Hello, GZW Community,
The Winds of War update is landing this spring, and it’s packed with significant additions for both PvP and PvE players. We kicked things off with our Roadmap Reshaped stream, spotlighting some of the biggest changes—and there’s still plenty more to share.
Your feedback has played a key role in shaping our direction. In this devlog, we’re diving into Game Flow and Quality of Life improvements—meaningful upgrades that fundamentally enhance your experience in Lamang.
No more constant trips back to base — you can now accept and deliver tasks directly in the field. To pick up or hand in task items, use the newly added Combat Outposts (COPs): capturable strategic points you can conquer and use for respawning and restocking.
After death, you can respawn at the nearest COP held by your faction or back at base, allowing you to jump back into action or retreat.
Elimination tasks now track squad-wide progress — as long as you stay close, every kill counts, even from squad members who don’t have the task active.
We’ve reworked the early-game flow, making the progression faster and more engaging.
You’ll notice a mix of overhauled and newly added tasks, bringing better pacing, variety, and clarity. Updated tasks will be marked, so you’ll know exactly what’s changed.
We’re introducing the first iteration of localization support for the following languages: German, French, Portuguese (Brazilian), Spanish, Italian, Polish, Czech, Turkish, Chinese (Simplified), Korean, and Japanese. Localization will continue to improve over time, and we may add more languages in the future. We’ll keep the community updated as we move forward.
Fighting AI enemies is about to feel more immersive with new injury reaction animations. They'll now check their wounds, limp when critically injured, react to flashbangs, and even get stunned if they survive a headshot. This gives you real-time feedback in the heat of combat and helps level the playing field.
Injuries are now broken down in greater detail on the Health Screen for both your character and dead bodies. You’ll be able to identify whether the damage came from a knife, barbed wire, firearm, or a mix of sources.
If hit by a firearm, the screen will display the shot’s direction, exact projectile type, and armor penetration details. All this information helps you understand what went wrong, better prepare for your next fight, and even infer the playstyle of the enemy who left the trail behind.
To encourage more thoughtful and rewarding progression, we’re adjusting vendor inventories, stock levels, and the availability of items based on task completion. You’ll start with more basic gear and build up your arsenal over time, giving each upgrade a stronger sense of achievement. We’re also introducing a fourth Vendor Level, unlocking even more options as you advance.
In addition to packing, you can now sort your locker by item type, making it easier to keep your gear organized.
You can now store your items (such as grenades or weapon parts) in newly added container types. We've also rebalanced existing container sizes and tweaked how and where you obtain them, making inventory management more practical and efficient.
We’ve implemented smooth scope zooming to make aiming more natural and comfortable. Additionally, scopes and sights now appear closer to your view, enhancing authenticity and immersion in combat.
Faction members are now wearing armbands, which makes it easier to identify allies quickly and reduces accidental team kills during intense fights.
If you get stuck in a problematic spot, you can respawn manually. We're also actively working on fixing those map areas to reduce the chances of this happening in the first place.
Yes, the first iteration of light destruction is finally here — you can now shoot out lights in select locations, opening up new opportunities to move stealthily and outmaneuver your enemies under the cover of darkness.
Durability loss and the repair system are being overhauled. We're removing automatic durability loss upon death or coma. Instead, weapons will now degrade slowly through use — and much more significantly when hit by bullets.
The expanded repair system introduces several options to maintain your gear. You’ll need to choose between a slower repair method (during which the item remains unusable) or newly added repair kits that restore items instantly.
The system will continue to be balanced and refined in future updates.
You can now report both players and bugs through a dedicated in-game form. This makes it quicker to share issues, helps us improve the game, and foster a healthier community.
We’ve made several tweaks to in-game audio, including lowering the volume of fauna and waterfalls, to create a more balanced and immersive soundscape.
Many of these improvements come straight from your feedback — and we can’t wait for you to see how they elevate your experience in Lamang.
That said, we’re just getting started. There’s still plenty more to reveal in the Winds of War update. As we get closer to launch in the coming months, we’ll continue to share new features and give you a look behind the scenes at our progress. The team will be pushing hard all the way to release.
Share your thoughts—and stay tuned. More exciting news is coming, with our next devlog focused on gear and weapons.
Every Move Matters,
MADFINGER Games Team