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v1.6.0.2 Experimental

[h2]v1.6.0.2 Experimental[/h2]
- Added fore main gun slot for Elco 80', Higgins 78', Huckins 78'.
- Added 3"/50 Dual Purpose Gun option for player main gun slots.
- Added smoke and superheavy shell artillery call-ins.
- Added Nisshin-class Seaplane Tender to IJN.
- Added McCawley-class Attack Transport to USN.
- New group templates added and some existing templates updated with the new units.
- Jingei is now a targetable bounty unit and has additional named variants.
- Mutsuki class should now render their hull markings relevant to their assigned names.
- Fix attempt for player triggered assaults coming from bases that are already engaged.
- Fixed Huckins rear resource slot naming issue.
- Separation of air group spawn cooldown time for bases and carriers so that bases spawn them less.
- Added fixes for cases blocking AI assault creation.
- Changes to assault target base evaluation.
- Buffs to AI anti-air shells.

Securing the Beachhead - 7th of November - Developer's Diary F2

Hello Captain,

Today's diary is about the major additions coming in the next experimental update tomorrow and it's all about landing craft and artillery!

Let's get right down to it.



Our first addition is the Nisshin-Class Seaplane Tender, a large, cumbersome support ship meant to, well, tend seaplanes, and was also used as a landing craft by Japan.

Tough, heavily armed and heavily armored, the Nisshin will be a not-so-rare sight in late game and high end assault forces, providing the backbone of the invading force. Each of these ships is a valuable part of the enemy war effort, and so the challenge of sinking one will be adequately met with a generous amount of RPs and VP income.

We should add that this ship was a suggestion from a community member on Discord. Thanks again for bringing this unit to our attention, we hope you'll enjoy fighting her!



Opposite the Nisshin is the McCawley-Class Attack Transport, acting as the US counterpart to the Nisshin. She's not quite as heavily armed or armored, nor does she have a complement of seaplanes. However, she should still be a welcome addition to your corner, providing fire support and remarkable amounts of AAA fire. Similar to the Nisshin, she will be found taking charge of high end invasion forces.

A not so fun fact about the McCawley is that she was mistaken for an enemy ship and sunk by US PT Boats during the Guadalcanal campaign. We sincerely hope you won't be repeating the same mistake, Captain!



To secure a beachhead, landing craft are indispensable, but almost equally important is the fire support to soften defenses on the said beach. Last week, we talked about the newly introduced Beach Barrage Rockets. Joining them as additional artillery variants, are the Smoke Shells and Superheavy Shells.

Smoke Shells are shells that, instead of dealing damage through large explosions, blanket an area in smoke instead, obscuring view. They will be our very first non-lethal support power, allowing you to generate smokescreens on demand, hopefully earning their slot among your call-in options through this versatility. As with all artillery variants, they will have a chance to appear randomly during re-rolls.

Superheavy Shells are Heavy Shells taken one step further, modelling gunfire support straight from battleship sized guns. They will not be available normally, instead given out as rewards through the Threat system, similarly to the army planes.



There are many things in gave development that needs to be decided in advance, but the addition of this weapon is not one of those things. It is no secret that we will eventually be adding a playable PC-461-Class Subchaser, and that she was meant to have access to the 3"/50 Dual Purpose Gun that is available on the AI controlled PC-461s. Upon realizing that the whole gun and mount assembly weighs less than the Dual Bofors, we felt a strong compulsion to just let the PT Boats have it.

As such, we are adding the 3"/50 Dual Purpose Gun as an available primary weapon on the PT Boats! Firing a powerful shell that is the exception to the rule of all weapons having the same total damage per ammo crate, this is the first auto-firing primary weapon that you can expect to give you a fair chance against larger ships in gun duels. Not only that, but it also has access to proximity fused shells; that will automatically be fired at aircraft instead of the usual armor-piercing ammunition meant for surface targets.

Big gun enthusiasts may also find joy in that this weapon is actually replacing another big gun in this week's update, and there will be another big gun added in one of next week's experimental updates, which you'll hear more about in next week's diary.

For now, the 3"/50 will be coming in at a bargain price of 10000 RP. This is probably a low cost for the performance of the gun, but we wanted everyone to be able to try the new weapon without having to sink too many transports for it. Still, don't be surprised if the price increases before stable release.



Another thing that we meant for a future update that got fast tracked is the option to replace your Utility Weapon with a second Primary weapon, with the 80' Elco having enough room to not even require replacing for the smaller primaries! Balanced mainly by your limited crew size, at least for now, you'll be able to engage destroyers in broadside duels!



Everything mentioned here should be in the Experimental Branch (as v1.6.0.2) before the end of the week, and that's all for this week's diary.

Good luck out there,
Captain,
T.T.


v1.6.0.1 Experimental

[h2]v1.6.0.1 Experimental[/h2]

- Added minimum guaranteed damage mechanic to torpedo impact, to counter the splash damage loss due to distance from center of hitboxes. Closest hull component now takes fractional direct damage bonus before splash damage, allowed until the component has a damage value equal to the torpedo's damage. Ryuujou bows should be affected, but they'll still require most of your armament in a short span to cause them to sink.
- Ryuujou damage model adjustments.
- Mutsuki and JC Butler physics adjustments.
- Fixed deployment issues with Mk 24 and Mk 27 torpedoes.
- Damage buffs to Mk 24 and Mk 27 torpedoes.
- Fixed rocket barrage call-in.
- CPU related optimization attempts for mid to large battles.
- Updated gun model for USN subchaser.


v1.6.0.0 Experimental

[h2]v1.6.0.0 Experimental[/h2]

[h3]Additions[/h3]
★ 78' Huckins boat added; high performance player boat with an emphasis on turn rate and engine surge performance.
★ John C. Butler-Class Destroyer added, joining US assault forces, supply convoys and Strategic Target group on occasion.
★ Mutsuki-Class Destroyer added, joining IJN assault forces, supply convoys and Strategic Target group on occasion.
★ Added rangefinder and reworked targeting reticle for M3 Anti-tank Gun and M4 Autocannon.
★ Added rangefinder and exact angle error visual for torpedo mode.
★ IJN hunter groups now added to attack US Strategic Targets.
- Beach Barrage Rockets added as an Artillery call-in variant, firing a salvo of rockets instead of shells.
- P-38 metallic variant added, equipped with an improved cannon and lots of rockets instead of bombs.

[h3]Changes[/h3]
- Ocean horizons will blend better with sky.
- Reworked cloud rendering.
- Ryuujou-Class Carrier given an additional explosion node in the front, making it more likely to suffer magazine detonations.
- Squadron boat camo will now synchronize with player regardless of selected class.
- Radar model color will now synchronize with camo.
- Increased ocean rendering resolution, added graphics option to switch to lower resolution.
- Camo color option "Waterline" renamed to "Draft"
- Smaller vessels will now try to evade incoming shells with trajectories, including the player mortar.
- Larger vessels will try to evade detected torpedoes.
- XP gain tickers for crew added.
- RP crates respond visually to being picked up.
- Restored sub hunting function for acoustic torpedoes.
- Minor buffs to Nagara physics.
- "Awaiting Fuel Arrival" message now appears under player unit on map rather than corner of UI.
- Map groups push away player according to their size, this should prevent engagements spawns that are too close to enemy carrier groups.
- New rocket firing sound.
- New bazooka firing sound.
- New mortal shell falling sound.
- Rockets now start slow and accelerate.
- EQ pass on ocean sounds.
- Reimplemented subtle boat wave crash sounds.
- Reworked assault system to manage multiple assaults at the same time with scaling.
- Proper strategic target spawning system.
- Unused charges in call-in cards now contribute to a reroll discount.
- Added new physics to make boats feel more responsive to waves.
- Camera changes to help sense of speed.
- Cargo net and antenna are now physically animated.
- Reworked starter boat selection screen.
- Added physics to torpedo deployment to make them nose heavy.
- AT gun model and animation upgrades.

[h3]Optimizations[/h3]
- Shadow baking for trees saving a million triangles for campaign foliage.

[h3]Bug Fixes[/h3]
- Path queuing for the map and new click animations.
- Added check to prevent reported issue of squadrons disappearing, squadron boats are now registered to be killed if their position is still within above water
- Fixed muzzle flashes appearing way above jingei and submarines.
- Fixed projectiles being able to ricochet on water repeatedly.
- Fixed torpedo aiming issues for certain slots.
- Fixed vessels that are capsized with little damage not taking in water fast enough to sink.
- Fixed bug preventing bazooka aim animation.
- Fixed dauntlesses showing up with only machine guns in starter call-ins reserve.
- Fix attempt to prevent spawns in challenges teleporting when spawned during pauses.
- Fixed exploding ship turrets being delayed too late.
- Ship Fire control system volley fire validity fixes.
- Added fix for detecting missing boat types in boat swap menu (usually caused by old saves missing new boat type additions).
- Fixed hidden campaign log events reappearing on return to map.

Spear and Shield - 31st of October - Developer's Diary F1

Greetings, Captain!

We are once again breaking radio silence with a reboot of our Developer's Diary series, in anticipation of yet another Big Update. This was meant to be smaller mid-version update, but we noticed that the changelog was getting big enough that it warrants its own version.

By now, many of you are accustomed to the way our experimental cycles work, but for those of you who are newcomers or would simply like a reminder, we will be releasing a build on the Experimental Branch tomorrow, which will be updated regularly with new additions and fixes, based both on our existing plans and on your feedback.

Up until stable release, we will also be having weekly Developer's Diaries talking about what's already been added and what is coming soon.



As we like to say, experimental cycles are always a period of intense development, and are also the best time to give feedback and engage in the process of creating Boat Crew. If that sounds appealing to you, feel free to hop on the Experimental Branch starting tomorrow, and don't be shy to share your feedback and thoughts, either on the Steam Community forums or our Discord channel.

Now let's move on to what you can expect to see in the very first Experimental Update. Be warned that we decided to start the experimental cycle with a bang, and so this will be a longer diary than you are used to.



Joining the fight on the allied side is the John C. Butler-Class Escort Destroyer, a class of lighter destroyers perhaps best known for their heroic stand at the historical Battle off Samar. Admittedly not fitting snugly within our timeline, like some of the other ships and aircraft featured in the game, this class is nevertheless arguably the one with the most historical significance and so was chosen to fill the gap between the Fletcher and the PC-461 chaser.

Armament wise, she's nothing particularly special. You can think of her as the Fletcher but less so. Still, we hope she will be a welcome addition to the gallery of allies that will be joining you in the war over the Solomons.

In addition, Beach Barrage Rockets are being added as an off-map fire support, as a variant of the Artillery call-in you are probably accustomed to by now. Firing a swarm of rockets instead of shells, they are less directly damaging, making them best used against coastal targets instead of ships.



Opposite the JCB is the Mutsuki-Class Destroyer, joining the fight on the enemy side. Similar to her friendlier counterpart, the Mutsuki is here to fill the gap between Subchasers/Minesweepers and the destroyers, offering a medium range challenge. Compared to the Fubuki, she has fewer, if just as capable, guns, but still boasts an impressive AAA complement that can stop enterprising PT boats dead in their tracks should they venture too near.

Those of you who have met more than their fair share of Fubukis on the battlefield should find this new enemy to be quite familiar, as they pretty much are Fubukis, just, you guessed it, a little less so. Still, they are just as capable of sinking you with one (un)lucky hit so be mindful of them as they appear.



A rather significant change to AI behavior also warrants a mention today, with the addition of the evasive action system. In a sentence, enemy ships will now actively try to dodge torpedoes they see coming.

We are making this change to make ship behavior feel more natural, and to curb the effectiveness of long range sniping shots that the enemy seemingly makes no effort to avoid. This isn't to say that these shots will be impossible; large ships such as carriers are often too slow to turn to be able to dodge even torpedoes that they see coming, but they will still try.



Although the enemy will now actually detect torpedoes and do something about them, there are some levers you can pull to stack the deck in your favor. Torpedo wake visibility itself will be a stat based on the torpedo itself, and also be affected by enemy alert status and night/day time. Even the nimblest ships will be very unlikely to successfully dodge a torpedo launched at them at night time when they aren't currently engaged in combat.

We hope this system helps both with making enemy ships feel smarter and more interesting, and also with making torpedo attacks more immersive. The system isn't without its advantages for you either; your squadron mates will now also try to dodge incoming shells so no more blindly and blissfully sailing into gunfire!



To further help soothe the pain of enemy ships now getting a self preservation instinct, we are updating the torpedo sights, complete with a rangefinder. The sights should now be both more accurate, more informative, and easier to use.

We read some of your requests about more realistic torpedo sights, and after much deliberation, came to the conclusion that realistic sights might be a bit too much for the more arcade-like disposition of the game. Launching torpedoes is an integral part of the PT Boat experience, and we wanted it to be accessible to everyone. Overall torpedo launch behavior improvements and the further refined targeting system mean you can expect to feel a noticeable increase in hit rate.

We hope that these changes will be a satisfying compromise for everyone who asked for better torpedo sights. Currently, both the offset angle and enemy ranges are displayed with perfect accuracy, which might change to scale with your crew's progression in a future update.



Utility weapon sights are also getting a much needed makeover, making them easier to read and easier to target with. Better sights should improve your hit rate against specific points on ships, allowing you to methodically dismantle larger ships from a distance.



Last and most certainly not the least, we are adding another playable boat to the game, for the first time since the beginning of Early Access! As the highlight of the update, this really probably should have been mentioned first, but hey, we wanted to leave something rewarding for those of you who stuck with us to the end of this unusually long diary.

The 78' Huckins is a relatively less produced PT Boat variant, looking like an appealing middle ground between the 80' Elco and the 78' Higgins boats. Historically, it's not very prominent, but what it is is a high performance boat that is sure not to disappoint in a variety of combat situations.

Stats wise, it will inherit the stats of the 78' Higgins, which itself will later be turned into a "premium" PT Boat that costs additional RPs to use while having better performance. For a long time now, we have intended the 78' Higgins to be a cut above the others, and it arguably already is, and so we will be making that official by making it cost resources to use. The 78' Huckins will take up the mantle as the less durable but more maneuverable counterpart to the 80' Elco.

As with every boat in the game, it will have its distinct weapon placements and loadout options, the particulars of which should become apparent the more you take her into action.



Despite dragging on for longer than usual, this is still not an exhaustive list of what's coming in the experimental branch update tomorrow, so be sure to check the changelog out once it is released. We'll be back with another diary next week.

Good luck out there,
Captain,
T.T.