Wind Energy and New Horizons: Q&A about the Storm Tuning Update
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[/p][p]Dear friends! We’ve released an update for Age of Water: new ships and weapons have been added, the new energy system is ready to challenge your construction skills, and PvP rewards have been significantly increased.[/p][p]In this post, we’ll answer the most frequent questions about the balance changes, energy, and weapons. Thank you for your support and feedback: it helps us make the game better![/p][h3]Q: What are the main goals and objectives of this update?[/h3][p]A: Our primary aim is to breathe new life into Age of Water and make balancing between speed, firepower, and survivability more challenging and fun. We’ve increased the variety of ships and weapons, rebalanced energy consumption and rewards, and ensured that every choice in the shipbuilder carries weight and encourages fresh tactics.[/p][h3]Q: How do I rebuild my top-tier ship in light of the new changes?[/h3][p]A: Now there isn’t enough energy to power everything you want, so plan carefully! We recommend first removing any extra Fan Motor modules and adding structures that boost energy production. For example, the "Torpedo Boat Midori Cabin" and the "Rook Boat Cabin A" now provide huge energy bonuses, but, as with many other cabins, they’ve been moved into a new "wheelhouse" category, of which you may set up only one per ship. However, there are other cabins and modules that grant energy boosts without that restriction (see the in-game descriptions), such as the "Three-Story Cabin”," "Rook Boat Cabin B," "Rook Boat Cabin C," and the "Halibut Conning Tower." Think through module placement and their energy demands, and balance your ship’s armament, speed, hull durability, and free cargo space to fit the new meta.[/p][h3]Q: How can I achieve sufficient energy after the update if I lack resources to craft generators and modules that give them bonuses?[/h3][p]A: The quickest and most cost-effective route is to craft wind generators at your base. They’ll cover basic needs and simple builds.[/p][h3]Q: Does it still make sense to craft an expensive Rank 5 radioisotope generator if a cheaper Rank-5 wind generator produces more energy?[/h3][p]A: Wind generators can look more efficient at first glance, but note that they only receive durability bonuses from modules—not energy production bonuses—and each installed wind generator increases the overall energy output penalty for all wind generators.[/p][h3]Q: Why did you make such radical changes to familiar gameplay elements?[/h3][p]A: We overhauled the core balance for the long-term health of the game, aiming to add depth and variety to ship and weapon choices. Before the patch, the dominant build was obvious—Midori, cisterns, cannons—leaving little room for alternatives. Now there are many viable builds, making it much harder to declare any single setup "the best."[/p][h3]Q: Won’t these updates devalue old content and the time players invested? And why were cannons changed so drastically?[/h3][p]A: We don’t believe old items are devalued. On top-tier builds, standard generators remain the best choice. While weapon balance has shifted—many older weapons have actually become more effective—cannons and rockets, if anything, lost efficiency through higher energy costs rather than reduced damage. Cannons were too universally strong—about 75% of players used only them—so we increased their energy consumption to open the field to other weapon types. Their raw damage remains the same, but in the new energy scarcity meta they no longer feel as dominant. Energy efficiency and build strategy now matter as much as sheer damage output.[/p][p]We understand this may be uncomfortable for the players who were used to their ship builds. But we hope that new opportunities and challenges will introduce you to different weapon setups while we continue keeping an eye out on the weapon balance.[/p][h3]Q: How has the maximum speed of ships changed after the rebalance?[/h3][p]A: Gone are the days of 200-knot flying boats (with rare exceptions). With a well-planned build—say, ten Level 6 cannons—you can still reach a comfortable 80–130 knots, depending on your hull choice.[/p][h3]Q: Why disable multiple respawn points and limit respawning to the Three Whales?[/h3][p]A: By leaving only one respawn point at the Three Whales, we’ve raised the stakes for each life. Returning to your death spot now requires using a translocator—and possibly a powerbank to recharge it. We also disabled forced cargo drops on death so you can decide whether to return to the place of your demise or move on.[/p][h3]Q: What do you hope to achieve with these changes?[/h3][p]A: We aim for a balance in which every player can build a ship tailored to their play style or a specific activity, weighing survivability, firepower, and speed. We also updated repair costs—previous resource requirements didn’t match gameplay realities, so most players repaired only hulls. Now that ship preservation is vital, lower repair costs will help.[/p][h3]Q: What data will you focus on after the update? Which feedback is most important?[/h3][p]A: We’re closely monitoring event statistics, ship and weapon selections, and player feedback on energy and weapon balance. We want to know what challenges you face when rebuilding your ship, whether your generators are sufficient, and your thoughts on the new meta and weapon balance. Your insights will guide our future balance decisions.[/p][h3]Q: Will you continue to make balance tweaks going forward?[/h3][p]A: We’ve already released one balance patch and will continue to track the situation and apply further adjustments as needed.[/p]