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Wild Assault Dev Log #42: Balance, Truly a Challenge!

[p]Hello, Valiants![/p][p]Over the past week, we continued gathering your feedback on game balance and implemented an update this Thursday. We fully understand that balance optimization is a complex and ongoing effort. The team is working hard to identify and alleviate current pain points in the gameplay experience, enhancing overall match fairness and smoothness.[/p][p]Current Optimization Approach:[/p][p]Without significantly altering the current player feel, we prioritized targeted adjustments at the numerical level.[/p][p]Valiant Adjustments:[/p][p]NORMAN (Tiger) - Ultimate Skill \[PRIMAL FURY]:[/p][p]We did not change its core mechanics but introduced a dynamic decay Numerical Design to address the issue of it being difficult to counter in the late stage.[/p]
  • [p]Before: Constant 50% damage reduction throughout the skill duration.[/p]
  • [p]After: Damage reduction now decays linearly over the skill’s duration.[/p]
  • [p]Start: Maintains 50% high damage reduction to ensure strong initiation capability.[/p]
  • [p]Effect: The damage reduction decays every 2 seconds during the entire effect period, eventually decreasing to 15% by the end.[/p]
  • [p]Goal: To preserve his initiation power while providing opponents with a counterplay window in the later stages, encouraging more precise timing and decision-making.[/p]
[p]MARQUEZ (Skunk) - TACTICAL \[GAS GRENADE]:[/p][p]After comprehensively evaluating its innate healing denial effect, explosion damage, and stacking potential, we moderately reduced the threat level of a single poison instance. This ensures that a full-health player will not be downed after fully experiencing one poison effect.[/p]
  • [p]Goal: To alleviate the pressure of multiple Marques stacking skills to block paths and enhance survival and counterplay opportunities for opponents.[/p]
[p]RYAN (Bull) - ULTIMATE \[REPRESSION] Enhancement:[/p][p]Considering his slow movement, limited primary weapon ammo, and shield’s inability to block melee attacks, we added all-type damage reduction during Ryan’s ultimate.[/p]
  • [p]Goal: To strengthen his role as a front-line tank and highlight his tactical importance as a core damage-soaker for the team.[/p]
[p]AKAIHIME (Fox) - SIGNATURE \[DEPARTURE] Adjustments:[/p][p]Based on extensive feedback (yes, complaints about her slide are second only to one other thing—guess what’s first?), we appropriately rolled back some overly strong enhancements to maintain healthy match pacing.[/p][p]Weapon Adjustments:[/p][p]By reviewing player feedback and surveys, we found that some weapons underperformed within their categories compared to the current meta options. By enhancing the base attributes of these weaker weapons, we aim to preserve their unique characteristics while improving their versatility in various combat scenarios.[/p][p]Next Steps & Commitments:[/p][p]We will continue adhering to our "small steps, quick iterations" strategy:[/p]
  • [p]Daily tracking of balance-related feedback and weekly fine-tuned numerical adjustments (mechanic-related issues will be handled separately).[/p]
  • [p]Focusing on optimizing high-priority pain points such as skills, weapons, BOT behavior, and match pacing.[/p]
    • [p]Preview of upcoming adjustments (subject to actual update notes):[/p]
    • [p]🔫 Weapons: Adjustments for AKS, A94, AL01, MK4, and other firearms.[/p]
    • [p]🗺️ Gameplay: Fine-tuning of spawn points on some maps to improve attack/defense experience.[/p]
    • [p]⚙️ Other modules will be optimized based on priority and resource availability.[/p]
  • [p]Maintaining transparent communication with the community and providing timely updates on optimization progress and specific data.[/p]
[p]We hope to gradually improve match fairness and gameplay smoothness through this "small steps, quick iterations" approach, continuously collecting feedback and making weekly progress.[/p][p]We also encourage everyone to experience the game after each update and share more specific, precise balance issues and suggestions with us. Only through collective effort can Wild Assaultevolve in a healthier and more fun direction.[/p][p]That’s all for this week’s Wild Assault Dev Log. Thank you to every Valiant who continues to offer suggestions (´。• ᵕ •。) ♡`—you are making this battlefield better and better! See you in the comments![/p][p][/p][p][/p][p][/p][p]✨ Surprise egg announced! A succubus is about to join the battlefield—be careful, she might be right behind you[/p][p][/p][p][/p][p][/p][p]Combat Cat Studio[/p][p][/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 October 23 Hotfix Patch Notes-Balance Optimizations

[p]Hello Wild Ones,[/p][p]We will be performing a live update at 03:00 AM PT on October 23. 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]▌ Balance Optimizations[/h3]
  • [p]Valiants[/p]
    • [p]Norman:[/p]
      • [p]Adjusted the significant damage reduction of the Ultimate ability. The damage reduction effect now decays over the duration of the ability.[/p]
    • [p]Marquez:[/p]
      • [p]Reduced the damage frequency of the Tactical ability's poison gas by 23%.[/p]
    • [p]Ryan:[/p]
      • [p]During the Ultimate ability, added an 18% damage reduction effect against all damage types.[/p]
    • [p]Akaihime:[/p]
      • [p]Removed the immunity to certain explosive damage types during the Signature ability..[/p]
    [p][/p]
  • [p]Weapons[/p]
    • [p]Assault Rifles:[/p]
      • [p]Adjusted the recoil for the NK47 and AS-VAL, reducing the frequency and magnitude of horizontal recoil deviation.[/p]
    • [p]Submachine Guns (SMG):[/p]
      • [p]Increased the magazine capacity for all SMGs except the DMP.[/p]
      • [p]Reduced the maximum spread (both hip-fire and aimed) for the PPsh and M10.[/p]
      • [p]Increased the base damage of the PS-29 by 2 points and increased its initial damage fall-off distance by 2 meters.[/p]
    • [p]Shotguns:[/p]
      • [p]Increased the damage fall-off distance for shotgun slugs.[/p]
    • [p]Sniper Rifles:[/p]
      • [p]Reduced the reload time for the Hunter's Crossbow.[/p]
    • [p]Designated Marksman Rifles (DMR):[/p]
      • [p]Reduced the base vertical recoil for the DSV from 3.5 to 2.[/p]
  • [p]BOT[/p]
    • [p]Moderately slowed down the BOT' return-to-battlefield rhythm.[/p]
  • [p]Custom Matches[/p]
    • [p]The reward output ratio for Custom Matches has been increased to 100%.[/p]
  • [p]Gameplay[/p]
    • [p]Optimized the control point location in Area A for the VESKA Outpost - Onslaught game mode.[/p]
[h3]▌ Fixes[/h3]
  • [p]Fixed an issue where using the Valiant Crock could not progress the Battle Pass mission requiring skill usage.[/p]
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Wild Assault Dev Log #41: The Bots Are Learning. Here's What's Changed.

[p]Hello Wild Ones![/p][p]Now that the new bot update is live, we want to ask: how is it feeling? The community has sent us a massive amount of feedback, calling out issues like their "unnatural instant shooting," "super long-range precision," "single-speed slow walk," and "walking past downed teammates without helping."[/p][p]Don't worry—we've been listening closely, and every one of your complaints has been cataloged.[/p][p][/p][p][/p][h3]Phase 1: What We Just Fixed[/h3][p]We've tackled some of the most frustrating "superhuman" Bot behaviors. Consider these nerfs:[/p]
  • [p]Added recoil patterns to Bot weapons. They can no longer laser-focus you while firing full-auto.[/p]
  • [p]Bots now have a realistic turn speed. No more spine-snapping 180° headshots in close quarters.[/p]
  • [p]The "Unfair Advantage":[/p]
    • [p]Fixed Bots shooting while using abilities.[/p]
    • [p]Fixed Bots ignoring smoke grenades in certain situations.[/p]
  • [p]Smarter Movement & Respawn:[/p]
    • [p]Improved jump logic (goodbye, weird bunny-hopping).[/p]
    • [p]Sped up Bot respawn times to keep the action flowing.[/p]
[p][/p][h3]Phase 2: From "Dumb" to "Dependable"[/h3][p]We're also making Bots better teammates and more realistic opponents.[/p]
  • [p]The "Good Teammate" Update: We've super-tuned the Bots rescue logic. In a non-combat state, Bots will now prioritize reviving downed human players.[/p]
  • [p]The "Smarter Patrol" Update: We've added more varied routes and capture behaviors on maps like Vesca​ Outpost. They should feel less predictable.[/p]
[p][/p][h3]The Road Ahead: What's Next for Bots?[/h3][p]All these changes boil down to two key principles:[/p][p]1. Protect the fundamental game experience.[/p][p]2. Eliminate unnatural behaviors that undermine it.[/p][p]We're breaking this down into three pillars: Combat, Capturas, and Support.[/p][p][/p][p][/p][p]1. Combat: Less "Cheating", More Thinking[/p][p]We've fixed the "cheaty" parts. Now, we're working on their skill usage. We want each Bot character to use their abilities in smart, character-specific ways.[/p][p][/p][p]Want a sneak peek at how we're evolving the skill logic? Here's what we're testing (subject to change):[/p]
[p]Character[/p]
[p]What's Improving[/p]
[p]NORMAN[/p]
[p]Smarter tactical skill usage.[/p]
[p]RYAN[/p]
[p]Better use of ALL abilities.[/p]
[p]AKAIHIME[/p]
[p]Better use of ALL abilities.[/p]
[p]... (and others)[/p]
[p]...[/p]
[p][/p][p][/p][p][/p][p]2. Capturas: Fixing the moving path[/p][p]We see your clips of Bots running away from the point or pacing nervously. We're building new logic to help Bots understand game state and make smarter attacks/defenses. This system needed more time in the oven and didn't make this patch, but it's a top priority.[/p][p][/p][p]3. Support: Beyond Just Revives[/p][p]We've significantly tuned the medic Bots' rescue behavior (HONG YING, ERWIN). Next, we'll expand support behaviors to others, like:[/p]
  • [p]VLADIMIR sharing ammo and refreshing cooldowns.[/p]
  • [p]ZHENSHAN proactively protecting allies from grenades.[/p]
[p]The ultimate goal? For Bot teammates to feel like helpful squadmates, and Bot enemies to feel like challenging, but fair, opponents.[/p][p]
[/p][p][/p][h3]We Want to Hear from You! 🎤[/h3][p]This is where you come in. Help us shape the future of our Bots.[/p]
  1. [p]Which character's Bot do you think needs the MOST help with their ability usage?[/p]
  2. [p]What's one thing a "dream teammate" Bot could do that would actually help you win?[/p]
  3. [p]What's the funniest/worst Bot behavior you've seen lately? (Clip it if you can!)[/p]
[p]Pro-Tip for Bug Reports: The best feedback includes a video clip. It helps us squash bugs 10x faster.[/p][p][/p][p]That's all for this episode! As always, please share your thoughts and anything you'd like to discuss with us in the comments. 💬 We hope you enjoy a nice weekend, and we'll see you in the next one![/p][p][/p][p]Combat Cat Studio[/p][p][/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 October 16 Hotfix Patch Notes

[p]Hello Wild Ones,[/p][p]We will be performing a live update at 03:00 AM PT on October 16. 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]▌ Event Preview[/h3]
  • [p]Valiant Weekend kicks off![/p]
    • [p]From October 17, 7:00 PM PT - October 20, 07:00 PM PT, enjoy a 150% Valiant Proficiency boost![/p]
[h3]▌ Optimizations[/h3]
  • [p]Optimized BOT behavior during combat, point capture, and near-death states to improve their return-to-battlefield rhythm.[/p]
  • [p]Optimized the Custom Match system:[/p]
    • [p]Added an Infinite Ammo option for weapons.[/p]
    • [p]Added a Weapon Disable feature.[/p]
  • [p]Optimized spawn point locations in various modes:[/p]
    • [p]VESCA OUTPOST​ - WA RAID: Defenders' spawn points in Area A; Attackers' spawn points during the B1 point contestation state.[/p]
    • [p]VESCA OUTPOST​ - WA CONQUEST: Bear Team's spawn points during the contestation state of points B and C.[/p]
    • [p]CRESCENT BAY - WA RAID: Attackers' spawn points in Area C.[/p]
  • [p]Optimized the chat channel switching function; the channel switch operation is now retained in the Lobby.[/p]
  • [p]Optimized Career Stats display, replacing "Deaths" with "Most Revives in a Single Match".[/p]
[h3]▌ Fixes[/h3]
  • [p]Fixed an issue where some text strings appeared too long/cut off.[/p]
  • [p]Fixed an issue where changing a public Custom Match room to private did not immediately update its status in the room list.[/p]
  • [p]Fixed a frequent issue of icon flickering when entering the Personalization UI interface.[/p]
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Wild Assault Co-Creation Plan: | Series 1 Results Officially Announced!

[p][/p][p]To all players and creators of Wild Assault,[/p][p]Thank you for your enthusiastic participation and support! The voting phase for the first edition of the "Creator's Odyssey" Weapon Skin Fan Creation Event has now concluded. Based on the cross-platform vote tally (as of 07:00 PM PDT, October 12), the top three winning entries and their creators are as follows:[/p][p]🥇 First Place: Ally[/p][p][/p][p]🥈 Second Place: Noble[/p][p][/p][p]🥉 Third Place: Patrik Sousa[/p][p][/p][p]Congratulations to the top three creators! Their winning designs will now enter the production phase—stay tuned to see these skins come to life in-game![/p][p]Additionally, all ten shortlisted creators will receive an exclusive event reward: your choice of any in-game bundle![/p][p]Our team will contact you via official channels to deliver your rewards. To ensure prompt delivery, please add our staff member (Steam ID: 1275701437) as a friend on Steam in advance.[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Series 2 of our Co-Creation Event is coming soon—stay tuned![/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ⤵️[/h3]