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Update 1.0.50.3637 | Balance Adjustments and fixed

[h2][/h2][h2]Balance Adjustments[/h2][p]“Attack on Caravan” mission:[/p]
  • [p]The main ship’s hull durability now better scales to the power of the players participating in the event.[/p]
[p]Grenade Launchers:[/p]
  • [p]The bonus from bases and structures that increases a shell’s explosion radius has been increased from 1 m to 2 m.[/p]
[h3]Changes to Rank 5 Hull Parameters[/h3][p]Grasp Tugboat:[/p]
  • [p]Base hull speed increased from 25 to 30.[/p]
  • [p]Base hull durability reduced from 5000 to 4500.[/p]
[p]Glare Rocket Boat:[/p]
  • [p]Base hull durability reduced from 2500 to 2350.[/p]
[p]ST Octa Seiner:[/p]
  • [p]Base hull speed increased from 65 to 70.[/p]
  • [p]Hull’s own energy production increased from 350 to 650.[/p]
[h2]Improvements and Fixes[/h2]
  • [p]Fixed a bug in the “Three Pirates” quest that prevented starting NPC dialogues on ships.[/p]
  • [p]Fixed a bug in the Level 4 base quest “Heavy Armor” that could block progress. If this quest was active, it will now automatically restart.[/p]
  • [p]Cranes on the shipyard that visually intersected overly wide vessels will no longer block equipment placement on the deck.[/p]
  • [p]Fixed an issue that made it impossible to attempt boarding the Charisma Sailboat.[/p]
  • [p]Updated the Translocator UI design for improved button readability.[/p]
  • [p]Fixed a bug that prevented declining a group invitation with the reason "There are already 5 people in the party".[/p]
  • [p]Repair cost for the Predator Turret Base has been reduced from 200 to 12 iron scrap.[/p]
  • [p]Added missing localization for the “Dutagaz” location in the Translocator and resolved potential issues with ships becoming stuck when teleporting there.[/p]
  • [p]Fixed a bug where items installed inside the Three-Story Cabin could unexpectedly detach.[/p]

Summer Sale: 60% off Age of Water

[p][/p][p]From June 26th (5:00 PM GMT) until July 10th (5:00 PM GMT), both editions of Age of Water are available on Steam with a 60% discount:[/p][p][dynamiclink][/dynamiclink]Build ships, explore the open sea, fight pirates, and discover new routes![/p]

Wind Energy and New Horizons: Q&A about the Storm Tuning Update

[p][/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]

Update 1.0.49.3632

[p][/p][p]A Small Gift:[/p][p]As a token of gratitude for your support and patience during this period of changes, we have credited all players with 25 Powerbanks. They will come in handy to quickly recharge the translocator.[/p][h2]Electric Generators and Structures[/h2][p]The quality of crafted generators has been improved by increasing the minimum energy output range. High-parameter generators will now appear more frequently:[/p]
  • [p]Minimum energy output coefficient increased: 0.65 → 0.8.[/p]
  • [p]Maximum coefficient remains unchanged: 1.5.[/p]
[p]Increase in energy output for various generators:[/p]
  • [p]Diesel Generator: 8 → 9.[/p]
  • [p]The Devil Steam Generator: 21 → 22.[/p]
  • [p]Stirling Engine: 38 → 42.[/p]
  • [p]Radioisotope Generator: 50 → 64.[/p]
  • [p]Medium VAWT Wind Generator: 60 → 65.[/p]
  • [p]Large VAWT Wind Generator: 90 → 100.[/p]
[h2]Changes to Cabins[/h2][p]Halibut Conning Tower:[/p]
  • [p]Amount of cloth needed to craft the cabin on the base reduced: 895 → 400[/p]
  • [p]Generator energy output bonus increased: 8% → 10%[/p]
[p]Rook Boat Cabin B:[/p]
  • [p]Hull durability bonus increased: 25% → 35%[/p]
[p]Three-Story Cabin:[/p]
  • [p]Added extra mounting points inside the cabin.[/p]
  • [p]Added bonuses for weapons installed inside (shotguns, grenade launchers, machine guns).[/p]
[h2]PvP Missions and Events[/h2][p]“Attack on Caravan” mission:[/p]
  • [p]Defenders’ water-pumping efficiency has been tripled.[/p]
  • [p]Reward for sinking the main ship has been increased: 25,000 → 40,000 medallions.[/p]
  • [p]Reward for assisting in sinking the main ship has been increased: 5,000 → 40,000 medallions.[/p]
  • [p]Cooldown before the event can be started again has been reduced: 60 minutes → 20 minutes.[/p]
  • [p]Number of players required to start the event has been reduced.[/p]
[p]“Mangrove Pearl” mission:[/p]
  • [p]Take out reward has been increased: 25,000 → 35,000 medallions.[/p]
  • [p]Pearl mining now deactivates after the first pearl is retrieved (previously after the second pearl).[/p]
  • [p]Mangrove pearl mass increased: 100 → 50,000.[/p]
[p]“Dreadreaper” event:[/p]
  • [p]Boss marker display range increased: 4000 m → 7000 m.[/p]
  • [p]Boss respawn time reduced: 60 minutes → 40 minutes.[/p]
[p]On-Foot Zones[/p]
  • [p]Loot caches in on-foot zones can now contain Rags and Cloth.[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed incorrect versions of steering wheels dropping after boarding new ships.[/p]
  • [p]Corrected pirate sinking count in the "Hunting Pirates" quest.[/p]
  • [p]Added installation restriction info to the descriptions of Bulldog Tanker Cabin, Liverpool Cabin, and Horizon Cabin.[/p]

Update Storm Tuning (1.0.48.3630)

[p]New ships and weapons, easier repairs, improved hull-part stats, and increased PvP rewards. Energy consumption has also risen, so we’ve added new wind turbines. Weapons are now significantly more powerful, and on-foot mode is available in every major location.[/p][p][/p]
New Ships and Weapons
[p][/p][p]Added new vessels available for boarding:[/p][p]• Rank V: ST Octa Seiner[/p][p]Its deck is smaller and hull is weaker than its peers, but it generates 300 energy. In afterburner mode it boosts top speed by 35% instead of the standard 20%.[/p][p]• Rank IV: Bulldog Trawler, Whiteout Boat, Brynhild Motor Sailer[/p][p]• Rank III: Charisma Sailboat, Stripe Patrol Boat, Riviera Motorboat[/p][p]• Rank II: Glam Sailboat, Caspian Small Trawler, Ares Multipurpose Boat, Bass Torpedo Boat, Exodus Survey Vessel, Fishing Trawler[/p][p]• Rank I: Husky Launch, Nyneve Boat, Minnie Minesweeper, Pomor Tugboat, Tragula Trawler, Leiden Boat[/p][p]New Level VII weapons:[/p][p]• Minigun[/p][p]1% drop chance in the loot of the Dreadreaper found beyond the sector boundary. Additionally, the Dreadreaper now guarantees 1 000–20 000 Chemical Waste per drop.[/p][p]• Smoke Grenade Launcher[/p][p]1% drop chance in the loot of the enhanced Dead Scuttlefish Boat found behind the “Hunt for the ‘Scuttlefish’ (Group)” teleport.[/p][p][/p]
Economic & Resource Changes
[p][/p][p]• Repair costs reduced dramatically[/p][p]Resource requirements for repairing gear and weapons have been cut by tens to hundreds of times. Most items now repair using Scrap Iron only.[/p][p]• Consumable cooldowns added[/p][p]All consumables now have a cooldown: 45 s (Nitro: 30 s).[/p][p]• PvP rewards increased[/p][p]All PvP events now grant roughly 3× more medalions, and the cap limits have been raised accordingly.[/p][p] [/p]
Gameplay Changes
[p][/p][p] [/p][p]• Re-balanced energy consumption[/p][p]Electricity can no longer power everything at once; you must now allocate it wisely between firepower, speed, and survivability. All weapons and equipment draw significantly more energy. The longer a weapon’s range, the higher its energy cost.[/p][p] [/p][p]• Removed the deck-pump limit[/p][p]Survivability now depends on how much energy and deck space you’re willing to invest in pumps.[/p][p] [/p][p]• Added wind turbines[/p][p]Wind turbines can be crafted at your base. This is a fast and efficient way to achieve a small but comfortable energy level.[/p][p] [/p][p]• Changed cargo loss mechanics after defeat[/p][p]When your ship sinks, the contents of your hold no longer drop as a crate into the sea, so you won’t have to return for lost cargo after respawning. Any active insurances are automatically converted into medalions.[/p][p] [/p][p]• New respawn location after sinking[/p][p]By default, you now respawn at Three Whales after your ship sinks (with exceptions for certain quests and PvP events). The Translocator still allows teleportation to any previously visited location.[/p][p] [/p][p]• Adjusted weapon parameters[/p][p]Shotguns, grenade launchers, and machine guns have been substantially buffed to keep pace with cannons and rockets. All high-level weapons now boast increased durability. As before, longer-range weapons consume more energy and now also aim more slowly. Grenade launcher projectiles detonate on contact with water.[/p][p] [/p][p]Note: Only the base stats of all weapons have been changed; unique multipliers remain intact. For example, if your Cannon III PP 60 mm had a displayed damage of 1 200 before the update (with a base of 1 000), and the base damage is now raised to 2 000, the cannon’s damage stat will update to 2 400 (preserving its +20% multiplier).[/p][p]To reduce changelog note length, only the changes for Level VI weapons are listed below:[/p][p] [/p][h3]Cannon VI PP 100 mm[/h3][p]• Durability: 3 000 → 15 000 (×5)[/p][p]• Damage: 3 375 → 6 750 (×2)[/p][p]• Splash damage: 60 → 300 (×5)[/p][p]• Reload speed: 2.08 s → 4.16 s (×2)[/p][p]• Rotation speed: 78 → 26 (×0.33)[/p][p]• Energy per shot: 80 → 160 (×2)[/p][p]• Energy consumption: –11 → –72[/p][p]The longer reload is offset by higher damage; misses are now costlier. Rotation speed was reduced to curb ranged weapons’ dominance at close quarters. Energy draw was increased in line with the “longer range = more energy” concept.[/p][p] [/p][h3]Rocket Launcher VI Baal[/h3][p]• Durability: 3 750 → 18 750 (×5)[/p][p]• Energy per shot: 120 → 480 (×4)[/p][p]• Energy consumption: –11 → –84[/p][h3] [/h3][h3]Grenade Launcher VI M66[/h3][p]• Durability: 1 500 → 10 500 (×7)[/p][p]• Damage: 135 → 810 (×6)[/p][p]• Splash damage: 220 → 1 320 (×6)[/p][p]• Rate of fire: 6 shots/s → 2 shots/s (×0.33)[/p][p]• Projectile speed: 104 → 208 (×2)[/p][p]• Projectile range: 350 → 525 (×1.5)[/p][p]• Max dispersion: 10° → 5°[/p][p]• Reload speed: 3.85 s → 15.4 s (×4)[/p][p]• Ammo capacity: 48 → 16[/p][p]• Energy per shot: 1 → 25 (×25)[/p][p]• Energy consumption: –7 → –52 (×7.43)[/p][p] [/p][h3]Machine Gun VI VT-62[/h3][p]• Durability: 2 000 → 32 000 (×16)[/p][p]• Damage: 165 → 495 (×3)[/p][p]• Rotation speed: 130 → 87 (×0.67)[/p][p]• Energy per shot: 12.8 → 10 (×0.78)[/p][p]• Energy consumption: –7 → –50 (×7.1)[/p][p] [/p][h3]Flak Cannon VI Cree[/h3][p]• Durability: 1 500 → 10 500 (×7)[/p][p]• Damage: 153 → 306 (×2)[/p][p]• Ammo capacity: 26 → 16 (×0.62)[/p][p]• Rotation speed: 390 → 210 (×0.54)[/p][p]• Reload speed: 4.23 s → 9.3 s (×2.2)[/p][p]• Energy consumption: –6 → –30 (×5)[/p][p] [/p]
Skills
[p] [/p][p]• Reduced effectiveness of the Alter Ego skill “Drill”:[/p][p]– Level 1: 15% → 5%[/p][p]– Level 2: 30% → 10%[/p][p]In combination with crew members who speed up reloads, this skill was giving an excessive boost to weapons with small magazines (especially cannons).[/p][p] [/p][p]• Increased effectiveness of the Alter Ego perk “Metal Hull Specialist”:[/p][p]– Per skill level: 5% → 20%[/p][p]– Total at 3 levels: 15% → 60%[/p][p] [/p]
Ship Stat Changes
[p] [/p][p]• Re-balanced stats for all Rank III, IV, and V ships.[/p][p]Now there is no universally “best” vessel at each tier—you must choose between speed, hull strength, displacement, deck size, etc.[/p][p] [/p][p]• Overhauled hull-material balance.[/p][p]The speed modifier of the hull material now applies not only to the ship’s built-in engine but to all installed motors.[/p][p]Metal hulls have become tougher overall.[/p][p] [/p][p]• Reduced reverse-thrust power:[/p][p]– All Rank V ships: 10 times[/p][p]– All Rank IV ships: 5 times[/p][p] [/p][p]• Grasp Tugboat (Rank V)[/p][p]– Base speed: 40 → 25[/p][p]– Displacement: 900 000 → 800 000[/p][p]– Hull mass: 300 000 → 375 000[/p][p]– Hull strength: 2 500 → 5 000[/p][p] [/p][p]• Torpedo Boat Midori (Rank V)[/p][p]– Base speed: 50 → 35[/p][p]– Displacement: 900 000 → 850 000[/p][p]– Hull strength: 2 400 → 3 600[/p][p]– Fixed built-in engine power: 1 800 000 → 750 000[/p][p] [/p][p]• Burdock Gunboat (Rank V)[/p][p]– Base speed: 50 → 45[/p][p]– Hull mass: 140 000 → 220 000[/p][p]– Displacement: 400 000 → 600 000[/p][p]– Hull strength: 2 273 → 3 300[/p][p] [/p][p]• Glare Rocket Boat (Rank V)[/p][p]– Base speed: 45 → 55[/p][p]– Hull strength: 2 350 → 2 500[/p][p] [/p][p]• Brawler Torpedo Boat (Rank IV)[/p][p]– Base speed: 45 → 57[/p][p]– Hull strength: 2 350 → 2 500[/p][p]– Displacement: 200 000 → 280 000[/p][p]– Hull strength: 1 200 → 1 000[/p][p] [/p][p]• Bastion Boat (Rank IV):[/p][p]– Hull strength 1 000 → 1 100[/p][p] [/p][p]• Anchovy Trawler (Rank IV):[/p][p]– Hull strength 1 126 → 2 200[/p][p]– Displacement 470 000 → 500 000[/p][p] [/p][p]• BK Muraena Patrol Boat (Rank IV):[/p][p]– Hull strength 1 120 → 2 900[/p][p]– Displacement 290 000 → 350 000[/p][p] [/p][p]• Vigilant Patrol Boat (Rank III):[/p][p]– Base speed 60 → 55[/p][p] [/p][p]• Limousine (Rank III):[/p][p]– Hull strength 550 → 350;[/p][p]– Self-powered energy output 38 → 128[/p][p] [/p][p]• Shamrock Trawler (Rank III):[/p][p]– Hull strength 583 → 650;[/p][p]– Displacement 240 000 → 280 000[/p][p] [/p][p]• Walrus Tugboat (Rank III):[/p][p]– Hull strength 600 → 1 200[/p][p] [/p][p]• Horizon Boat (Rank III):[/p][p]– Hull strength 620 → 800[/p][p]– Displacement 500 000 → 650 000[/p][p] [/p]
Hull Material Changes
[p] [/p][p]• Removed an unintended dependency of flooded hold volume on hull material. All materials are now equal in that respect.[/p][p]• The hull material speed modifier now affects every engine—not just the built-in one.[/p][p] [/p][p]• Plastic Sheathing:[/p][p]– Speed bonus: 15% → 20%[/p][p]– Mass reduction bonus: –25% → –30%[/p][p] [/p][p]• Metal Sheathing:[/p][p]– Mass penalty: +25% → +15%[/p][p]– Speed penalty: –15% → –25%[/p][p] [/p]
Changes to Generators, Batteries, and Structural Modules
[p] [/p][p]• Rebalanced output bonuses of structural modules that affect generator energy production. Higher tier modules now grant a larger energy-per-deck-space bonus. The rare Three-Story Cabin has been updated to fit the new balance.[/p][p]• Adjusted durability and mass for almost all modules to improve strength-to-weight ratios. Tier IV and V wheelhouses gained additional attachment points.[/p][p]• You may now install only one wheelhouse per ship. Tier IV and V wheelhouses received internal attachment points and significantly boosted bonuses.[/p][p]• Reduced battery capacities for Tiers II–IV:[/p][p]– Battery: 450 → 150[/p][p]– Medium Battery: 975 → 250[/p][p]– High-Capacity Battery: 3 150 → 750[/p][p]– Powerful Battery: 6 750 → 2 000[/p][p]• The capacity bonus from structural modules now applies to all batteries on deck, not only those installed inside structures.[/p][p]• The following modules can now be rotated: Halibut Conning Tower, Spain Trawler Cabin Hold, Oil Cistern Body, Oil Cistern Tail, Surveyor Cabin, Looter Drone.[/p][p] [/p]
Changes to Pumps and Engines
[p] [/p][p]To reduce changelog note length, only the changes for Level IV and VI equipment are listed below.[/p][p] [/p][p]With the removal of the pump count limit, pump energy consumption has been increased:[/p][p]• Electric Pump: –15 → –150[/p][p]• Fire-Fighting Motor Pump: –7 → –75[/p][p]• Mid-Class Pump: –5 → –35[/p][p]• Gasoline Motor Pump: –2 → –5[/p][p]High speed propulsion now costs much more energy.[/p][p] [/p][h3]Gigantic Engine[/h3][p]• Durability: 5 000 → 15 000 (×3)[/p][p]• Energy consumption: –30 → –360[/p][p]• Max Speed: 25 → 45 (×1.8)[/p][p]• Power output: 8 000 → 240 000[/p][p]• Energy consumption during boost: 125 units/s → 480 units/s[/p][p] [/p][h3]Very Large Outboard Engine[/h3][p]• Durability: 3 000 → 9 000 (×3)[/p][p]• Energy consumption: –20 → –180[/p][p]• Max Speed: 20 → 30 (×1.5)[/p][p]• Power output: 4 000 → 120 000[/p][p]• Energy consumption during boost: 100 units/s → 360 units/s[/p][p] [/p][h3]Vayu Fan Motor[/h3][p]• Max Speed: 25 → 15[/p][p]• Power output: 8 000 → 90 000[/p][p]• Energy consumption: –30 → –180[/p][p]• Energy consumption during boost: 125 units/s → 150 units/s[/p][p] [/p][h3]Moryana Fan Motor[/h3][p]• Max Speed: 20 → 10[/p][p]• Power output: 4 000 → 50 000[/p][p]• Energy consumption: –20 → –120[/p][p]• Energy consumption during boost: 100 units/s → 120 units/s[/p][p] [/p]
Changes to Funnels and Air Intakes
[p] [/p][p]• Gigantic Funnel[/p][p]– Reduced module height (no longer obstructs view)[/p][p]– Durability: 18 800 → 42 000[/p][p]– Power output: 200 000 → 300 000[/p][p] [/p][p]• Medium Funnel[/p][p]– Visual tweak: reduced height[/p][p]– Durability: 4 700 → 12 800[/p][p]– Power output: 48 000 → 120 000[/p][p]– Energy consumption: –24 → –36[/p][p] [/p][p]• Steam Engine Air Intake[/p][p]– Attachment points: 9 → 4 (power per point increased accordingly)[/p][p]– Power output: 36 000 → 26 000[/p][p]– Rotation disabled in build mode[/p][p] [/p]
Other Changes and Improvements
[p] [/p][p]• Camera shake on incoming splash damage has been toned down.[/p][p]• Captain level now displays next to player nickname.[/p][p]• In hull sheathing mode, you can now cover the entire deck or all segments at once by holding Ctrl (PC), □ (PS5), or X (Xbox).[/p][p]• In paint mode, those same keys let you repaint all identical items at once (e.g., all hull plates or all Tier V machine guns).[/p][p]• Added new on-foot areas.[/p][p]• You can now form a group without friending first—invite via search or the “Nearby Players” tab in the Friends menu.[/p][p]• On-foot mode is now available in all main locations; the option to disable it was removed for performance reasons.[/p][p]• Base entry now happens through a dialogue with Vix at the Three Whales dock.[/p][p]• You can open inventory, map, etc., while on foot (excluding combat).[/p][p]• Many quest objectives were fixed to ensure proper group completion credit.[/p][p]• Quest markers now appear in swim mode to show docking points with quest dialogue.[/p][p]• Item gain/spend pop-ups now display during dialogues.[/p][p]• Balance and difficulty for battles in the exploration quests for base tech upgrades have been improved.[/p][p]• Medallion rewards for sinking Jared’s enhanced ships beyond the teleports have been increased.[/p][p]• Changed Mechanism Parts recipe:[/p][p]– Was: Scrap Iron × 18, Reagents × 1[/p][p]– Now: Scrap Iron × 4, Scrap Copper × 4, Chemical Waste × 3[/p][p]• Progression blockers in quests for players who switch factions have been fixed.[/p][p]• Various quest bugs, missing markers, and inaccuracies have been fixed.[/p][p] [/p]
Increased Rewards in PvP Missions
[p] [/p][h3]“Attack on Caravan”[/h3][p]• Escort time reward for defenders: 5 → 50 medallions per second[/p][p]• Reward for sinking another player: 500 → 1 000 medallions[/p][p]• Reward for sinking the flagship: 1 800 → 25 000 medallions[/p][p]• Assist reward on flagship sinking: 900 → 5 000 medallions[/p][p]• Per player reward cap: 50 000 → 150 000 medallions[/p][p] [/p][h3]“Mangrove Pearl”[/h3][p]• Take out reward: 6 000 → 25 000 medallions[/p][p]• All secondary action medallion rewards roughly ×3[/p][p] [/p][h3]“Treasure Rush”[/h3][p]• Capture time reward: 80 → 1 000 medallions per second[/p][p]• Reward for sinking another player: 500 → 1 000 medallions[/p][p]• Per player reward cap: 50 000 → 150 000 medallions[/p]