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Wild Assault Dev Log #56: Q&A on Key Content in the Current Version 9-10

[p]Hello Wild Ones![/p][p]Over the past two weeks, we’ve received a flood of player feedback. We hear you loud and clear about the “Bear BOTs wrecking everything” and share your frustration over performance dips and stutters. In this week’s update, let’s skip the fluff and talk straight about how we’re tackling the most pressing issues—and what the new Raccoon Valiant is shaping up to be.[/p][hr][/hr][h3]Part 1. State of Play – When BOTs Hit Harder than Cheaters[/h3][p]First, a real piece of fiery feedback from the community:[/p]
[p]Can you nerf the Bear BOTs already? I looked at the scoreboard in a 1v1 match—the other team had six Bear BOTs that were practically invincible, melting me on sight. How is that fair?! And the matchmaking… putting me in a 1v4, are you trying to make me quit?!”(╯°□°)╯︵ ┻━┻[/p]
[p]Our response: We totally get that “die the moment you step out” feeling.[/p][p]Yes, the current large-sized BOTs have evolved a bit toowell in their aiming logic. Their stats and mechanics are indeed overtuned, and this is now in our pipeline for adjustment.[/p][p]Regarding uneven BOT team compositions—that’s been fixed. We’ve also applied balancing between both sides, so lopsided stomps should be much rarer now.[/p][hr][/hr][h3]Part 2. Just the Roadmap – Optimization Plans[/h3][p]To help keep the blood pressure in check, here’s our action plan, split into Already Live and In Progress::[/p][p]🛠️ Phase 1: Recent Surgery Table[/p]
[p]Core Module[/p]
[p]Changes[/p]
[p]Status[/p]
[p]🤖 BOT Logic[/p]
[p]Team comp balance: hard cap of max 4 large-sized BOTs (e.g., Bear) per team. Difference between teams ≤ 1.[/p]
[p]✅ Live / Monitoring[/p]
[p]🐺Scout Class Tuning[/p]
[p]Significantly boosted Jack and Crock’s intel-gathering capabilities on the battlefield.[/p]
[p]✅ Live / Monitoring[/p]
[p]🔫 Weapon Adjustments[/p]
[p]Evaluating changes for Marksman Rifle balance, Galil effectiveness, Marquez’s limited arsenal, and Krog’s weapon synergy.[/p]
[p]🔄 In Progress[/p]
[p]📉 Performance Optimizations[/p]
[p]GPU load reduction: solutions in progress for frame drops and stutters during high-density fights (20+ players).[/p]
[p]🔄 In Progress[/p]
[p]🛠️ Phase 2:Long‑term Lab[/p]
  • [p]Matchmaking: Researching dynamic systems based on current player count. Rookie protection and preventing mid-game joins are promising directions.[/p]
  • [p]PVE Progress: Core gameplay loop is built; enemies now follow multiple designated attack routes.[/p]
[hr][/hr][h3]Part 3. Valiant Balance – It’s Not Just About Numbers[/h3][p]🛡️ Specialists:We’ve gathered tons of suggestions for Uly (Meerkat), Vladimir (Bear), ZhenShan (Panda), and Marquez (Skunk). The team has reviewed last round’s balance data plus the new feedback, and we’ve selected high-impact, creative tuning ideas for implementation and testing.[/p]
  • [p]Uly’s Model SN3100 is especially interesting—we think you’ll like it.[/p]
  • [p]Planned release: February 12. Stay tuned![/p]
[hr][/hr][h3]Part 4. Community Co‑creation – How Should the Raccoon Play?[/h3][p]We’ve received 170+ player‑submitted skill concepts for the new Raccoon Valiant![/p][p]You’re really treating him/her like your own child… ( ̄▽ ̄*)[/p][p]The most popular design directions include:[/p]
  1. [p]Scavenger Instinct: Enemies drop extra loot (multiple ammo packs), increased pickup range (fits the raccoon persona perfectly).[/p]
  2. [p]Trait Effects: Faster reload, movement speed boosts, various haste buffs.[/p]
  3. [p]Info‑warfare: Throwable scout drones or sensor mines, deployable smart turrets.[/p]
[p]We’re synthesizing these ideas and working to pull him/her out of the Excel spreadsheet and into the game ASAP.[/p][p]Also, the suggestions for “pre‑war skins” (young Norman, scientist Marquez) are brilliant—our art leads have already noted them down![/p][hr][/hr][h3]Part 5. Closing Notes[/h3]
  • [p]If you encounter suspected cheats or bugs (e.g., crash on snow map), please keep the game logs or a recording and send them to us via Discord/Twitter DM. That helps us fix things much faster than just calling our servers “potatoes”![/p]
  • [p]By the way, aside from the above, what else would you like to see in future Weekly Logs? Let us know in the comments![/p]
[p][/p][p]Thank you to all Valiant who keep fighting on. We’ll see you next week![/p][p][/p][p]Combat Cat Studio[/p][p][/p][p]X:https://x.com/WildAssaultGame[/p][p]Discord:https://discord.gg/WildAssault[/p][p][/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Early Access January 29 Hotfix Patch Notes

[p]Hello Wild Ones,[/p][p]We will be performing a live update at 02:00 AM PST on January 29. Ongoing matches will not be affected during the update, but matchmaking will be temporarily unavailable. Please exit the game, update your game client via Steam, and then relaunch the game.[/p][p][/p][h3]🔥 Main Event – Arms Exchange[/h3][p]Battlefield supplies have been urgently redeployed! The exchange program is now open—complete missions to earn limited weapon skins![/p]
  • [p]Event Rules: Participate in daily battles to complete specific tasks and earn Exchange Points.[/p]
  • [p]Event Rewards: Redeem points for large amounts of Beast Bones and Beast Tokens. Complete the core progress milestones to unlock the ultimate prize: DMP-Cherry Blossom Fan-Made Weapon Skin![/p]
[p][/p][h3]⚖️ Valliant Balance Adjustments[/h3][p]This update focuses on enhancing the strategic value of the Scout role and implementing a unified iteration of the Assault class talent logic.[/p]
  • [p]Assault Class – General Talent Adjustments[/p]
    • [p]Cooldown Optimization: The cooldown of the middle talent in the second Combat Talent branch for the Assault class has been reduced from 20 seconds to 15 seconds.[/p]
    • [p]Logic Optimization: The effect "Increased reload speed within 3.5s after a Double Kill" has been changed to: "Triggered on the next reload after a Double Kill."[/p]
  • [p]🐺 Jack (Wolf)[/p]
[p] Jack’s scouting efficiency has been comprehensively enhanced to improve battlefield intel-gathering capabilities.[/p]
  • [p]Combat Talent Branch 2 – Middle Talent Adjustments:[/p]
    • [p]Previous talent: "After swapping weapons in combat, movement speed increases by 20% for 3.5s. Can trigger once every 10s."[/p]
    • [p]New talent: "Headshot kills automatically reload a portion of the magazine. 15s cooldown."[/p]
  • [p]H-6 BLOODHUNT (SIGNATURE):[/p]
    • [p]Duration increased from 5s to 7.5s; detection interval reduced from 3s to 2.5s.[/p]
    • [p]Visual Enhancement: Wallhack effect duration changed from 1.2s to last from the first mark until the skill ends (not shared with squad).[/p]
    • [p]Area Detection: Added 20-meter spherical detection (non-penetrating) including units behind (shared with squad).[/p]
    • [p]Reward Increase: Mark duration increased to 1.7s (shared with squad); Scouting Assist valid duration extended from 4s to 5s, score reward increased from 5 to 15 points.[/p]
  • [p]🐊 Crock(Crocodile)[/p]
[p] Reduced excessive burst damage from abilities, with compensation through significant enhancements to the Ultimate’s team intel utility.[/p]
  • [p]Combat Talent Branch 2 – Middle Talent Adjustments:[/p]
    • [p]Previous talent: "After swapping weapons in combat, movement speed increases by 20% for 3.5s. Can trigger once every 10s."[/p]
    • [p]New talent: "Weapon kills automatically mark enemies within 8 meters of the eliminated target. 15s cooldown."[/p]
  • [p]TOMAHAWK (TACTICAL):[/p]
    • [p]Damage reduced from 110 to 90.[/p]
  • [p]DARK WATER STRIKE (SIGNATURE):[/p]
    • [p]Death Roll damage reduced from 100 to 75.[/p]
  • [p]PRECISION STRIKE (ULTIMATE):[/p]
    • [p]Range Increase: Personal wallhack range increased from 20m to 30m.[/p]
    • [p]Team Sharing: Added 10-meter spherical detection (non-penetrating) including units behind (shared with squad).[/p]
    • [p]Reward Increase: Added 10 marking score.[/p]
  • [p]📡 Scout General Ability Enhancements[/p]
    • [p]Marking Limit: Middle-click marking capacity increased from 1 to 4 targets, with improved marking tolerance.[/p]
[p][/p]
  • [p]Auto-Marking: OTS/ADS (over-the-shoulder/aim-down-sights) now supports automatic marking.[/p]
    • [p]Note: Marking begins after 0.5s of aiming at a target. Base duration is 5s, actual duration is affected by relevant talents.[/p]
[p][/p][h3]🔫 Weapon Balance Adjustments[/h3]
  • [p]AR:[/p]
    • [p]NK47:Base damage increased from 30 to 34.[/p]
    • [p]AN94:Slightly adjusted recoil pattern for improved shooting feel.[/p]
[h3]✨ System & Resource Optimizations[/h3]
  • [p]Skin Effect Optimization: Improved in-game glove material effects for Erwin– Neon Sweetheart skin.[/p]
[p][/p]
  • [p]Model Optimization: Fixed slight "fur clipping" on the right leg of Erwin – Neon Sweetheart in the lobby scene for smoother appearance.[/p]
[p][/p][p][/p][h3]▌🔧 BUG Fixes[/h3]
  • [p]Map Interaction: Fixed an issue where tank barrel collisions could impede player movement.[/p]
  • [p]Skill Fix: Fixed an issue where some tactical skills did not properly reset cooldown upon character death.[/p]
  • [p]Weapon Fix: Fixed missing attachment icons for weapon AL-01.[/p]
  • [p]Skill Fix: Fixed a potential invisibility issue with Uly (Meerkat) when dying right after entering a burrow under high latency.[/p]
  • [p]Asset Fix: Fixed model clipping errors for AKAIHIME-HARU SILK skin when in a downed state.[/p]
[p][/p][p][/p][p]Thank you for your continued support and feedback. We wish all Valiant thrilling battles on the field[/p][h3][/h3][p][/p][p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Dev Log #55: Assault Class Gameplay Tips

[p]Hello Wild Ones![/p][p]How has the Assault class been feeling after the recent adjustments? Have you noticed a significant change in their power level?[/p][p]Still complaining that Akaihime is a glass cannon? Has Ryan's pick rate improved?...[/p][p]Today, we're back with another round of real talk! We've gathered insights from top Wild Assault players to share some advanced techniques for the Assault role!ヾ(◍°∇°◍)ノ゙[/p][p][/p][h3]Knock on the blackboard! Class is in session! Quiet, please![/h3][p]Following the recent Assault role adjustments, we've noticed that attackers often face greater pressure to secure wins in Raid mode. To help you all mount more effective assaults and capture points, we've compiled a series of attack tactics and strategic mindsets. The core objective can be broken down into three steps, much like "putting an elephant in a refrigerator": Contest the Area → Capture the Area → Defend the Area. Below, we'll break down a complete attack guide from fundamental setup to advanced awareness, step by step.[/p][p]I. Fundamental Skills: Aiming and Recoil Control[/p][p]In Raid mode, unless you're facing top-tier players who excel at area denial (like skilled Akaihime mains), you don't need to obsess over perfect tracking aim. Focus on accurate positioning and stable recoil control to ensure you can quickly acquire and eliminate targets in engagements. Movement and positioning are equally crucial, with specific techniques detailed later.[/p][p]II. Recommended Weapon Loadouts[/p][p]The core requirement for assault is: Reaction speed trumps absolute precision. Your weapon should have high handling (aim-down-sights time ≤ 0.5s) while maintaining good sustainability and forgiveness. Recommended loadouts:[/p]
  • [p]Galil (No Optic)[/p]
    • [p]Attachments: Extended Mag + Suppressor (choose one: Light/Heavy/S2O/Tactical/Destroyer) + Tactical Laser/Short Grip[/p]
    • [p]Explanation: The Galil has high base accuracy and manageable initial recoil, making it effective at close-to-mid range even without an optic. Suppressors offer great value. Prioritize handling attachments in the grip slot—the Tactical Laser aids hip-fire transitions, while the Short Grip speeds up ADS; both increase survivability in duels.[/p]
  • [p]Type 4 (Red Dot Sight)[/p]
    • [p]Attachments: Extended Mag + Red Dot Sight + Tactical Laser/Short Grip + Suppressor (as above)[/p]
    • [p]Explanation: In the current meta, optics are more about "optimization" than a "game-changer." In an environment where ADS speed is critical, the delay from high-magnification optics (like the Tactical Scope) can put you at a disadvantage. The Red Dot paired with the Type 4's 750 RPM offers a balanced mix of precision and forgiveness, making it a reliable choice for assaulting points.[/p]
  • [p]NK-47 (Red Dot Sight) - For High-Health Characters Only[/p]
    • [p]Attachments: Default Mag/Extended Mag + Red Dot Sight + Short Grip + S2O Suppressor[/p]
    • [p]Explanation: Recommended only for "Norman/Ryan" characters with 180 HP. The Short Grip boosts reaction speed; hip-fire is not recommended. The default magazine allows for quicker reloads when needed. This is an alternative for players who prefer the NK-47 and can manage its fire rate.[/p]
[p]III. Assault Character-Specific Tips[/p]
  • [p]Norman[/p]
    • [p]Use your Roar (Q) only when you're confident you can secure the kill; don't waste it.[/p]
    • [p]Use the Stim Shot (E) at or below 75 HP to avoid the "Injured" visual effect.[/p]
    • [p]Save your Ultimate(Z) for countering enemies holding power positions or out-aiming you.[/p]
    • [p]Jump immediately after landing from the Pounce (Ultimate) to preserve some momentum.[/p]
    • [p]During your Ultimate(Z), use the Stim Shot(E) only when below 100 HP or out of stamina to avoid waste.[/p]
  • [p]Akaihime[/p]
    • [p]Use Smoke Bomb (Q) deceptively; you don't always have to enter it, keeping enemies guessing.[/p]
    • [p]Time the Super Jump (E) for finishing blows or quickly repositioning to new angles.[/p]
    • [p]If losing a direct duel to an enemy fox, consider switching characters or using abilities to flank.[/p]
  • [p]Ryan[/p]
    • [p]Throw Smoke Grenade (Q) to detonate at a height of about 1.2 small character models for optimal vision obstruction, allowing you to shoot through it.[/p]
    • [p]The AA12 is versatile: use Slugs for precise picks and Buckshot for close-quarters pressure.[/p]
    • [p]Hold onto your Charge (E) if the enemy Norman hasn't used his Ultimate yet, saving it to counter his engage.[/p]
  • [p]Anthea[/p]
    • [p]Use the Wall Jump (Passive) to peek from unexpected angles above doorways.[/p]
    • [p]Wall Jumping from behind cover can initiate a surprise attack or apply pressure.[/p]
    • [p]Save your Silence (Q) for an enemy Norman who has activated his Ultimate to shut him down effectively.[/p]
[p]IV. Positioning and Movement Techniques Explained[/p]
  • [p]As an Assault, your life is more valuable than your bullets. Every exposure should be calculated, and every movement should have intent. Here are practical techniques that can give you those crucial "extra three seconds" of life—seconds that often decide who holds the point.[/p]
  • [p]Jump-Peek Shooting[/p]
    • [p]How: Jump from behind cover, ADS mid-air and start pre-firing, firing the moment you clear the cover's edge.[/p]
    • [p]Why & When: Uses the jump arc to change your exposure point, throwing off the enemy's horizontal crosshair placement. Good for initiating duels or peeking unknown corners.[/p]
    • [p]Warning: You are a predictable target in the air. Never do this repeatedly from the same spot.[/p]
  • [p]Slide-Crouch Direction Change[/p]
    • [p]How: During a strafe duel, suddenly crouch and instantly change strafe direction.[/p]
    • [p]Why: Drastically changes your hitbox and movement speed, forcing the enemy to make a major aim adjustment. Highly effective against tracking-dependent opponents.[/p]
  • [p]Hip-fire Reposition Reset[/p]
    • [p]How: When pressured during an ADS duel, quickly switch to hip-fire, use the higher move speed to take a small step sideways/backwards towards new cover, then immediately ADS and fire again.[/p]
    • [p]Why: Briefly breaks the enemy's current aim track, resetting the duel tempo. The movement must have a clear destination (find the next piece of cover).[/p]
  • [p]"Lazy" Tracking[/p]
    • [p]How: When an enemy is moving predictably in front of you, stop making large tracking movements. Instead, control recoil lightly and let your crosshair rest on their predicted path.[/p]
    • [p]Why: Most players have patterned movement. This conserves mental energy and can increase hits on moving targets.[/p]
  • [p]Deceptive Movement[/p]
    • [p]Fake Intel: Rhythmically strafe behind cover (exposing only your arm), pause, then actually swing out.[/p]
    • [p]Vault Surprise: When an enemy is fixated on a cover edge, vault directly over it to appear at an unexpected point.[/p]
    • [p]Static Camouflage: Suddenly stand completely still for 1 second mid-fight, or mimic bot movement to briefly "disappear" from the dynamic background.[/p]
  • [p]Advanced Cover Usage[/p]
    • [p]Barrel Peeking: Only expose your gun hand and weapon barrel from behind cover to deal damage with near-zero risk.[/p]
    • [p]Reverse Into Cover: When retreating, quickly sidestep (reducing profile), move unpredictably to throw off aim, and then continue sidestepping/sliding backwards into cover. This allows you to maintain visual and suppressive fire while being a harder target.[/p]
[p]V. Battlefield Awareness: From "Fighting" to "Waging War"[/p][p]Valiants, always remember: WA Raid is not Team Deathmatch. Personal eliminations are a byproduct of victory, not the goal. The real objectives are the zones on the map. Cultivate these two core awareness types:[/p][p]Role Coordination Awareness (We are a Gear System)[/p][p]Think of the three attack steps as an assembly line, with each role slotting in at the right time and place.[/p]
  • [p]Phase 1: Contest the Zone (Open the Fridge Door)[/p]
    • [p]Core (Assault): Breach the defense, create space and timing to enter the point. Success is measured by "someone standing on the point."[/p]
    • [p]Support (All Roles): Specialists suppress and clear utility, Scouts provide intel, Medics sustain health. All abilities should serve the "contest."[/p]
  • [p]Phase 2: Capture the Zone (Put the Elephant In)[/p]
    • [p]Core (Specialist): Must follow up immediately. Deploy shields, mines, respawn beacons to establish a temporary defense against the first counter-push.[/p]
    • [p]Assault (Shift Role): Find solid positions onthe point, hold angles against push routes, form crossfires with the Specialist.[/p]
    • [p]Medic: Prioritize keeping allies alive, reviving frontline fighters when possible to maintain numerical advantage on point.[/p]
  • [p]Phase 3: Defend the Zone (Close the Door)[/p]
    • [p]Everyone's Job: Spread the line to defend against multi-directional counter-attacks.[/p]
    • [p]Scout: Flank forward, call out movements, and pick key targets.[/p]
    • [p]Specialist/Medic: Hold secondary entrances, use abilities to delay and split enemies.[/p]
    • [p]Key Concept - Spawn Suppression: After a successful defense, 1-2 players should watch and hold common spawn push routes to damage enemy morale and organization.[/p]
[p]Line Awareness (Don't be a Bundle of Matches)[/p][p]A dispersed yet mutually supportive line is an impregnable wall.[/p]
  • [p]Spawn Choice: Ask, "Does the point need more bodies, or will it just get more crowded?" Consider spawning on a flank to create a pincer.[/p]
  • [p]Complementary Positioning: Don't crowd behind the same piece of cover on a point. Spread out to cover different entrances, ensuring vision coverage on different threat axes.[/p]
  • [p]Establishing Crossfires: Once positioned, check the minimap. Think, "What do I cover? Who covers my blind spot?" Simple comms like "I'm holding long hall, watch left door."[/p]
  • [p]Flexibility & Rotation: If your position is countered or facing a strong push, don't hold stubbornly. Call it out, retreat, draw enemies in, and let your teammate ambush.[/p]
  • [p]In summary, a top-tier Assault Valiant is not just a vessel for good aim, but a pace-setter, space-creator, and linchpin for the frontline. When you start evaluating your actions by "zone control" rather than "eliminations," and see your role as a "team cog" rather than a "lone hero," the scales of victory will tip in your favor.[/p]
[hr][/hr][p]Class dismissed![/p][p]Now, we pulled the backend data on Assault class achievement completion rates. After seeing the numbers, the designer said: Some achievements are designed to show off skill, others... might just be to see how much everyone suffers. :)[/p][h3]Assault Class: The "Outrageous" Medal Wall[/h3][p]A Real Tiger: Get 6 consecutive kills with Norman's Ultimate. - 5.23%[/p][p]Scared You to Death: Kill 3 enemies with Norman's Shock Roar (Q). - 4.14%[/p][p]Iron Wall: Block 100 bullets with Ryan's Ultimate. - 2.24%[/p][p]Matador Get up and kill the Ryan who charged you 5 times cumulatively. - 1.0%[/p][p]Smoking Kills: Kill 10 enemies inside smoke (as Ryan). - 17.34%[/p][p]Shadowless: Stay stealthed as Akaihime for over 5 minutes in a single match. - 1.12%[/p][p]Knee Bash: Get 10 slide kills as Akaihime in a single match. - 3.68%[/p][p]Spellbreaker Master As Anthea, kill 6 enemies who were silenced by your skill in a single match. - 2.35%[/p][p]Fly here and there: As Anthea, travel at least 200 meters in the air using Pounce in a single match. - 3.94%[/p][p]The Spellbreaker Master is not working: Kill Anthea 6 times while she is channeling her ability. - 0.1%[/p][p][/p][h3]💡 Top Secret! The "Cheese" Guide the Devs Won't Tell You[/h3][p]To help keep your blood pressure low, we infiltrated the community and stole some hardcore completion tricks:[/p][p]🛡️ For \[Iron Wal]:[/p][p]Don't pop your Ultimate in the open! Select the "Raid Mode" Defender talent. Find a chokepoint during the enemy retreat phase, hug cover from the side/behind, crouch, and hold! Open fire only when enemies are within 30m. If you play turtle enough, you are the hardest shield.[/p][p]🦊 For \[Shadowless]:[/p][p]Core secret: Assist-based cooldown reset. Play on stalemate maps like R.K. MOUNT. Remember: Q lasts 5-7 sec, Ultimate slide 1-2 sec. Don't shoot immediately! Get an assist just before Q ends for a huge CD reduction. As long as the match is long enough, this achievement is yours.[/p][p]🐂 For \[Matador]:[/p][p]Specializes in countering Ryan's Charge! Pick heroes with "delayed damage" like Norman or Marquez. When you see the bull charging, just drop your ability at your feet. See who drops first![/p][p]🐆 For \[The Spellbreaker Master is not working]:[/p][p]I know this one! The safest way is to pull out the NTW-Proto. The moment you see Anthea channeling, aim for the head! Coordinate with your team. One shot, one soul. Let her know "Magic Immunity" is ineffective.[/p][p]We've offered a humble suggestion to spark better ideas. If you've discovered any other bizarre "cheese" strategies for achievements, we're waiting for you in the comments! (´。• ᵕ •。) ♡[/p][p][/p][h3]⚠️ Teaser for Next Week: The Scout Class is Getting "Discharged"![/h3][p]On January 29, the long-awaited Scout class balance adjustments will go live. Will it be buffs or nerfs? Stay tuned to our social media![/p][p]Also, while addressing Scout issues, we noticed the "Expert" class might also be feeling a bit unwell in the current environment?[/p][p]Are their abilities too niche? Or is the gameplay too unintuitive?[/p][p]Or... do you have any "outside-the-box" ideas that could make the Expert class take off instantly?[/p][p]Let us know loudly in the comments![/p][hr][/hr][p]Alright, that's all for this week's Wild Assault Weekly Dev Log. Thank you all for your patience with Wild Assault, especially regarding the yet-to-be-"discharged" optimizations and bugs.[/p][p][/p][p]Combat Cat Studio[/p][p][/p][p]X:https://x.com/WildAssaultGame[/p][p]Discord:https://discord.gg/WildAssault[/p][p][/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Early Access January 22 Hotfix Patch Notes

[p]Hello Wild Ones,[/p][p]We will be performing a live update at 02:00 AM PST on January 22. Ongoing matches will not be affected during the update, but matchmaking will be temporarily unavailable. Please exit the game, update your game client via Steam, and then relaunch the game.[/p][p][/p][h3]▌🔥 New Bundle in the Store[/h3][p]Erwin - Neon Sweetheart[/p]
  • [p]Content: Erwin ’s new outfit "Neon Sweetheart" is now available in the bundle store![/p]
  • [p]Description: Amidst dazzling neon lights, she becomes the most dazzling focus on the battlefield. Cuteness is justice, and cuteness is also combat power![/p]
  • [p]Special Thanks:[/p]
    • [p]Valliant skin concept art by creator @碧[/p]
    • [p]Weapon skin concept art by creator @Ally[/p]
[p][/p][p][/p][p][/p][h3]🎉 Event Preview[/h3][p]Valiant Weekend – Heat Up Your Training![/p]
  • [p]⏰ Event Period: January 22, 11:00 PM PT – January 25, 11:00 PM PT[/p]
  • [p]🎯 Event Details: During the event, all Valliant Mastery XP gained is increased by 150%![/p]
[h3]⚖️ Upcoming Valliant Balance Adjustments[/h3][p][/p][p]Recon Role Adjustments (Scheduled for January 29)[/p][p]To deliver a fairer and more varied competitive experience, the development team has been closely evaluating Recon Valliant performance.[/p]
  • [p]Affected Vallants: Jack, Crock[/p]
  • [p]Progress Update: Related balance adjustments are currently being tested with core players on the test server. We are gathering feedback and making final refinements, with plans to implement them in the live game during the routine maintenance on January 29 (PT).[/p]
  • [p]Stay tuned![/p]
[h3]✨System Optimizations[/h3]
  • [p]Settings Optimization:[/p]
    • [p]Added a "Large Character Shoulder-View Transparency" toggle in the settings for larger-sized characters. Enabling this option improves visibility issues in over-the-shoulder perspective for larger characters.[/p]
[p][/p][h3]▌🔧 BUG Fixes[/h3]
  • [p]Training Ground: Fixed an issue where training dummies could not be hit by bullets.[/p]
  • [p]BOT Logic: Fixed an issue where the limit on the number of large-sized BOTs per team (should be no more than 4) and the limit on the difference in large-sized BOT counts between teams (should be no more than 1) were not working correctly in matches.[/p]
  • [p]UI Display: Fixed an issue where the health bar style would not restore correctly after receiving a health boost buff while capturing a sector.[/p]
  • [p]Social: Fixed an issue where the player interaction menu would flicker or disappear when right-clicking on chat messages.[/p]
  • [p]System: Fixed an occasional error in the battle server under specific conditions, improving server stability.[/p]
[hr][/hr][p]Thank you for your continued support and feedback on Wild Assault. We wish you a great time on the battlefield[/p][p][/p][p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Dev Log #54: Q&A on Key Content in the Current Version8

[p]Hello Wild Ones![/p][p]This week, we've received a large volume of high-quality feedback across various communities, especially regarding core mechanics and competitive fairness. The detailed analyses and lengthy posts from you have genuinely moved the dev team—only players who truly love this game would invest so much time dissecting map flow and respawn logic.[/p][p]In this week's update, let's skip the fluff and directly address the most critical pain points with our thoughts and planned actions.[/p][hr][/hr][h3]🛠️ Priority 1: The "Tough Nut" of Raid Mode and Map Balance[/h3][p]A special thanks to the players who provided detailed analyses of attack/defense imbalances in certain maps (like Imperial Shoals) under "WA Raid Mode".[/p][p]We acknowledge that the current maps were initially designed with general combat spaces in mind, which has led to issues in specific modes (e.g., Raid), such as defenders' respawn points being too close and attack routes being overly linear. This often forces players to rely on "meta picks" to break through, rather than strategy.[/p][p]Next Steps: While a full map rework is a massive undertaking, we will prioritize evaluating and adjusting factors like respawn timers and the distribution of respawn zones to rebalance the cost of death for both attackers and defenders. Simultaneously, we are refining our map design methodology to ensure future maps are more compatible with the core gameplay of our current modes.[/p][h3]⚖️ Priority 2: Stricter Penalties for "Malicious Exploitation"[/h3][p]Regarding reports of specific players consistently exploiting game mechanic bugs (e.g., Uly's respawn point bug, invincibility glitches) to ruin matches, we have received and verified related video evidence.[/p][p]Our Stance: Exploiting bugs for gain is no different from cheating. Our current focus is prioritizing the fixing of malicious bugs to remove these exploits entirely! Furthermore, we are reviewing our ban policy. For accounts that repeatedly and maliciously exploit bugs to ruin others' experience, penalties will be escalated from short-term warnings to long-term bans. Specific violators of concern are already in our review process.[/p][h3]🔫 Priority 3: Weapon Diversity & Performance Optimization[/h3][p]At its core, this is a shooter about the guns.[/p][p]New Weapons: The community's strong requests for "bolt-action snipers" and classic firearms (like the Mosin-Nagant, M1887) have been heard. Research into these types of non-automatic weapons is now on our agenda, aiming to deliver a more hardcore combat experience.[/p][p]Anti-Aliasing (AA): Many hardcore players have requested the ability to completely disable AA for a clearer visual field. This feature is now in the backlog and will be added as an option in a future update.[/p][p]Performance Optimization: To address stutters related to GPU bottlenecks, we are advancing a performance enhancement plan at the graphics driver/plugin level, hoping to improve frame rates during large-scale engagements.[/p][h3]🤖 Priority 4: Continuous BOT Tuning[/h3][p]We are continuously addressing issues with "BOT hell matches" and BOT behavior logic (like stubbornly holding one point, infinite respawns, inconsistent difficulty). Recent updates have improved some pathfinding logic. Next, we will focus on fixing unreasonable BOT skill usage and the "ignoring squad deployment" problem, making BOTs behave more like real players.[/p][hr][/hr][h3]🔥 Priority 5: Ongoing Balance Tuning[/h3][p]In the latest update, we made balance adjustments to the Assault roles, which you've likely experienced on the battlefield. To further optimize the game environment, we sincerely invite you to share your practical feedback and suggestions regarding the current four Assault Valiants.[/p][p]At the same time, balance planning for the Recon role has officially begun! We are currently analyzing data and formulating plans specifically for Jack and Crock.[/p][p]We highly value your input:[/p][p]Assault Role Feedback: How does the adjusted gameplay feel? Are there any unresolved balance issues?[/p][p]Recon Role Pain Points: What do you think are the biggest weaknesses or "pain points" in the current gameplay for Jack and Crock?[/p][p]We will collect all your feedback for in-depth analysis, which will serve as a crucial reference for our future general adjustment plans. Please feel free to share your thoughts in the comments![/p][hr][/hr][h3]🎁 Final Notes[/h3][p]Oh, and yes—PVE mode development is underway, and it will feature its own exclusive talent system, offering a sense of progression and satisfaction completely different from PVP. Please bear with us a little longer; we are working hard to make Wild Assault even better.[/p][p][/p][p]That's all for this week's Wild Assault Weekly Dev Log. Once again, thank you all for your unwavering support and patience with Wild Assault. If you encounter any issues while playing, please don't hesitate to reach out to us through our social media channels![/p][p]See you on the battlefield![/p][p]P.S. Here's a little Easter egg: Sexy Erwin outfits are coming soon![/p][p][/p][p][/p][p][/p][p]Combat Cat Studio[/p][p][/p][p]X:https://x.com/WildAssaultGame[/p][p]Discord:https://discord.gg/WildAssault[/p][p][/p][p][/p][h3]Follow us on social media ⤵️[/h3]