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Relentless Cannonade - 14th of November - Developer's Diary F3

Greetings Captain,

We're with you in the third diary of this series, talking about some additional tools to help you on your request to reclaim the Solomons. Let's start this off with a bang.



In the last diary, we had promised that there would be another big gun, and here it is. We are adding the M1 75 mm Pack Howitzer as a usable utility weapon. The larger, bulkier cousin to the fan favorite 60 mm M2 Mortar, the Pack Howitzer is more expensive, bulkier, and slower to fire, while requiring 2 crewmen to operate it to boot.

As a howitzer, a new type of utility weapon, it will also require considerably better aim to use; coming with an artillery sight instead of the top-down view like on the Mortar.

To compensate, it has noticeably increased damage, range, explosion radius and smoke radius compared to the Mortar. In addition, it has dramatically increased damage per ammo box, above that of any other type of utility weapon.

We are aware that the mortar is a very popular weapon enjoyed by many of you, so we can't wait to hear what you think about the Pack Howitzer! It's different in some substantial ways, but should offer its own brand of high explosive fun.



Joining your side is the P-39 Airacobra, a rather underrated low altitude fighter, equipped with a 37 mm cannon nested within the engine block. Not a particularly tough or fast fighter, the powerful autocannon is what turns it into a remarkable support aircraft.

Carrying HE shells by default and joining airfield-based air wings on occasion, P-39 has plenty of ammunition with which to destroy soft skinned targets, assuming it's lucky enough to survive for a while. An alternative variant with AP shells will also be available, costing a bit more in heat and having less splash damage while hitting much harder on direct hits, allowing it to methodically dismantle tougher targets, again assuming it lives long enough to do so.

Overall, the P-39, while not anything groundbreaking, should be an interesting sight on the battlefield and add variety to the already expansive list of support powers. As with all Army aircraft, it will be available through the reward system at higher threat levels.



During your campaign to retake the Solomons, you will encounter a wide array of boats, aircraft, and ships—both friend and foe. As the saying goes, "knowing is half the battle," so to equip you with crucial intel, we're introducing a feature we affectionately call the Boatuary—a contraction of "Boat Bestiary." While it began as an internal nickname, it stuck around and has now become the official title. It might not be formal, but it’s memorable, and we think it captures the spirit perfectly!

The Boatuary is your go-to guide for every boat, ship, and aircraft you’ll face. Each entry provides a detailed description, an assessment of its threat level, and a 3D model you can rotate and zoom in on for closer inspection. It's designed to give you the edge, helping you anticipate what to expect from any unit you encounter.

Eventually, we would like to integrate it into the Campaign, but for now, it remains as a separate mode accessible straight from the main menu.

We should also add that this was a previously requested feature that we thought would be a fine addition to the tools available to you, so thank you for the suggestion!



As you'll have noted with the 3"/50 Dual Purpose Gun, lately we have been experimenting with alternate ammunition types for use against different target types. Entering the enemy's arsenal are the San Shiki or beehive shells, which are, to be brief about it, are special shells that explode just before reaching their target, showering them in an incendiary blast. Meant for and ineffective at anti-aircraft combat, they're nevertheless effective against soft surface targets.

After all, what is made out of plywood and has the crew exposed on the deck? Your boat, Captain!

Certain variants of certain enemy ships, starting from the Fubuki and going heavier, will be firing beehive rounds at small targets such as yourself, to much greater effect than they have been reported to have in real life. Not every shot will be of this variety, but rather there will be a certain chance that whenever you or an other allied small target is fired at by a shell, that said shell will be a beehive shell.



You can expect to see all of these in the next Experimental update, coming before the end of the week.

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





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.