Wild Assault Dev Log: Post-Gamma Test Optimizations!
Hello, Wild Ones!
In this episode, we’d like to show you the optimizations we’ve been working on recently.
Since the beta test, we’ve been trying to balance new content development with optimizations. It’s tricky work, but we’re glad to have figured out a way to handle both. However that’s a topic for another dev log. Without further ado, let’s dive into it!
Good news for our Team Red users!
After purchasing an RX 580 and identifying the cause, we've completely resolved the crash issues that occurred with specific AMD GPU models during the gamma test.
It turns out that the hair module in Unreal Engine v5.4 has compatibility issues with several AMD graphics cards. Combat Cat Studio carried out a proper fix and submitted the code to the Unreal Engine team. Now the fix is implemented in Unreal Engine v5.5, and the issue is resolved once and for all for all related games and GPUs.
Refer to: Unreal Engine v5.5 Release Notes

(source: https://www.reddit.com/r/AyyMD/comments/bjk2ly/this_meme_is_powered_by_ryzen_radeon/ )
Indeed, mantling is one of the biggest challenges we faced during the entire development process of Wild Assault. In fact, it is more complicated than it looks, since there is a huge amount of mechanisms and algorithms behind it. As you might remember, the producer spent a lot of time discussing mantling in multiple Q&A sessions this year. Our resolve to optimize mantling in Wild Assault and address related issues has never changed, and we learned a lot during the process as well.
Instead of going deep into the tech behind it, let's check out the mantling experience in our latest build:

Thanks to three major open tests, we've collected valuable results and feedback from our supportive community. As you can see, the current mantling has improved significantly compared to the one in alpha. (Indeed, animals do mantle higher than humans. Thanks for the tips!) As we've mentioned a hundred times, we truly enjoyed every minute of co-creating the game with our players. We believe you will definitely enjoy mantling in Wild Assault the next time you play!

Back in the alpha, beta, and gamma tests, joining the game midway always resulted in poor player experiences, such as a significant difference in game points and little match time remaining. This could also lead to longer matchmaking times for new matches.
Now, we've set up a new mechanism that allows players to avoid joining such matches during matchmaking. To be more specific, with this new mechanism, matches with certain differences in game points and remaining time will no longer accept new players. We hope this will improve players' experiences and match balance. Let's see if you like it!
Some other optimizations we've worked on include, but are not limited to:
That's all we'd like to share with you in this episode! More content is being worked on now, and we can't wait to share it with you soon! Please follow us on social media and stay tuned for more! 🫡
As always, don't forget to add Wild Assault to your wishlist, and be sure to ask your mom, dad, cousin, uncle, aunt, grandpa, grandma, classmates, and colleagues to do the same! It means a lot to us. Thank you! ❤️
https://store.steampowered.com/app/2827230/Wild_Assault/
Combat Cat Studio
X/Twitter: https://x.com/WildAssaultGame
Facebook: https://www.facebook.com/WildAssault/
YouTube: https://www.youtube.com/@WildAssault
Discord: https://discord.gg/wildassault
In this episode, we’d like to show you the optimizations we’ve been working on recently.
Since the beta test, we’ve been trying to balance new content development with optimizations. It’s tricky work, but we’re glad to have figured out a way to handle both. However that’s a topic for another dev log. Without further ado, let’s dive into it!
The AMD Issue
Good news for our Team Red users!
After purchasing an RX 580 and identifying the cause, we've completely resolved the crash issues that occurred with specific AMD GPU models during the gamma test.
It turns out that the hair module in Unreal Engine v5.4 has compatibility issues with several AMD graphics cards. Combat Cat Studio carried out a proper fix and submitted the code to the Unreal Engine team. Now the fix is implemented in Unreal Engine v5.5, and the issue is resolved once and for all for all related games and GPUs.
Refer to: Unreal Engine v5.5 Release Notes

(source: https://www.reddit.com/r/AyyMD/comments/bjk2ly/this_meme_is_powered_by_ryzen_radeon/ )
Mantling
Indeed, mantling is one of the biggest challenges we faced during the entire development process of Wild Assault. In fact, it is more complicated than it looks, since there is a huge amount of mechanisms and algorithms behind it. As you might remember, the producer spent a lot of time discussing mantling in multiple Q&A sessions this year. Our resolve to optimize mantling in Wild Assault and address related issues has never changed, and we learned a lot during the process as well.
Instead of going deep into the tech behind it, let's check out the mantling experience in our latest build:



Thanks to three major open tests, we've collected valuable results and feedback from our supportive community. As you can see, the current mantling has improved significantly compared to the one in alpha. (Indeed, animals do mantle higher than humans. Thanks for the tips!) As we've mentioned a hundred times, we truly enjoyed every minute of co-creating the game with our players. We believe you will definitely enjoy mantling in Wild Assault the next time you play!
Optimizations for Vladimir's Field Fort
Originally posted by ForgerDear Vladimir,
I apologize that the Field Fort used to block your bullets during combat. I have made a small change so that you can shoot freely behind the shield while it blocks damage from your enemies. Good luck on the battleground, товарищ!
Best wishes,
Field Fort Forger

Matchmaking: Joining the Game Midway
Back in the alpha, beta, and gamma tests, joining the game midway always resulted in poor player experiences, such as a significant difference in game points and little match time remaining. This could also lead to longer matchmaking times for new matches.
Now, we've set up a new mechanism that allows players to avoid joining such matches during matchmaking. To be more specific, with this new mechanism, matches with certain differences in game points and remaining time will no longer accept new players. We hope this will improve players' experiences and match balance. Let's see if you like it!
Misc. Optimizations
Some other optimizations we've worked on include, but are not limited to:
- Added an options button on the ESC menu for better accessibility.

- Visual improvements for the Best Squad page so that players can easily recognize themselves.

- Visual adjustment and improvement for bullet shells on the ground.
- Set the default key for the shoulder view switch to "X".
- Now players can hold the "T" button to voice chat with squad mates.
- Now the game will notify you if you are experiencing latency, packet loss, or network traffic issues.
That's all we'd like to share with you in this episode! More content is being worked on now, and we can't wait to share it with you soon! Please follow us on social media and stay tuned for more! 🫡
As always, don't forget to add Wild Assault to your wishlist, and be sure to ask your mom, dad, cousin, uncle, aunt, grandpa, grandma, classmates, and colleagues to do the same! It means a lot to us. Thank you! ❤️
https://store.steampowered.com/app/2827230/Wild_Assault/
Combat Cat Studio
Follow us on social media:
X/Twitter: https://x.com/WildAssaultGame
Facebook: https://www.facebook.com/WildAssault/
YouTube: https://www.youtube.com/@WildAssault
Discord: https://discord.gg/wildassault