!' the first time they tried to use the newly created state) whereas it worked for me. Using Process Explorer, I've seen that the GameMaker Runner, as well as using Apollo.dll, is using msvcp140d.dll and vcruntime140d.dll (among a hundred or so others, but these caught my attention since they are debug builds). I've found I can recreate the Apollo crashes that the other developers are having (as well as getting a list of DLL-loading error messages with Apollo in the text while the game is compiling) if I deleted either one of those DLLs from my system directory (specifically the Windows/SysWOW64 directory in my case, though that's probably just for 64 bit Windows).
I re-downloaded the latest Apollo to be sure when moving across to GM2.3, but I think we were using the latest version of Apollo all along. I don't expect you would have intentionally used debug DLLs in a release build anyway, so presumably this would have been an accident no matter what version it was. I've certainly made that mistake myself in the past!