
The LOONG CLAW prototype is a heavy combat bow inspired by Eastern traditions. It stands out with increased melee damage and impressive long-range capability. A distinctive feature of this model is its special visual effects when shooting. Arrows equipped with the Bow Arrow Landau mod explode in a particularly epic fashion. 不僅要高效擊敗敵人,還要打得漂亮!

The "ROAR OF THE BOWSTRING" event will be available in the in-game Shop from February 17 to March 3.

VILLAGE Map (CAPTURE THE BAG Mode)
Space and Density Optimization
Dev's comment: Heatmap data showed that the flanks were barely used, and players reported that the location felt too open. We reduced the map perimeter to make it more compact and added additional cover. This allowed us to decrease the number of uncontrolled sightlines and make movement between key paths safer.
Overall Changes
Central area: The "Puddle" in the center was an open space where players felt vulnerable. We added brush there to create a gameplay zone focused on camouflage and ambush tactics.
Vegetation adjustment: Tall decorative grass was often misleading, as players could not hide in it. We replaced it with low grass so that players could clearly distinguish between interactive brush (that provides concealment) and decorative elements.
Sniper positions: The huts at the team bases previously limited visibility and made movement difficult. We redesigned them into full-fledged sniper positions, adding more variety to both defense and attack.
Crossing: The boulders were replaced with a small footbridge. This made movement more predictable and comfortable, while preserving the visual feel of a "blockage" with water seeping through it.
Sightlines: The reed walls were made less dense (thinned out) to help players better understand whether they can be shot through.
Transport and Navigation
Road improvements: Travel in narrow areas was simplified, traffic routes were reworked, and new driveways were added.
Driving on bridges: The platforms were widened on both sides to allow for more comfortable vehicle movement.
Collision fixes: Problematic areas along the map perimeter where players could get stuck while moving were fixed.
Visual Enhancements
Textures and grass models were updated, along with lighting and shadow settings.
Added a fog effect over the water to create a deeper and more expressive atmosphere.
FACTORY Map (CONTROL Mode)
Why Were These Changes Made?
Dev's comment: Analysis of match data for the map showed that the win rate was skewed in favor of the GANG team. The main reasons were the conveyor layout, which prevented the SWAT team from taking positions in time, and the geometry of Point A, which made it easier for the GANG team to hold the objective.
Timing adjustments: We changed the position of the control point and the conveyor line. One of the conveyors now passes directly through the GANG positions, limiting their usual sightlines and maneuverability. This balances the teams' chances at the start of the engagement.
Geometry changes: The location was adjusted to accommodate the new object layout for more balanced gameplay.
Position reinforcement: To make firefights at the point more positional, we added additional cover for both sides. This will help the GANG team secure positions near the conveyor and allow the SWAT team to hold the captured point more securely.
Dynamic environment: Interactive objects were placed in areas where the conveyor belt used to run. This makes gameplay in this part of the map more varied and unpredictable.
DAVID
WHISPER
CHARON