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Early Access v1.8.0.0 Experimental | Co-Op Beta

Hello Captain!

Co-Op Beta has been released! It should be said that it is still in an early beta state, however, we are able to get multiple hours into a play session ourselves, so it should be decently enjoyable already. The only thing that cause real hiccups at the moment seem to be player deaths, but there are ways around it. You may want to take a glance at the *known issues* section before diving in for information on issues and workarounds. This experimental cycle will be a long one for sure!

Have fun!


Early Access v1.8.0.0 Experimental

★ Campaign Co-Op.
★ Playable PC-461 Submarine Chaser.

Weapons and Explosions Audio Rework

- Almost all sounds are now delayed by distance.
- Distance now muffles higher frequencies of sound.
- Higher caliber shot sounds have been re-designed.

Balance and Misc.

- Crew now take reduced damage from explosions, giving them an actual chance of surviving explosions meant to destroy ship hulls.
- Small surface enemies have been made individually tougher and their numbers have been reduced, to compress group sizes.
- Small surface enemies now have re-colored elite variants that are substantially tougher and more dangerous.
- Gunner & medic XP gain buffed by 50%, repairman XP gain buffed by 25%.
- Atlanta-Class Cruiser can now spawn as part of player Assault groups that can spawn after the first 3 weeks into a Campaign.
- Removed the allied PC-461 from the starting engagement to make it less of a free win.
- Replaced the Japanese small subchasers in the starting engagement with the weaker armored boats.
- Added 2 new threat system surface reinforcement groups for Japan that use elite units.
- McCawley supplies increased from 60 to 600.
- Nisshin supplies increased from 120 to 400.
- USN Large Supply Group weight set to 10.
- USN Medium Supply Group weight set to 20.
- USN Small Supply Group weight set to 50.
- Liberty Ship supplies increased from 200 to 600.
- Tender supplies increased from 130 to 260.
- Landing craft now have a small amount of supply, to encourage defending/destroying them during invasions.
- No. 1 Aux. Sub Chaser made less effective at invading bases.
- Improved twilight sky colors.

Fixes

- There was an attempt to fix the teleportation bug on pause.
- No. 1 Aux. Sub Chaser now has crew on the bridge.

[color]Known Issues
[/color]
- Losses and sinking of players is somewhat unstable when it comes to applying penalties. Loss in general is not yet balanced as a game mechanic for Co-Op. When in doubt the host should try loading the game alone for respawn or loading a previous autosave. Dead clients should try rebooting the game from steam if returning to port does not automatically trigger a respawn process.
- Leaving the map conditions currently only account for the host, allowing the host to save a group in the middle of an engagement as long as they are away from the battle themselves.
- Host can fast forward without confirmation.
- Host can pause the game using the escape menu and clients may perceive the game to be frozen as there is no warning.
- Connected clients should not attempt to save/load.
- Host can currently not choose to de-host, requiring to restart the game to go back to singleplayer.
- Squadron AI size is intended to be reduced/limited as players join, this is not currently implemented.
- Clients may receive duplicate campaign messages.
- Clients may request call-ins from host but there is no visual feedback to themselves that they did.
- Various desyncs in visuals of players or entities may occur.