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Boat Crew News

v1.4.2.3 Stable

[h2]v1.4.2.3 Stable[/h2]

- Reduced death RP penalty 100%->40%, added hint in loadout screen.
- Supply submarines will now drop RP.
- Added information to campaign stats tab.
+Daily RP income.
+Cumulative combat score.
- Buffed rockets.
- Added reactive roll force to prevent capsize in minor collisions for player and all naval type vessels.
- Fixed input wiring in PT-6 preventing the mortar switching to smoke due to game engine issue.
- Fixed lorem ipsum text showing up when a loadout slot is accessed when it has nothing equipped.
- Attempted fix for trees from previous base engagement appearing in the ocean when CPUs are overloaded by something else, added clear process on return from engagement.
- Adjusted aux sub chaser and coastal tanker radar icon sizes.
- Halved the air units in Destroyer Hunt.

v1.4.2.2 Stable

[h2]v1.4.2.2 Stable[/h2]

- Purchasing balance.
+ Halved price of squadron purchases, i.e. basic .30 cal boat 2000 -> 1000 RP.
+ Tripled call-ins reroll cost 500 -> 1500 RP.
- Reduced effect win condition "Victory Points" has on the campaign end game.
- Fixed large end game engagements locking up at the start.
- Fixed issues in the minesweeper object preventing targeting it after its gun is destroyed.
- Fixed running out of boat nicknames of a campaign boat type not letting the player select it again.
- Fixed issue with torpedo guidance where it will switch to the a target left of its current one due to missing absolute value process on the best candidate angle.
- Reduced mk27 torpedo navigation occlusion on deck due to pathing issues on the 81' prototype.
- Reduced Higgins 78' tendency to do wheelies when low weight at flank speed.


[h2]v1.4.2.1c Hotfix[/h2]
- Enabled "allow callins in targeting mode" setting by default, please try accessibility options in settings > controls.
- Fixed wrong player boat name on engagement clipboard when new options are chosen.
- Fixed Elco 80' having right mousetrap and center right ammo overlap conflict causing the previous selected to be disabled.

[h2]v1.4.2.1b Hotfix[/h2]
- Fixed settings menu not showing up for 4k resolution.
- Air groups will now come towards you from a direction that makes sense in terms of territory.
- Reduced splash visual for Depth charges and Mk 13 Torpedoes.
- Torpedo damage balance adjustments
+ Mk 8 17250 -> 25000
+ Mk 13 10000 -> 15000
+ Mk 21 15850 -> 18000

v1.4.2 Stable | Smoke and Mortar

Hello again Captain!

It's been a while since we last broke radio silence on our announcements, and though we've been active in our Discord channel, we haven't had any Developer's Diaries in a while. We assure you that it was for a good reason as you'll find out below.

We're happy to announce the release of our stable build, including, among other things, a rework of the Mortar, as well as the much requested ability to use any of the boats in the Campaign! It's now possible to pick your boat when starting a Campaign and after losing a boat during the Campaign, so go ahead and ride your favorite boat to action!



For the mortar, the first, most obvious change is the addition of a fancy overlay for mortar targeting; no more will you have to try and aim on the small minimap or worse, by eyeballing it. The new overcay is clear, present, and easy to aim with, and makes the mortar more convenient than ever to use. We'll be using this for future artillery weapons as well, so feel free to get used to aiming in this manner!

We also changed the projectile behavior to start not from the barrel itself but be aimed downwards from the sky after a delay. This is a compromise we had to do for technical reasons, and felt were justified to make the weapon feel more responsive and satisfying to use.

The mortar also doesn't lose any accuracy for movement; we here in Tabbing Tabby acknowledge that motion is lotion, and having to stop to fire a light weapon might not feel fun for a fast and nimble PT boat in an action based game. Still, larger artillery pieces in the future might not get such a luxury, and this is something that will most likely remain unique to the 60mm mortar.

Rocket Launchers and Mousetraps are currently untouched, but expect them to get a similar overlay sooner rather than later.



Another powerful addition to the mortar is the smoke shell; a very versatile tool that allows you to create a smokescreen remotely that prevents either side from aiming through. It's sure to come in helpful when trying to approach big ships or to give allies in trouble some breathing space, and even to perhaps make a magician's escape.



All of this is now live in the Stable version, no Experimental branch required, so go ahead and see everything for yourself! We'll have more to talk about soon, but for now, see if you can come up with any other creative uses for the revised mortar and its smoke shells.



Finally, we are happy to announce that Tabbing Tabby has partnered with MicroProse in making and publishing Boat Crew! We're proud of how far Boat Crew came on our own steam, but MicroProse is an established publisher with a track record of delivering excellent games and of having particular interest in naval combat games. With that in mind, we're happy to join our strength together, and are excited for the possibilities this will open up for Boat Crew's future.

That will be all for now, Captain.
T.T.

v1.4.2 Developer Demonstration Gameplay Stream

Tune into some gameplay footage filmed by the developers!

v1.4.2.0 Experimental

[h2]v1.4.2.0 Experimental[/h2]

- Boat selection is now available in campaign at the start and on respawns.
- Reworked mortar to have an overlay for aiming and ability to switch to smoke shells.
- Improved visibility and distribution of RP crates dropped by supply vessels.
- Allowed automatic recovery of overboard on leaving engagement, only condition is no hostile vessels being present within 800 meters of them.
- Directional dampening to splash damage, this is to help ships list sideways more often when they take hits from torpedoes.
- Buoyancy rework and handing adjustments.
- Add boat damage UI overlay.
- Replaced a few SFX and added overboard noises.
- Replaced and improved some VFX.
- Targeting mode rework.
- Fixed a lot of minor bugs.