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Sinews of War - 5th of June - Developer's Diary V5

Greetings Captain,

Our work on changes under the hood has been progressing steadily, so we figure it's a good time to be talking about a couple of very important upcoming changes. Let's get to it.

We have previously talked about our crew rework and how the entire system was replaced with new infrastructure to assign crew to tasks more quickly and effectively. Though the effects of these changes may be subtle on the player-facing side, the advantage to us was that we could better facilitate the automated management of a larger number of crewmen, which helped us add larger crew sizes to the game.



Recently, we have been working on using the same system to have better AI behavior on the strategic view, namely in the deployment and movement of supply groups. Currently, our supply groups move along the map in pre-determined supply routes, generated through what was our simplification of the travelling salesman problem.

The initial goal with this was to make predictable supply routes that the player can notice and exploit, back when Boat Crew was envisioned to be less action oriented than it is now. We realized that the work done for the crew system can be utilized to make for a more modular system for AI behavior based on tasks, and decided to take this opportunity.

Our goal with these changes is to curtail AI's more unnatural behaviours. While we can't guarantee perfectly sensible AI behavior at all times, some of the most noticeable misplays by the AI should be solved by this rework.



We are also attaching a supply cost to the ammo and torpedoes you use. This will work on a credit system, where supply consumed while underway will be tallied and offloaded at the next allied base you visit as a burden.

As mentioned in an earlier diary, it will be possible to have negative supplies, and bases will be able to resupply you as long as they have more supplies than zero. Draining friendly bases of their supplies will stunt their development, making them more vulnerable to enemy attack. Because of this, you should try to split the burden between different bases.

On the flip side, the impact of supply on individual bases is amplified, meaning the benefits of aggressively hunting enemy shipping should be a lot more noticeable as bases are starved out, which won't go unnoticed by your own allies. We are also considering some further refinement to this system, but how to proceed next isn't decided yet, so that will have to be the topic of a future diary.

All in all, these changes shouldn't really prevent you from playing the game as you already do, but they will give you a more concrete relationship between the supplies that your bases are getting and your opportunities for rearming, adding another connection between what's happening in the tactical view and what's happening on the strategic view.

We are also expecting supply raids to be a viable alternative to direct base raids, giving you more RP and being easier at the expense of being a slower way of advancing the frontline than direct assault as you'll be relying more on the AI to start assaults. It's up to you to weigh the advantages of each approach and mix and match depending on your priorities and taste.



Last, but not least, we are adding limits to the Squadron Ships on Page 4. Instead of giving them a massive cost like before, we chose to make them cheaper but to limit ships them 3, so they don't completely outshine PT boats while giving you their powerful support at more reasonable prices.

We'll be having a patch on the Experimental Branch tomorrow with many, if not all, of these changes included.

That's all for now,
Captain,
T.T.

v1.7.0.5 Experimental

[h2]v1.7.0.5 Experimental[/h2]
- You can now refund squadron cards with the "X" hotkey, outdated cards will return 2000 RP.
- Rebalancing of weapon health components of major ships.
- Added markers for target that is being locked on.
- Targeting lockon detection adjustments to help with locking of alternate targets on ships.
- Fixed weapon seat hints showing in crew gear slots after boat weapons are accessed.
- Fixed locked on alternate positions of ships being overrided by new prioritization of all weapon health components.
- Fixed squadron torpedo salvo button being broken by empty squadron slots.
- Fix attempt for squadron boats wandering off while trying to wobble for torpedoes.

[h3]v1.7.0.4c Experimental[/h3]
- Fixed visibility breaking when there is a large amount of docks in a base such as fortresses.
[h3]v1.7.0.4b Experimental[/h3]
- Fixes to gunner lead implementation for planes.
- Fixes to air AI issues caused by visiblity implementation reworks.
- Improvements to air AI handling of flight model, planes should fly much more smoothly.

Developer's Diary Intermission - 29th of May

Greetings Captain,

It has been a hectic four weeks with new content and full new diaries, and we are feeling the need to take a week's break from it to pick up steam again as this Experimental Branch will be the longest yet; thus far, we are only halfway done! So this week's diary will be a much leaner one, acting as an intermission. However, we still have some things to talk about, as we have been looking at making some changes under the hood.



First of all, the supply system is getting reworked with some changes to their movement behavior. The UI is also getting changed to use numbers to make it a lot easier to know exactly how much supply a base has at a glance.

The old pip based system was less informative than hoped for and caused confusion, so simplification is much needed here, especially now that you will directly be using supplies to rearm your squadron torpedoes.



The second thing is that our plans for using direct fire to subdue an enemy ship by destroying their guns never really panned out because the weapons that could do that reliably, explosive weapons, would already just sink them anyway. We couldn't just reduce the HP of these weapon parts as it would make explosive weapons better at destroying them without helping direct fire weapons as much.

Therefore, we settled on adding an explosive damage multiplier for these weapon parts. Somewhat counterintuitively, open topped, smaller turrets will now take less damage from explosions and not trigger secondary explosions themselves, but their HPs are reduced to make them more vulnerable to direct fire than before.

This, combined with the changes on AI targeting to focus fire turrets instead of center mass, should hopefully make it a viable if not optimal playstyle to swarm big ships with your squadron and go for a mission kill. Most closed turrets are also weakened while still being able to cause secondary explosions, meaning they are now more lucrative targets for destruction through direct fire.

At first, this rebalance is only going to be applied to major enemy warships to see how they feel before we fully commit to the change. So your feedback is welcome.

We're hoping these changes will encourage new gameplay. These changes will reach the Experimental Branch in one or more patches soon, possibly among other things.

Our regular Developer's Diary series will resume next week.

That's all for now,
Captain,
T.T.

v1.7.0.4 Experimental

[h2]v1.7.0.4 Experimental[/h2]

- Squadron purchase expansion pricing adjustments.
- Reworked Gunner AI will now focus on deck weapons as 1.6.0.
- Reworked Gunner AI will now focus air targets based on threat, helping with retaliation speed.
- Anti-air aiming calibration adjustments.
- Search range and detectability adjustments of player and other small size units.
- Targeting point scaling and detection adjustments.
- Fixed squadron ships being limited by spawn caps.
- Fixed crew flagging themselves with weapons while running and triggering crouch.
- Fixed crew head angle issue while running.
- Fixed Higgins 78' having nonstandard torpedo launcher order, causing x4 torpedo squadron purchases to have x2.
- Fixed being able to access torpedo commands outside of squadron mode, renamed "scramble" to "salvo".
- Fixed 5' 12'' height listing issue.
- Reduced bloom for nighttime, increased brightness.
- New damaged component material.
- Optimized VFX of AA shells and small splashes.
- Entity search call optimizations.

v1.7.0.3 Experimental

[h2]v1.7.0.3 Experimental[/h2]

- Expanded purchasable squadron units.
- Reworked Targeting Mode.
- Reworked gunner AI and visibility mechanics.
- Doubled crew health.
- Added gun priority feature.
- Added character rename feature.
- Added character screen role cycle feature.
- Enlarged Ki-45 main gun projectile to stand out.
- Fixed dive bombers bombing consistency. Fixed long lasting issue of dive bombers being affected by player control mode due to them sharing torpedo launch systems.
- Fixed broken AI pathing in challenges.
- Fixed utility weapons causing aimed at enemies to evade.
- Fixed campaign fast forward hotkeys not working after boats menu is accessed.