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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.

v1.5.0.5 Stable

[h3]v1.5.0.5 Stable[/h3]
- Fixed a case where loadout presets have issues being applied.
- Fixed having targets numbered over X (10) crashing the campaign.
- Fixed a formation case where spawns overlap.
- Fixed some player boats listing or capsizing too dramatically since mass changes.
- Fixed Mk14 & Mk15 on the Elco being launched upwards by a couple meters when released from the racks.
- Fixed map zoom functioning despite mouse being hovered over a UI element such as the Targets list.
- Fixed katakana character spelling mistake in Ushio marking texture.
- Reduced plane machine gun sound loop volumes.
- Reduced ship despawn times after disable.
- Routine error and warning handling.
- Added OverrideHistory.BCI to dump folder (for modders).

v1.5.0 Stable | Floating Fortresses

Greetings, Captain!

As many of you know, we've been hard at work over the past two months, and our Experimental Branch, which began on August 16th, saw many of you helping us test the update and provide valuable feedback.

Today, our collective efforts have borne fruit, culminating in the v.1.5 Floating Fortresses update, which includes among many other things, aircraft carriers, their associated Strategic Target groups and several other new units ranging from high-performance fighters to a Sub Tender with the displacement of a cruiser.

There are also new torpedoes, new quality of life features and comprehensive balance changes addressing some of your feedback, and many more things we simply can't mention here without making this post way too long, so those of you who haven't been around recently can refer to the Developer's Diary series starting with this one, assuming you wouldn't rather just go in game and find out for yourself! For your convenience, we are also linking all of the change logs from the Experimental Build period under the changelog in this post.

It has been a point of pride and a privilege for us to create Boat Crew, and we hope you're enjoying playing and contributing through your feedback as much as we enjoy developing and playing the game! We are not quite at the end of our Early Access journey yet, and we'll have more to talk about, but for now, let's all take the time to enjoy the fruits of our progress!

As usual, please don't be shy to give feedback or just share your thoughts and feelings about Boat Crew, either at the Steam community forums or over at our Discord. Most importantly of all, enjoy v1.5 Floating Fortresses!




[h3]Changelog Summary Since v1.4.3[/h3]
- Carriers and strategic targets added, creating unique, powerful battlegroups that patrol and assist their side in other engagements.
- Secondary explosions/damage control system added for all ships greater than and including the minesweeper, causing further damage to damaged parts or healing damaged parts, determined randomly with chances based on the state of the hull component. Crippling or catastrophic detonations now possible, with ship health increased across the board to compensate.
- Full torpedo balance pass and added two torpedo types.
- Major balance passes on aircraft in almost every aspect. Developing strategies to avoid them in campaign and dodging them in combat should be much more intuitive.
- Player boat and weapon masses have been overhauled, making mass matter more for boat handling. Engine properties have also been tweaked, with more unique heating, cooling, and flank speed behaviors across the boats.

- Boats can now be freely swapped and renamed.
- Call-in manager UI "use number" quality of life addition.
- Fully spent call-in cards are now immediately disposed of.

- M4 Autocannon and 60mm Mortar can now be rotated further, with crew ducking and moving to leave the line of fire.
- The utility weapons, M4 Autocannon, M3 AT Gun and M2 Mortar, all have their total damage doubled.

- New AI dynamic formation system will now make skirmishes make more sense.
- Increased despawn timers for ships so they can remain floating for some time after being disabled.
- If an enemy has fired a shot in the last 2.0 seconds, weather time effects will be bypassed in visibility calculations.
- If an enemy has fired a shot in the last 0.2 seconds, they will be 33% faster to lock on within that duration since the shot.
- Torpedo trajectories are now much more consistent with the path overlays, issues with tubes should be fully resolved.

- Casablanca and Ryuujou carriers added.
- Added Jingei-Class Submarine Tender and No.4-Class Subchaser.
- Added Coastal Bombard variant of Coastal Tanker for IJA usage.
- Added Ki-45, Ki-84 Hayate, and P-40 Warhawk.

- Multiple tutorials support. New Weapons Tutorial and Weapons Practice added. Weapons Tutorial is a crash course on the player controlled weapons except the anti-submarine weapons, while Weapons Practice is a firing range with unarmed, respawning targets.
- Balance passes on all challenge levels. Removed Shifting Shadows, Flyswatter and Night Stalker due to incompatibility with updated mechanics.


Experimental Release Changelog Experimental Patch #1 Changelog Experimental Patch #2 Changelog (+Diary) Experimental Patch #3 Changelog

v1.5.0.3 Experimental

[h2]v1.5.0.3 Experimental[/h2]

[h3]Balance[/h3]

- Allied subchaser buffs, additions of .50cal swivel mounts and extra 3 inch gun.
- Allied M2 Brownings buffed.
- Buffed the BAR.
- New, stronger allied invasion groups, including player ones.
- Carrier/airbase air wings made larger for both sides.
- Jingei possibility to be grouped with strategic targets.
- Balance passes on all challenge levels. Removed Shifting Shadows, Flyswatter and Night Stalker due to incompatibility with updated mechanics.

[h3]Callins[/h3]

- Call-in manager UI "use number" quality of life addition.
- Fully spent call-in cards are now immediately disposed of.
- Call-in cards now display number of bombs if the payload has multiple.

[h3]Audio[/h3]
- Replaced most plane weapons to use loop based audio rather than a sound for each shot for audio optimization.
- Created unique BAR sound.
- Buffed the Bofors audio on the new enemy subchaser.

[h3]Fixes[/h3]
- Handled a rare case where a map group can remain inactive post-engagement.
- Fixed a gun offset issue with the P-38.
- Enemy planes that force an engagement should now properly transfer the engagement to base raids if an enemy base is close enough.


[h3]v1.5.0.2c Experimental[/h3]
- If an enemy has fired a shot in the last 2.0 seconds, weather time effects will be bypassed in visibility calculations.
- If an enemy has fired a shot in the last 0.2 seconds, they will be 33% faster to lock on within that duration since the shot.
- Crew gunner base turn rate subtly increased further.
- Higgins and Elco boat physics retouches.
- Fixed torpedo self-collisions.
- Torpedo trajectories are now much more consistent with the path overlays, issues with tubes should be fully resolved.
- Acoustic torpedo balance changes, variable search arc per torpedo support.
- Fix attempt for allied air reinforcement spawn selection issues.
- Fixed bazookas being able to shoot airplanes at unintended angles.

[h3]v1.5.0.2b Experimental[/h3]
- Fixed immobile coastal bombard.
- Fix attempt for friendly reinforcement message inconsistencies.


Floating Fortresses - 22nd of August - Developer's Diary T5

Be seated, Captain.

We are with you in the final diary of the third reboot series, to talk about the upcoming Big Update, henceforth to be called the v1.5 Floating Fortresses update, after its highlight feature of the new aircraft carriers and the Strategic Target groups they will be a part of.

Since the Experimental Branch launched on the 16th of August, we have been getting a lot of valuable feedback from you, and ourselves have been hard at work, iterating on existing systems and putting some ideas previously ruminated on into practice. This has helped us sustain our fastest experimental cycle yet, and to show for our combined efforts, we had an Experimental update on Monday, with some major changes and improvements that you can read about at this link, and another one three days later, today. So once again, our thanks to those of you who are participating in the Experimental branch.

At the bottom of this diary is the changelog for v1.5.0.2 Experimental, released today, which is considered to be feature complete and a reasonably close representation of what the v1.5 Floating Fortresses update will be like. The rest of the experimental period until the stable release will be focused on bug fixes, balance changes and minor improvements.

With all of that said, let's talk about the most recent changes and additions.



Going above their ordinary bomb load when engaging heavier ships or while flying at shorter ranges, carrier aircraft would be loaded with heavier, often armor piercing bombs. Emulating that, we decided to give 1600 lb Armor Piercing bombs to special carrier variants of the SBD Dauntless and the D3A for each side respectively, that deals twice the damage at half the explosion radius of what an ordinary 1600 lb bomb would do.

This distinction makes them better at hunting ships, giving carriers an extra punch in whatever engagement they are directly participating in. These carrier variants of the dive bombers are exclusive to the planes you physically see on the ships in direct engagements, and the air wings spawned in the zones of control that are projected from the carriers will not have this distinction. The armor piercing bombs will also be available as a rarer variant of the Dauntless call-in, replacing the MG-only configuration. Nobody wants a bomber with no bombs, after all.

Carriers will also now periodically spawn air wings to join nearby engagements or attack enemies that they can see and expect to win against, which are culled every night. They can even spawn groups to join engagements directly involving them, so if you find a Strategic Target group participating in an ongoing engagement before you're there, you can expect several aircraft to be already in the air, though you will still be able to sneak up on them.



Speaking of sneaking up on enemy strategic targets though, that will not be as easy as it was at the beginning of experimental. We took the time to implement a proper formation feature for our, ahem, flagship feature for the update, and the seaborne tyrants will now be safely cocooned inside a loose formation of screening ships, sending their minions to do their bidding for them. The benefits of this new formation system have also trickled down to existing groups with multiple large ships, resulting in an overall improvement to the AI behavior of larger ships.

This is a good time to remind you that a carrier battlegroup, even one with light carriers, is not meant to be a fair matchup for a few boats made out of plywood. We intend for taking on a Strategic Target to be the most difficult thing you can do in the game, to the point of feeling unfair to the majority of players.

Feeling that way is intended, expected, and in fact, encouraged. Destroying a Strategic Target will not be required to win the game, after all, so no need to feel bad if you can't do it. But if you did want to prove yourself a legendary PT boat Captain, there is no better way than to do so.



The final unit we are adding in this patch is an IJA conversion of the Coastal Tanker that is currently in the game, replacing its fuel cargo and deck gun with several mortars, an outrageous amount of ammunition and an improved AAA complement. Ever in competition with the Navy and not to be outdone by letting them have the most explosive ship in the game, the Coastal Bombard is a tongue-in-cheek nod to the historical Japanese military craftiness in turning civilian or otherwise unarmed vessels into improvised combat ships.

While we couldn't say with perfect honesty that this unit is no joke, its got surprisingly high throw weight, providing a credible threat to allied base defenses and careless Captains and bringing some much needed fire support to early game landing operations. It's got an even larger amount of supplies than the Coastal Tanker, and a mean temper when damaged. You would be well advised to maintain a healthy distance from the big tub of explosives, as its even more temperamental than the Coastal Tanker in matters of blowing up.

All in all, we made this admittedly bizarre unit to acknowledge the historical improvisation efforts, to create a charmingly strange unit for you to fight, and also to add some monetary incentive to early game base defense missions. Don't expect to see them everywhere though.



Last but not least, we are expanding the tutorial from one mission to not two, but three tutorial missions at once. The first addition is a longer player weapons tutorial that teaches new players about torpedoes, rockets, and utility weapons, while the second one is a simple torpedo/rocket practice map of an endless cavalcade of supply ships.

We're hoping this will be sufficient tutorialization when combined with the low level Challenges, which new players are encouraged to check out after playing the Tutorial and before hopping on to the Campaign. We will be happy to hear about any feedback, particularly from newer players, on this matter, once these improvements reach the stable branch, as we have been meaning to improve on the Tutorial for a while but only had the chance to do so recently.



All of what you've read here should be in the patch that has been released today, and will naturally also be in v1.5 Floating Fortresses, which is scheduled to be released on the 28th of August. Until then, take a look at the changelog below, and consider switching to the Experimental build. There are still 6 days left before Stable release, and if you wanted to participate in the development of Boat Crew by giving your feedback, there is no better time to do so than during experimental cycles.

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


v1.5.0.2 Experimental

Highlights

★ Multiple tutorials support. New Weapons Tutorial and Weapons Practice added. Weapons Tutorial is a crash course on the player controlled weapons except the anti-submarine weapons, while Weapons Practice is a firing range with unarmed, respawning targets.
★ New AI dynamic formation system will now make skirmishes make more sense.
★ New unit added; Coastal Bombard. A rather bizarre improvised coastal bombardment unit, it is relatively rare and quite fragile. Leaves behind a decent amount of supplies upon sinking.

Changes

- Airbases and carriers will now launch active air wing groups instead of arbitrarily contributing to engagements by damage.
- Both sides can now schedule reinforcements into combat if they have a carrier or airbase nearby.
- Carrier groups will now leave the map if strength or carrier units are diminished.
- Acoustic torpedoes will now factor in the engine powers of potential targets.
- Acoustic torpedoes will no longer target ships with inactive engines.
- Increased despawn timers for ships so they can remain floating for some time after being disabled.
- 1600 lb AP bomb added, and dive bombers that spawn directly on carriers are armed with these high damage, low explosion radius bombs. Rare-call in variant of Dauntless with an AP bomb added.
- Comprehensive rebalancing of support powers, mostly buffs rather than nerfs. Rocket Pods on aircraft now have a lot more ammo, and Artillery is more combat heat hungry, but now benefits from veterancy, firing additional shells at higher veterancy levels.
- Submarine cargo convoy led by the Jingei-Class Submarine Tender made a lot more common.
- Japanese 90 mm and 150 mm mortars giving substantial direct damage. This won't change the outcome of a direct hit against the player much, but it will make them hurt other AI targets more.


Bug Fixes

- Carrier groups should no longer identify as suppliers simply because they contain some trigger units.
- Fixed plane icon on carrier groups being visible through radar before getting close enough.
- Engagement report notification sorting fix and faction separation for post engagement notification.
- Clipboard fixes for landing unit visibilities, they will no longer be hidden but instead grayed out.
- Fixed previously damaged units exploding on engagement start by thresholding persistent damage into binary states.
- Fixed autocannon still having rotation limits in the Higgins and the 81' Experimental.
- Nerfed autocannon recoil due to unwieldiness when shooting sideways.