Tomorrow is the day and Monster Hunter Wilds is launching. Hunters can finally go on a monster hunt again. Shortly before this, Capcom released the patch notes and shared what has changed compared to the beta.
Through the past beta phases, Capcom was able to collect valuable data and player feedback. Based on this, it was announced that many problems, hurdles, and obstacles would no longer be an issue in the full version at release.
The complete patch notes have now been released. The changes especially affect some gameplay elements, some weapons, and performance. What exactly has changed can be read here.
Changes to Gameplay
In the beta, several aspects of the gameplay were criticized. These issues have been addressed as follows:
- Hitstop and sound effect adjustments
- Especially special moves and finishers have been adjusted to feel heftier and more powerful
- Mitigation of “friendly fire”
- Damage effects from characters when hit by allies have already been mitigated in the public beta test
- In the full version, this mitigation is also implemented for upward swings with the hammer
- To negate damage reactions, players also have the “Buffer Jewel” decoration available
- Adjustment of the frequency of area changes by monsters
- The frequency with which monsters change areas has been adjusted to be approximately that of Monster Hunter: World
- In the full version, players can also use field camps and fast travel
Adjustments to Weapons
The weapons have also been revised and adjusted based on the feedback and data. The biggest changes affect the insect glaive, lance, bow, sword and shield, and the morph axe.
Insect Glaive
- To strengthen aerial actions, “Catapulting Dance” is added
- After catapulting, chaining into various aerial actions is possible
- The strength of aerial attacks increases by two levels with each catapult
- A recoil effect is added at the start of the Sinking Strike
- The effect of the orange extract is changed to “Negated recoil when weapon drawn”
and the extract combination Red+White+Orange now also reduces wind pressure, quakes, and roars
Lance
- The charge counter now allows blocking while charging, and it can be performed after any other action
- Power-blocking now charges faster to high levels when strong attacks are deflected
- Perfect blocking and power-blocking can be chained into a newly added action
Morph Axe
- Various adjustments have been made to ensure a more satisfying transition to sword mode after building up the axe mode gauge
- Parameter improvements for various actions, including the Full Unleashed Strike
- During the Full Unleashed Strike, recoil is now negated
Sword & Shield
- Upward strike can now be used while blocking
- Parameter improvements for various attacks, especially normal attacks and Perfect Charge
- Improved query for the chopping and side strike combo as well as for block strike and Perfect Charge
- Improved evasion effectiveness of backstepping and sliding dodge
Bow
- Balancing of the bow: improved attack power and better querying of actions like normal attacks and parabolic shots; reduction of the power of target marking shots
- During the focus attack, not all wounds are now fixed at once, but wound by wound with a short delay in between
Other Weapon Changes
- General extensive adjustments to skills and element values for balancing the full version including endgame
- General adjustments regarding hit detection and low damage values in comparison to previous MH titles
Performance
A major point during the beta phases was also the performance. Therefore, the target performance has been adjusted as follows:

A rendering bug in frame rate priority mode has also been fixed and performance has been fundamentally improved.
Tomorrow it finally starts, and you can explore the world of Monster Hunter Wilds. If you want to know which monsters you will encounter there, you can take a look at our monster list: Monster Hunter Wilds: All currently known monsters in the list