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Wild Assault News

Producer Lantin: A Letter to the Community on Season 2 Launch

[p][/p][p][/p][p]Hello Wild Ones![/p][p]This is Lantin, the producer of Wild Assault.[/p][p]Can you believe it? It's been almost 3 months since the Wild Assault Early Access launch! I'm so glad that the studio has built an even deeper connection with our community. Just as it has for me, communicating with you and pouring our hearts into crafting content for you has already become the daily routine for everyone on the team, and we've been enjoying every moment of it! As the new season is launching today, I would like to take some time to talk about our journey so far, the wisdom you've taught us, and our resolve for this project's future.[/p][p][/p]
Fast Responses and Continuous Improvements
[p][/p][p]Continuous improvement has always been our primary goal, ever since we first brought Wild Assault to the public in April 2024. Addressing community feedback regarding major issues in our initial build with fast responses was our first priority. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Through 3 episodes of "Updates on Player Concerns," we have significantly optimized Wild Assault's core player experiences:[/p]
  • [p]We removed the Battle Pass XP cap and optimized task designs for better progression experiences.[/p]
  • [p]We added more content to the Battle Pass without increasing the price, improving its content value.[/p]
  • [p]We promised the community a FOMO-free Battle Pass experience and began related R&D at the very beginning of Season 1.[/p][p][/p]
[p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p]Regarding monetization, when we first introduced the Haru Silk cosmetic bundle, the price tag didn't meet everyone's expectations. We realized that our early monetization strategy had significant room for improvement. After collecting valuable community feedback, we swiftly adjusted the pricing for related items the very next day and issued refunds accordingly.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]I would like to thank everyone who shared their thoughts on social media, on Steam forum and in our official Discord server. The wisdom you've shared with us is precious. As we've mentioned before, the studio strives to work with you in finding a balanced model that both sustains Wild Assault's development and ensures players can experience and enjoy the content we've poured our hearts into.[/p][p][/p][p]Throughout Season 1, our updates evolved as Wild Assault gradually stabilized. We started with an intense daily hotfix pace for the first 2 weeks, and as the S1 build became more stable, we adjusted to a weekly update schedule. This allowed us to shift more manpower to new content R&D.[/p][p][/p][p]We released over 20 hotfixes during Season 1, covering a wide range of bug fixes and optimizations, including but not limited to Valiant collision optimizations, balancing, a new event (Kite Carnival), and 2 new game modes. At the same time, we shared our R&D progress and maintained close communication with the community through our weekly dev logs. The comments you shared genuinely influenced our dev direction.[/p][p][/p][p]
[p]https://steamdb.info/app/2827230/patchnotes/[/p]
[/p][p][/p][h2]Focusing on Combat Experience Optimization[/h2][p][/p][p]Thanks to the community's continuous and valuable feedback, we've introduced a major R&D focus shift during Season 1. We've prioritized addressing existing pain points within the current combat experience, redirecting some new content R&D resources towards optimizing combat fluidity. Most of these changes will be released in Season 2.[/p][p][/p][p]Although this focus shift means some new content, including new game modes we had prepared, will be postponed, we still believe that only by ensuring the quality of the core gameplay experience can Wild Assault truly support richer new content yet to come. As you can see, we are, and always will be, optimizing our R&D workflow based on community's demands.[/p][p][/p][h2]Balancing[/h2][p][/p][p]We know you care a lot about Wild Assault's Valiant and weapon balancing, and so do we. I can assure you that our team approaches adjustments to balancing with extreme caution, as each change could trigger a butterfly effect throughout the game.[/p][p][/p][p]During Season 1, we gradually determined our general balancing direction through multiple rounds of feedback collection, in-depth discussions, and a large amount of internal testing. We announced our balancing plan through a dev log earlier, and more details were released together with the Season 2 patch notes. Please keep sharing your thoughts in the comments![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Honest Community Communication[/h2][p][/p][p]Wild Assault has always been a community driven project, and Combat Cat Studio remains committed to our founding principle of honest communication with players. Although we won't be able to reply to each and every comment, taking in your feedback is always our top priority.[/p][p][/p][p]We are aware of your major concerns, such as a low concurrent player count, an unideal matchmaking mechanism, and a desperate need for new content to attract new players. These are the issues we must face and are looking to resolve. Given the current status of Wild Assault's lack of game content, we've seen it coming and were prepared for the current situation.[/p][p][/p][p]To be honest, everyone on the team is deeply touched and motivated by every active player in Wild Assault, the lively discussion on social media, and the fan art you have created. Your continuous support deeply honors us, and we sincerely thank you for your company along Wild Assault's Early Access phase. Your voices and love have strengthened our determination to keep Wild Assault thriving long term![/p][p][/p][p]Good news is, through our combined efforts throughout the entire season, Wild Assault is getting better by the day. As Season 2 arrives, the team is committed to the following goals:[/p]
  1. [p]Keep close communication with the community, as always.[/p]
  2. [p]Speed up our R&D pace: We plan to release at least one new map each season to fulfill your gameplay experience needs.[/p]
  3. [p]Enhance social functions: Clearly, our current squad function alone is far from meeting your expectations. Enhancing Wild Assault's social features (friends, squad, lobby, etc.) will be our next focus. More details will be revealed as our R&D progresses.[/p]
  4. [p]Explore UGC potential. As mentioned earlier in a dev log, we are currently working on introducing the Steam Workshop function to Wild Assault. We will do our best to let the community's amazing creativity enliven the game. We will make sure to share the latest updates with you through our dev logs.[/p]
[p][/p][p][dynamiclink][/dynamiclink][/p][p]Thank you again for everything. ❀️[/p][p][/p][p]Wild Assault Season 2: Phantom Fracture officially drops today. Good hunting Wild Ones! Hope to catch you on the battleground soon![/p][p]PS: Let me take advantage of being the producer here. I'm very eager to know what content you would like to see in Wild Assault. Don't hesitate to share your thoughts in the comments! I will carefully read them all. πŸ˜‰[/p][p][/p][p]Lantin[/p][p]Wild Assault Producer[/p][p]July 3, 2025[/p][p][/p][h3]Follow us on social media ‡️[/h3]

Wild Assault Early Access Season 2: Phantom Fracture Patch Notes

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Wild Assault Early Access Season 2: Phantom Fracture launches on July 3![/p][p]The new season introduces a new Valiant - Crock, a new map - The Impel Sandbar, new weapons, systems, and cosmetics, as well as new summer themed events, balance adjustments, important bug fixes and optimizations![/p][p]The update is scheduled at 7 AM PT on July 3. Ingame matches won't be affected by this update. However matchmaking may not function normally during the process. Please exit the game, complete the update, and launch your game client again.[/p][p][/p]
Season 2: Phantom Fracture
[p][/p][p][/p][p][/p][p]
[p]Gradually losing interest in his boring assignments, Crock left the intel organization he previously worked for, searching for true rivals. As a former assassin, Crock believes that slaughter is the only truth. The global conflict over Feral Relics piqued his interest, so he used his recon expertise to gather intel on them and sell it at a high price on the black market. Upon learning of this, The Desolate Legion immediately sent Ryan and Vladimir to The Crescent Bay to deal with Crock. In the meantime, a dissident faction within The Desolate Legion secretly began to take action, seeking an opportunity to seize the intel on Feral Relics. The fracture appears, and what's untold slowly began to unfold.[/p]
[/p]
New Valiant: Crock - The Mire Butcher
[p][/p][previewyoutube][/previewyoutube][p]
[p]Whether in the past or present, Crock has always been the ultimate hunter. The only difference now is that his prey has shifted from politicians to soldiers.[/p][p]His exceptional combat skills and lightning-fast adaptability make him unstoppable on every mission. Even the most secure defense systems crumble before him like paper. His talents quickly earned him a reputation as the organization's most sought-after assassin, with high-priority and challenging contracts flooding in one after another.[/p][p]However, he gradually lost interest through countless "mind-numbingly boring" assignments, until he insisted on quitting and found himself on the organization's hit list. The experience of fighting other trained killers in life-or-death battles reignited his desire for combat. Compared to defenseless politicians, skilled opponents offered far more excitement and challenge.[/p][p]After effortlessly escaping the assassin organization's pursuit, he received an offer from the Desolate Legion. This time, he accepted with genuine enthusiasm.[/p]
[/p]
New Map: The Impel Sandbar
[p][/p][p][/p][p]
[p]The scorching sun bakes the cracked salt flats, sand hisses in the wind, while steel wrecks lie silent as tombs.[/p]
[/p]
New Weapons
  • [p]Assault Rifles[/p]
    • [p]AKS[/p]
    • [p]AL-01[/p]
  • [p]Pistol[/p]
    • [p]CA50[/p]
  • [p]LMG[/p]
    • [p]M2[/p]
  • [p]Special[/p]
    • [p]Hunter Crossbow[/p]
[p][dynamiclink][/dynamiclink][/p]
New System: Achievements
[p][/p][p]The Achievement System is now live, featuring 2 main categories: Achievements and Challenges. Multiple types of achievements are included, such as Battle Honors, Milestones, Fun Times, Weapon, Class, and Valiant achievements, spicing up your gameplay![/p][p]Unlocking achievements to get Beast Tags and Weapon XP Cards as rewards! Some specific achievements will also grant you special Medals and Weapon Cosmetics![/p][p]Complete special achievement progression tasks to earn exclusive rewards: Norman - Sky Cavalry Valiant Cosmetics, and the Supreme Series Avatars, Name Tags & Medals![/p][p][/p]
Project Sextans S2
[p][/p][p]The Project Sextans S2 will include 2 separate phases throughout Season 2, with shorter duration and doubled rewards per phase![/p][p][/p]
Season 2 Battle Pass
[p][/p][p]Brand new Battle Pass tasks, with upgraded Advanced Battle Pass rewards![/p][p][/p]
New Events
[p][/p][p]A whole new series of events await, including the Dead Drop event, Black Ledger event, Summer Surf event and more![/p][p]Complete event tasks to get Valiant Cosmetics, Weapon Cosmetics, Beast Tags, Proficiency Boost, Weapon XP Cards, and much more![/p][p][/p]
New Items
  • [p]Marquez - Tropical Mint Bundle[/p]
[p][/p]
  • [p]Jack - Costa Groove Bundle coming August 14. Stay tuned![/p]
Optimizations
[p][/p][h2]Gameplay Experience[/h2][p][/p]
  • [p]Unlocking All Valiants: Based on community feedback, we've decided to unlock all Valiants for every player starting in Season 2! We will refund the Beast Tags players spent to unlock Valiants during Season 1. Please allow us 3 business days to complete this process.[/p]
  • [p]New Items Unlockable with Beast Tags: To increase the value of the Beast Tags you've earned, we will gradually release 2 sets of cosmetics that can be unlocked with Beast Tags during Season 2! More Beast Tag unlockable items are on the way. Stay tuned![/p]
  • [p]Improved Battle Pass System: As promised earlier in the dev logs, starting in Season 2, all players will be able to switch between different Battle Passes to progress at their own pace! The Season 1 Battle Pass will also be available to new players who join Wild Assault during Season 2.[/p]
[p][/p][h2]Improvements[/h2][p][/p]
  • [p]Optimized VFX for certain Valiant abilities.[/p]
  • [p]Optimized the interruption logic for tactical sprint, improving the seamless transition between tactical sprint and other actions.[/p]
  • [p]Added climb interruption logic, allowing players to interrupt climbing by moving, enabling faster transitions between climbing and combat states.[/p]
  • [p]Marquez's ability targeting indicators are no longer blocked by teammate models.[/p]
  • [p]Jack's Q ability now attaches to the enemy's skeleton upon hit instead of the capsule, preventing the projectile from appearing to float in mid-air after impact.[/p]
  • [p]Deathmatch and Random Deathmatch modes will now be available based on the combat server's local time zone, please check the game lobby for details.[/p]
  • [p]Reduced the chance of repeatedly randomizing to the same Valiant in Random Deathmatch mode.[/p]
  • [p]When playing a match with a max-level weapon, all weapon XP earned will now be converted into Weapon XP Cards.[/p]
  • [p]Optimized fur rendering on the match result page:[/p]
    • [p]Adjusted the indirect light sampling method for fur, eliminating interference from the main scene lighting.[/p]
    • [p]Adjusted LOD levels to increase fur density.[/p]
[p][/p][h2]Balancing[/h2][p][/p][h3]Valiant Balancing[/h3][p][/p][p]Basic Specs Adjustment[/p]
  • [p]Lowered basic HP for large Valiants, including Ryan, Vladimir and Zhenshan: 200 β†’ 180[/p]
[p]Hongying: The Medic Angel[/p]
  • [p]First Aid Capsule (Q)[/p]
    • [p]Significantly reduced the wind-up time for tossing the capsule.[/p]
    • [p]New trait: Retrieving the capsule now resets the cooldown of her E ability.[/p]
[p]Marquez: The Deadly Toxin[/p]
  • [p]Gas Grenade (Q)[/p]
    • [p]Significantly reduced the wind-up time for launching the gas grenade.[/p]
    • [p]Improved overall ability VFX & SFX quality, and enhanced ability activation player feedback.[/p]
  • [p]Toxin Trap (E)[/p]
    • [p]Marquez's mines no longer detonate when defused by enemies.[/p]
    • [p]Marquez's mines now chain react and detonate other mines within the explosion radius.[/p]
    • [p]Improved overall ability VFX & SFX quality, and enhanced ability activation player feedback.[/p]
[p]Vladimir: The Righteous Flame[/p]
  • [p]Burning Barrel (Q)[/p]
    • [p]Reduced the flames' spread radius when exploded mid-air.[/p]
  • [p]Fury Cannon (Z)[/p]
    • [p]Increased the explosion falloff range, reduced splash damage, and reduced the explosion radius.[/p]
    • [p]Previous damage details: (1mβ‰ˆ3.28ft)[/p]
      • [p]0m - 1m: 100%[/p]
      • [p]1m - 2m: 80%[/p]
      • [p]2m - 3m: 60%[/p]
    • [p]Adjusted damage details:[/p]
      • [p]0m - 0.5m: 100%[/p]
      • [p]0.5m - 1m: 75%[/p]
      • [p]1m - 1.5m: 55%[/p]
      • [p]1.5m - 2m: 35%[/p]
[p]Ryan: The Tough Cop[/p]
  • [p]Smoke Grenade (Q)[/p]
    • [p]Reduced the ability's duration: 20s β†’ 9s[/p]
  • [p]Reckless Charge (E)[/p]
    • [p]Reduced initial sprint speed.[/p]
    • [p]Removed attack detection during the speed-up phase. Ryan will no longer knock down or deal damage to enemies during the initial acceleration of his charge.[/p]
  • [p]Repression (Z)[/p]
    • [p]Ryan can now extend his ultimate's duration by 5 seconds with each successful takedown.[/p]
[p]Jack: The Sharp Tracker[/p]
  • [p]T-28 Projectile Launcher (Q)[/p]
    • [p]Significantly reduced the wind-up time for launching the projectile.[/p]
  • [p]H-6 "Bloodhunt" (E)[/p]
    • [p]Scan distance: 75m β†’ 90m. (1mβ‰ˆ3.28ft)[/p]
    • [p]Jack's movement is no longer restricted while the ability is active.[/p]
  • [p]D-37 Wolf Pack Artillery (Z)[/p]
    • [p]Jack's movement is no longer restricted while activating the ability.[/p]
[p]Akai Hime[/p]
  • [p]Departure (E)[/p]
    • [p]Sliding within the effective range of ENCOUNTER (Q) now grants her an additional stealth effect.[/p]
    • [p]Akai Hime will not be affected by enemy collision while the ability is active.[/p]
  • [p]Enigma (Z)[/p]
    • [p]Enemies will now be disarmed for a short period if they hit the decoy left by Akai Hime's slide while her Ultimate is activated.[/p]
[p]Uly: The Land Diver[/p]
  • [p]Uly's Scuba Party (Z)[/p]
    • [p]The SN3100 Ulymobile now moves faster while Uly's Ultimate is activated: 10m/s β†’ 13m/s. (1mβ‰ˆ3.28ft)[/p]
    • [p]Instead of only squadmates, Uly's entire team can now use the holes created by his "Land Diving" ability as deploy beacons.[/p]
  • [p]Adjusted the support points Uly receives when teammates deploy to the battleground using his beacons: 10 β†’ 30.[/p]
[p]Zhenshan - The Vanguard Will[/p]
  • [p]Passive[/p]
    • [p]Jumping during ability casting is no longer restricted. You can now activate Zhenshan's roll by pressing the tactical sprint key, which will cost an additional 30 stamina.[/p]
[p][/p][h3]Weapon Balancing[/h3][p][/p][p]This update primarily focuses on weapon balancing. The adjustment for weapon attachments will follow soon during Season 2.[/p][p](1mβ‰ˆ3.28ft)[/p][p][/p][p]Assault Rifles[/p]
  • [p]Significantly reduced the assault rifles' bullet spread randomness.[/p]
  • [p]Adjusted assault rifle damage multipliers for different body parts:[/p]
    • [p]Head: 1.5x damage[/p]
    • [p]Chest: 1x damage[/p]
    • [p]Upper Stomach: 1x damage[/p]
    • [p]Lower Stomach: 0.9x damage β†’ 1x damage[/p]
    • [p]Left/Right Upper Arm: 0.9x damage β†’ 1x damage[/p]
    • [p]Left/Right Lower Arm: 0.8x damage β†’ 1x damage[/p]
    • [p]Left/Right Hand: 0.8x damage β†’ 1x damage[/p]
    • [p]Left/Right Leg: 0.8x damage[/p]
    • [p]Left/Right Foot: 0.6x damage β†’ 0.8x damage[/p]
    • [p]Tail: 0.5x damage β†’ 0.6x damage[/p]
  • [p]Optimized assault rifle bullet trajectory. Reduced initial recoil, increased recoil in the latter phase.[/p]
  • [p]Optimized assault rifle damage falloff curve, enhancing the weapon's damage output performance within the 50m -100m range.[/p]
[p]Type 4[/p]
  • [p]Adjusted bullet velocity: 512 m/s β†’ 650 m/s[/p]
  • [p]Adjusted hip-fire delay while sprinting: 300 ms β†’ 190 ms[/p]
  • [p]Adjusted ADS delay: 450 ms β†’ 260 ms[/p]
  • [p]Adjusted weapon damage: 22 β†’ 24[/p]
[p]NK47[/p]
  • [p]Adjusted fire rate: 650 RPM β†’ 600 RPM[/p]
  • [p]Adjusted hip-fire delay while sprinting: 300 ms β†’ 200 ms[/p]
  • [p]Adjusted ADS delay: 450 ms β†’ 270 ms[/p]
[p]AS-VAL[/p]
  • [p]Adjusted fire rate: 800 RPM β†’ 900 RPM[/p]
  • [p]Adjusted weapon damage: 21 β†’ 22[/p]
[p]A94[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200 ms β†’ 220 ms[/p]
[p]AM16[/p]
  • [p]Adjusted weapon damage: 28 β†’ 24[/p]
  • [p]Reduced burst mode recoil[/p]
  • [p]Adjusted hip-fire delay while sprinting: 300 ms β†’ 200 ms[/p]
  • [p]Adjusted ADS delay: 300 ms β†’ 280 ms[/p]
[p]9A91[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200 ms β†’ 220 ms[/p]
  • [p]Adjusted ADS delay: 400 ms β†’ 270 ms[/p]
[p]SMGs[/p]
  • [p]Adjusted SMG damage multipliers for different body parts:[/p]
    • [p]Head: 1.5x damage[/p]
    • [p]Chest: 1x damage[/p]
    • [p]Upper Stomach: 1x damage[/p]
    • [p]Lower Stomach: 0.9x damage β†’ 1x damage[/p]
    • [p]Left/Right Upper Arm: 0.9x damage β†’ 1x damage[/p]
    • [p]Left/Right Lower Arm: 0.8x damage β†’ 1x damage[/p]
    • [p]Left/Right Hands: 0.8x damage β†’ 1x damage[/p]
    • [p]Left/Right Legs: 0.8x damage[/p]
    • [p]Left/Right Feet: 0.6x damage β†’ 0.8x damage[/p]
    • [p]Tail: 0.5x damage β†’ 0.6x damage[/p]
[p]M-10[/p]
  • [p]Adjusted damage: 20 β†’ 19[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 120ms[/p]
  • [p]Adjusted ADS delay: 200ms β†’ 190ms[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 240[/p]
[p]SMG5[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 130ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 210ms[/p]
  • [p]Adjusted damage: 25 β†’ 22[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 220[/p]
[p]PPSH-45[/p]
  • [p]Adjusted fire rate: 900RPM β†’ 1000RPM[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 150ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 230ms[/p]
  • [p]Adjusted damage: 25 β†’ 19[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 240[/p]
[p]PS-29[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 220[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 170ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 240ms[/p]
  • [p]Adjusted damage: 28 β†’ 22[/p]
[p]M-90[/p]
  • [p]Adjusted fire rate: 900RPM β†’ 850RPM[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 130ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 210ms[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 240[/p]
  • [p]Adjusted damage: 22 β†’ 20[/p]
[p]LMGs[/p]
  • [p]Adjusted LMG damage multipliers for different body parts:[/p]
    • [p]Head: 1.5x damage[/p]
    • [p]Chest: 1x damage[/p]
    • [p]Upper Stomach: 1x damage[/p]
    • [p]Lower Stomach: 0.9x damage β†’ 1x damage[/p]
    • [p]Left/Right Upper Arm: 0.9x damage β†’ 1x damage[/p]
    • [p]Left/Right Lower Arm: 0.8x damage β†’ 1x damage[/p]
    • [p]Left/Right Hand: 0.8x damage β†’ 1x damage[/p]
    • [p]Left/Right Leg: 0.8x damage[/p]
    • [p]Left/Right Foot: 0.6x damage β†’ 0.8x damage[/p]
    • [p]Tail: 0.5x damage β†’ 0.6x damage[/p]
  • [p]Optimized LMG damage falloff curve. Increased the distance at which damage starts to fall off, improving weapon performance at 50-100 meters.[/p]
  • [p]Increased maximum bullet spread.[/p]
[p]PKP[/p]
  • [p]Adjusted fire rate: 800RPM β†’ 650RPM[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 80[/p]
  • [p]Adjusted ADS delay: 500ms β†’ 550ms[/p]
  • [p]Adjusted damage: 25 β†’ 29[/p]
[p]RPL[/p]
  • [p]Adjusted fire rate: 600RPM β†’ 650RPM[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 190ms[/p]
  • [p]Adjusted ADS delay: 550ms β†’ 490ms[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 90[/p]
[p]QBB95[/p]
  • [p]Adjusted spread reduction coefficient: 150 β†’ 120[/p]
[p]DMRs[/p]
  • [p]Significantly reduced weapon spread when aiming down sights and during sustained fire, minimizing bullet dispersion while aiming.[/p]
  • [p]Adjusted weapon recoil and bullet trajectory. Removed the initial recoil increase coefficient.[/p]
  • [p]Optimized weapon damage falloff curve, enhancing damage performance at medium to long ranges.[/p]
[p]VSD[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 250ms[/p]
  • [p]Adjusted ADS delay: 200ms β†’ 250ms[/p]
[p]VSK-92[/p]
  • [p]Adjusted Bullet velocity: 280m/s β†’ 320m/s[/p]
[p]Sniper Rifles[/p]
  • [p]Increased sniper rifle bullet velocity.[/p]
[p]NTW-Proto[/p]
  • [p]Adjusted standard rounds bullet velocity: 400m/s β†’ 620m/s[/p]
  • [p]Adjusted armor-piercing rounds bullet velocity: 358m/s β†’ 630m/s[/p]
  • [p]Adjusted standard rounds damage: 178 β†’ 150[/p]
  • [p]Reduced close-range damage coefficient: 0.9x damage at 0-30m[/p]
[p]L90A1[/p]
  • [p]Adjusted bullet velocity: 475m/s β†’ 660m/s[/p]
[p]M72[/p]
  • [p]Adjusted bullet velocity: 400m/s β†’ 640m/s[/p]
[p]Shotguns[/p]
  • [p]Increased weapon handling difficulty while maintaining close-range advantages.[/p]
[p]Home Defender[/p]
  • [p]Increased vertical recoil[/p]
  • [p]Increased recoil recovery speed[/p]
  • [p]Adjusted pellet count: 11 β†’ 9[/p]
  • [p]Reduced minimum and maximum spread[/p]
  • [p]Optimized damage falloff curve, reducing medium-range damage[/p]
[p]M88[/p]
  • [p]Adjusted pellet count: 12 β†’ 9[/p]
  • [p]Adjusted fire rate: 80 β†’ 70[/p]
  • [p]Reduced minimum and maximum spread[/p]
  • [p]Optimized damage falloff curve, reducing medium-range damage[/p]
[p]Pistols[/p]
  • [p]Improved pistol responsiveness during combat[/p]
[p]M11[/p]
  • [p]Adjusted hip-fire delay while sprinting: 300ms β†’ 100ms[/p]
  • [p]Adjusted ADS delay: 450ms β†’ 180ms[/p]
[p]AP Auto[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 100ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 190ms[/p]
[p]M28[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 100ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 180ms[/p]
[p]G17[/p]
  • [p]Adjusted hip-fire delay while sprinting: 200ms β†’ 100ms[/p]
  • [p]Adjusted ADS delay: 400ms β†’ 190ms[/p]
[p]Attachment[/p]
  • [p]Removed Bipod and Heavy Bipod from selectable attachment lists for all categories except LMGs.[/p]
[p][/p]
Bug Fixes
[p][/p][h2]Shotgun[/h2][p][/p]
  • [p]Fixed the incorrect M88 ammo count when reloading an empty magazine.[/p]
  • [p]Fixed an issue where hitting the LMB during M88's reload would interrupt the reload and prevent firing.[/p]
  • [p]Fixed an issue where the primary weapon would display an incorrect ammo count caused by switching to a secondary weapon equipped with an extended mag, launching a melee attack, and then switching back to the primary weapon.[/p]
[p][/p][h2]Erwin[/h2][p][/p]
  • [p]Fixed an issue where Erwin's Q ability would not activate while mid-air, only taking effect after Erwin landed.[/p]
  • [p]Fixed an issue where Erwin's Q ability SFX would persist after switching weapons.[/p]
  • [p]Fixed an issue where Erwin's Q ability pre-selection would fail at certain resolutions, preventing healing and revival of teammates.[/p]
  • [p]Fixed an issue where Erwin's E ability effect would permanently remain active and the ability could not be activated again if cast at the exact moment of being knocked down and then redeployed.[/p]
  • [p]Fixed an issue with Erwin's Q ability target selection priority logic.[/p]
  • [p]Fixed an issue where Erwin's Q ability link to a teammate would not automatically re-establish if Erwin moved out of range, and then re-entered range.[/p]
  • [p]Fixed an issue where Erwin's Q ability target selecting indicator would occasionally disappear.[/p]
  • [p]Fixed an issue where Erwin's Q ability revive would not activate under high latency.[/p]
[p][/p][h2]Reloading[/h2][p][/p]
  • [p]Fixed an issue where if Ryan activated his ultimate ability and then launched a melee attack at the end of a reload, he would not be able to perform melee attacks again while the ultimate was active for the rest of the match.[/p]
  • [p]Fixed an issue where the PPSH-45 equipped with a Drum Mag would still display a "reloading" prompt and show a red ammo count if a loaded secondary weapon was switched to during a reload.[/p]
  • [p]Fixed an issue where the on-screen reload progress bar would display incorrectly when a Valiant reloaded while running.[/p]
  • [p]Fixed an issue where Valiants' reload animations appeared incorrectly in TPP.[/p]
  • [p]Fixed an issue where the Extended Mag attachment for the PPSH-45 was not functioning.[/p]
  • [p]Fixed an issue where the weapon model would disappear if the melee and reload keys were pressed simultaneously when the weapon's mag was not full.[/p]
  • [p]Fixed an occasional issue where a weapon would automatically reload after firing only once.[/p]
[p][/p][h2]Deployment[/h2][p][/p]
  • [p]Fixed an issue in WA Raid mode where, if a player deployed at the exact moment a target was captured, the deployment screen would not display the target or teammates upon redeployments.[/p]
  • [p]Fixed an issue where after reconnecting from a network disconnection, the Valiant remains knocked down on the ground and cannot redeploy.[/p]
  • [p]Fixed an issue where the camera would get stuck on the deployment screen after reconnecting from a network disconnection, preventing player from controlling the Valiant.[/p]
  • [p]Fixed deployment screen errors caused by unsynchronized variables during high-latency conditions.[/p]
  • [p]Fixed an issue where if a teammate's revive attempt was interrupted while the player's Valiant was in a downed state, it would prevent the Valiant from deploying and keep them stuck in the downed state.[/p]
  • [p]Fixed an occasional issue where players cannot select Valiants and weapons on the deployment screen.[/p]
  • [p]Fixed an issue where a Valiant could be attacked by enemies while being deployed to the battleground, before the deployment process was complete.[/p]
  • [p]Fixed an issue where the weapon model would disappear after deployment, caused by repeatedly switching weapons on the deployment screen after being knocked down while holding a non-primary weapon.[/p]
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Wild Assault Valiant Spotlight: Crock - The Mire Butcher

[p][/p][previewyoutube][/previewyoutube][p][/p]
Lore
[p][/p][p]
[p]Whether in the past or present, Crock has always been the ultimate hunter. The only difference now is that his prey has shifted from politicians to soldiers.[/p][p]His exceptional combat skills and lightning-fast adaptability make him unstoppable on every mission. Even the most secure defense systems crumble before him like paper. His talents quickly earned him a reputation as the organization's most sought-after assassin, with high-priority and challenging contracts flooding in one after another.[/p][p]However, he gradually lost interest through countless "mind-numbingly boring" assignments, until he insisted on quitting and found himself on the organization's hit list. The experience of fighting other trained killers in life-or-death battles reignited his desire for combat. Compared to defenseless politicians, skilled opponents offered far more excitement and challenge.[/p][p]After effortlessly escaping the assassin organization's pursuit, he received an offer from the Desolate Legion. This time, he accepted with genuine enthusiasm.[/p]
[/p]
Abilities Description
  • [p]PASSIVE - Terror Spreads[/p]
    • [p]When Crock successfully eliminates a target, he collects intel the enemy dropped to reveal all nearby enemy units for a short period of time.[/p]
  • [p]SIGNATURE - Dark Water Strike[/p]
    • [p]Crock gets ready to ambush enemies and removes all targeting/unveiling debuffs. While the ability is active, Crock moves slowly and applies a hunt mark to the nearest enemy unit. Use LMB to launch a death roll to dash forward and deal massive damage to enemies along the way. The death roll gains significantly increased range when targeting an enemy with a hunt mark.[/p]
  • [p]TACTICAL - Tomahawk![/p]
    • [p]Crock throws a retrievable tomahawk towards his target. Successfully taking down enemies with this ability will trigger the Terror Spreads passive for Crock, revealing all nearby enemy units around the eliminated target for a certain period of time.[/p]
  • [p]ULTIMATE - Hunting Feast[/p]
    • [p]"Let the feast begin!" Crock enters full hunting mode, activating thermal vision to sense all nearby enemy units through objects. While the ability is active, Crock gains increased movement speed, significantly increased crouched movement speed, and silenced footsteps. Successful takedowns extend the ability duration.[/p]
[p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ‡️[/h3]

Steam Summer Sale '25, Special Discount & Season 2 Goodies Unveiled!

[p][/p][p]Reminder: The Steam Summer Sale '25 kicks off at 10 AM PT on June 26! ⏰[/p][p]Wild Assault is already offering a 25% OFF discount ahead of schedule, as a big thank you to our incredible community! ❀️[/p][p]If you haven't tried it yet, now's the perfect time! βœ…[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p]Curious about Marquez's new outfit? πŸ˜‰ Stay tuned for more Season 2: Phantom Fracture updates![/p][p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ‡️[/h3]

Wild Assault Dev Log #29: Balancing, balancing and balancing!

[p][/p][p]Hello Wild Ones![/p][p]Wild Assault Season 1 is coming to an end soon! As our first Early Access season, we've delivered 20 live updates with key improvements including character collision fixes and Battle Pass system refinements.[/p][p]As teased in last week's dev log, today we're diving deeper into the Season 2 balance adjustments! These changes resulted from multiple rounds of in-depth studio discussions, where we finalized the core direction. We'll continue refining specifics through ongoing optimizations.[/p][p][/p][h2]1. Valiant Balancing[/h2][p][/p][h3]1.1. Basic Specs Adjustment[/h3]
  • [p]Lowered basic HP for large Valiants, including Ryan, Vladimir and Zhenshan: 200 β†’ 180.[/p]
[h3]1.2. Hongying: The Medic Angel[/h3]
  • [p]First Aid Capsule (Q)[/p]
    • [p]Significantly reduced the wind-up time for tossing the capsule.[/p]
    • [p]New trait: Retrieving the capsule now resets the cooldown of her E ability.[/p]
[h3]1.3. Marquez: The Deadly Toxin[/h3]
  • [p]Gas Grenade (Q)[/p]
    • [p]Significantly reduced the wind-up time for launching the gas grenade.[/p]
    • [p]Improved overall ability VFX & SFX quality, and enhanced ability activation player feedback.[/p]
  • [p]Toxin Trap (E)[/p]
    • [p]Marquez's mines no longer detonate when defused by enemies.[/p]
    • [p]Marquez's mines now chain react and detonate other mines within the explosion radius.[/p]
    • [p]Improved overall ability VFX & SFX quality, and enhanced ability activation player feedback.[/p]
[h3]1.4. Vladimir: The Righteous Flame[/h3]
  • [p]Fury Cannon (Z)[/p]
    • [p]Increased the explosion falloff range, reduced splash damage, and reduced the explosion radius.[/p]
[h3]1.5. Ryan: The Tough Cop[/h3]
  • [p]Smoke Grenade (Q)[/p]
    • [p]Reduced the ability's cooldown and duration.[/p]
  • [p]Reckless Charge (E)[/p]
    • [p]Reduced initial sprint speed.[/p]
    • [p]Removed attack detection during the speed-up phase. Ryan will no longer knock down or deal damage to enemies during the initial acceleration of his charge.[/p]
  • [p]Repression (Z)[/p]
    • [p]Ryan can now extend the ultimate's duration through successful takedowns.[/p]
[h3]1.6. Jack: The Sharp Tracker[/h3]
  • [p]T-28 Projectile Launcher (Q)[/p]
    • [p]Significantly reduced the wind-up time for launching the projectile.[/p]
  • [p]H-6 "Bloodhunt" (E)[/p]
    • [p]Scan distance: 75m β†’ 110m. (1mβ‰ˆ3.28ft)[/p]
    • [p]Jack's movement is no longer restricted while the ability is activated.[/p]
  • [p]D-37 Wolf Pack Artillery (Z)[/p]
    • [p]Jack's movement is no longer restricted while activating the ability.[/p]
[h3]1.7. Akai Hime[/h3]
  • [p]Departure (E)[/p]
    • [p]Reduced the slide & melee damage: 110 β†’ 100.[/p]
    • [p]Sliding within the effective range of ENCOUNTER (Q) now grants her an additional stealth effect.[/p]
  • [p]Enigma (Z)[/p]
    • [p]Enemies will now be disarmed for a short period of time if they hit the decoy left by Akai Hime's slide while her Ultimate is activated.[/p]
[h3]1.8. Uly: The Land Diver[/h3]
  • [p]Uly's Scuba Party (Z)[/p]
    • [p]The SN3100 Ulymobile now moves faster while Uly's Ultimate is activated.[/p]
    • [p]Instead of only squadmates, Uly's entire team can now use the holes created by his "Land Diving" ability as deploy beacons.[/p]
[h3]1.9. Zhenshan - The Vanguard Will[/h3]
  • [p]Passive[/p]
    • [p]Jumping during ability casting is no longer restricted. You can now activate Zhenshan's rolling by pressing the tactical sprint key, and it will cost additional stamina.[/p]
[h2]2. Weapon Balancing[/h2][p]Once again, we'd like to communicate with you on our weapon balancing philosophy:[/p]
  • [p]Main approach: Our idea is to create differentiated weapon designs that highlight each weapon's strengths and weaknesses, establishing a distinctive, balanced ecosystem where weapons counter each other in a stable and healthy way.[/p]
[p]To make that happen, we've made detailed plans covering multiple aspects regarding specific weapon balancing tasks:[/p]
  • [p]Redefining weapon roles to address assault rifles being severely outclassed.[/p]
    • [p]Buff SMGs at close range while reducing their mid to long-range effectiveness.[/p]
    • [p]Enhance assault rifles' mid to long-range performance (reduce spread, increase late-stage recoil, fine-tune recoil patterns).[/p]
  • [p]Optimizing DMRs:[/p]
    • [p]Improve sustained long-range precision.[/p]
    • [p]Reduce spread.[/p]
    • [p]Differentiate DMRs through unique recoil patterns.[/p]
  • [p]Snipers: Further fine-tune damage capability at long range.[/p]
  • [p]Fine-tune weapon ADS delay and ready-up times.[/p]
  • [p]Rework problematic weapons: Resolve balance issues caused by unclear positioning of shotguns and machine guns.[/p]
  • [p]Optimize damage distribution across different body parts: Prevent arms from acting as "chest shields" that block weapon damage.[/p]
  • [p]Attachment System Overhaul:[/p]
    • [p]Remove unreasonable attachments from certain weapons.[/p]
    • [p]Rebalance attachment stats to reduce excessive negative attributes.[/p]
    • [p]Clarify attachment roles to reduce confusion.[/p]
    • [p]Create a more intuitive system that better supports weapon performance.[/p]
[p]For us, balance is an ongoing journey. Moving forward, we will continue making regular dynamic adjustments focused on player experience. We always welcome players to share their thoughts and suggestions about Valiants and weapon experience in Wild Assault![/p][p][/p][h2]3. Upcoming Bug Fixes[/h2][p][/p][p]Finally, we've fixed those bugs you've all been asking about in our internal builds. However, these fixes still carry some major stability risks. We're planning more internal testing rounds to make sure everything runs smoothly before release. You can expect these bug fixes to go live with Season 2.[/p]
  1. [p]Fixed the incorrect M88 ammo count when reloading an empty magazine.[/p]
  2. [p]Fixed an issue where the Home Defender's bullet count was behaving abnormally.[/p]
  3. [p]Fixed an issue in the WA Raid mode where deploying during point capture would make both objectives and teammates disappear from the deployment screen.[/p]
  4. [p]Fixed an issue where players couldn't interact with certain event related items after reconnecting from a network disconnection.[/p]
  5. [p]Fixed an issue where the camera stuck on the deployment screen after reconnecting from network disconnection, preventing player from controlling the Valiant.[/p]
  6. [p]Fixed deployment screen errors caused by unsynchronized variables during high-latency conditions.[/p]
  7. [p]Fixed an issue where Marquez's E ability collided with the camera.[/p]
  8. [p]Fixed an issue where weapon models would unexpectedly disappear when triggered by a melee attack while equipping a weapon attachment that modifies magazine capacity.[/p]
  9. [p]Fixed an issue where equipping the extended magazine on the PPSH-45 did not function properly.[/p]
  10. [p]Fixed an issue where Erwin's PPSH-45 equipped with an extended drum displayed incorrect ammo counts after activating Q ability and switching back to primary weapon.[/p]
  11. [p]Fixed an issue where Erwin’s Q ability healing SFX would incorrectly persist when switching weapons during the ability.[/p]
  12. [p]Fixed an issue where Erwin’s Q ability (Revive) would fail to activate under high-latency conditions.[/p]
[p][/p][p]That's all for this episode! We'll reveal more info about the upcoming Season 2 very soon. Feel free to chat with us in the comments. Hope you have a great weekend ahead! πŸ˜‰[/p][p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ‡️[/h3]