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Controlled Airspace - 26th of July - Developer's Diary T1

Greetings Captain,

You know the drill. We're back with another reboot of the Developer's Diary series, indexed T# for third reboot. The last Developer's Diary was back in March, and the game reached its current version all the way back in April.

Although we were active in both our Discord channel and the Steam Community forums, we recognize that we have gone too long without a Developer's Diary. Therefore, before we get into the main subject matter of today's diary, we would like to explain the long bout of silence.



Those of you who follow our discussions on the Discord channel might remember that we mentioned working on a unit creator. The unit creator was meant to be a tool that would expedite the process of bringing models into the game as functional units.

Our thinking was that this would both help us add units into the game more quickly, which is something that takes quite a bit of time with the way Boat Crew is structured, and it would also be something we could release before too long as a modding tool.

A bit more than a month into the process, we realized that the unit creator would require a lot more work before it actually made things faster for us compared to performing the same process in the Unity editor. So while we are still interested in finishing it at some point as a modding tool, for now we had to admit it was a dead end and shelve it in the interest of not delaying 1.0 further.

Further complicating matters was that our lead developer, Cotanius, had to take an extended break afterwards for personal reasons. We're happy to say we are now back on track though, and we indeed have quite a lot to talk about, so let's get to it!



First of all, we have noticed a lot of discussion about how unfun planes can get in their current implementation, with relatively limited windows to dodge their shots and to attack them. Those of you with more experience in the game had the opposite problem, that they are trivial to deal with once you are used to them and also have some boats in your squadron. We have heard you, and we tend to agree going by our own experiences with aircraft in the game.

We will be modifying aircraft to move at varying speeds rather than at fixed speeds, and have them fly lower and slower in general to improve your odds of hitting them when they aren't directly moving towards or away from you. Their tracking will also be modified to give the impression of a human pilot struggling to stay on a nimble target, rather than having the targeting circle smoothly slide towards you. To compensate, their durability will be increased, so they don't get shot down as soon as you can hit them. Your choice of weapons when engaging them will matter more, as will your gunners' gunnery skills.

On the strategic map, there will also be changes. airbases will now exude a zone of control, in which air raids against you via the threat system will be a lot more common. But rest assured, outside zones of control, the chance to spawn an air wing against you will be reduced in proportion. This is something we wanted to do to make air wings, in a word, less spammy. Fighting air wing after air wing is not fun, and while it can cause tension to have an air wing pounce on you while you're on your way back from a long fight, it happened too often to not cross the line from tension generating to annoying.

Once the Big Update hits the Experimental Branch, it will have the aircraft related changes for everyone to test out, and we will be keeping an ear out for feedback.



What about friendly zones of control, you may wonder? What's that zone of control in the middle of the sea you see above? Well, we're happy to introduce our first Strategic Target (more on that later) class of ships, the carriers!

The carriers in Boat Crew will be limited to the light/escort carrier variety, with only the lighter carriers being risked in the relatively inland seas of the archipelago. Carriers, in addition to being tough targets with many planes to throw at you in direct combat, will also exude zones of control on the strategic view. Allied Navy aircraft will assist you in engagements that happen within an allied zone of air control created by a carrier, while allied Army aircraft, such as the P-38, will assist you in zones created by your airbases.

The Ryūjō-class light carrier will be the carrier on the enemy side, while the Casablanca-class escort carrier will be joining the fight on your side. We'll have more to say about carriers in the next diary, but for now, feast your eyes on the Ryūjō conducting flight operations!



In closing, we are excited to be back and to announce a new Big Update (v1.5.x), which will be lovingly called that, as per tradition, until it finally receives a name upon stable release.

That's all we have to share for now.

Fair winds and following seas,
Captain
T.T.

v1.4.3.6 Stable | Loadout Presets

Greetings, Captain!

We are with you today with the last phase of the Hammer and Anvil update, introducing loadouts as a much-requested convenience feature. You will now be able to store loadouts of your boat, your entire crew, as well as individual crew members, and apply them easily!



Loadouts are created by simply equipping what you want and then going to the loadout presets menu to create a loadout under any name you choose.



They are easy to apply on demand, and are preserved in between saves, so this should make it much faster to implement tried and tested builds. Total RP cost for preset is also stated for additional convenience.



This will likely be the final feature update until the next Big Update, and the last entry to the current Developer's Diary series will be on next Friday. We'll be talking about what we can expect for the near future of Boat Crew and what will be coming next, as well as progress so far on the things to come.

See you soon,
Captain,
T.T.

[h3]v1.4.3.6 Stable[/h3]
- Loadout presets for both the boat and crew.
- Fixed an issue with the Challenges button being unresponsive for new players on recent builds.
- Fixed an issue with the continue/load buttons when the campaign autosave folder is deleted specifically.
- Increased number of physics frames a crew needs to be calculated underwater to be sent overboard during fast forward timescales.

v1.4.3.5 Stable

[h2]v1.4.3.5 Stable[/h2]
- Dynamic target circle sizes in targeting mode.
- Reduced target circle opacities in torpedo mode.
- Adjusted torpedo aim indicator timings to be a bit more usable.
- Fixed PT-6 LOD issues causing camo swapping by camera distance.
- Fixed a few scripts that kept running while paused that were potentially causing the occasional teleportation on unpause after long pauses.
- Fix attempt for a rare case where a duplicate of player torpedoes float midair.
- Fixed an unhandled case where a base fails to disengage and remains invisible in UI.
- Tender model improvements and optimized LODs.

v1.4.3.4 Stable | Save and Load

Greetings Captain,

We are with you in what is, at the same time, a small and a big update. Previously, the save system was focused on autosaves, with the game being permanently stuck in a sort of rogue-lite mode where you couldn't load to roll back a defeat except by returning to title or forcibly quitting the game before it autosaved again. With this patch, we have now added the ability to freely save and load your game.



The intended Boat Crew experience was meant to be one where you roll with the punches and try to regain what you have lost upon defeat, This was meant to make each boat more precious and thus emphasize the survivability and decision making aspect of the game. However, for those who want to test things out or simply have a more relaxing experience, freely save slots were planned but meant to be focused on later.



After months of overwhelming feedback from you on how saving and loading at will was desired, that has been fast tracked. We hope that this addition, however small, will improve the enjoyment of the game for many of you.



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

[h3]v1.4.3.4 Stable[/h3]
- Added campaign manual save/load feature.
- The game will no longer create an autosave immediately upon loading a save.
- Loading a save will no longer immediately hang the game on click.
- Fixed a bug causing the threat indicator to flash level five on campaign pause when staying undetected for too long.
- Fixed some reported exceptions by error reporting.

v1.4.3 Stable | Hammer and Anvil

Greetings, Captain!

Once lovingly called The Big Update throughout our Developer's Diaries, the update Hammer and Anvil has now reached the Stable build. There are too many changes and additions to list in detail, but you can read a summary here:

- Overhauled base defense positions, implemented AI mortars, added extra base tier known as Fortresses.
- The first cruiser class "Nagara" has been added for the Imperial Navy.
- Bases will now deploy torpedo nets.
- Improved AI and spawn system for open sea skirmishes, naval AI will now chase or run away from you more efficiently in general.
- Destroyers and above now coordinate their own weapons with dedicated fire control systems.
- The threat system has been reworked. Location of player relative to territory, time of day and weather, squadron size, and so on all have effects on your effective threat level.
- Naval patrols are also deployed when the threat system catches you.
- Having high level threat occasionally grants a unique call-in award.
- Added supply drop option in transmitter which will place a timer and let you refill resources from it when it counts down.
- General rebalancing of convoy groups, autobattles, timings, etc for the campaign.
- Fixed a bug that made machine guns and autocannons too accurate against surface targets for both factions.
- Sound effect improvements for some impact noises and player machine guns.



We have heard your feedback that the Campaign can feel too short, and so we hope that these changes will serve to make the game pace better while also making the individual fights you have more interesting.



As usual, we will be active on the Steam forums as well as on our Discord, so feel free to share your thoughts and feedback on the update!



We will be resuming Developer's Diaries at the end of March.

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

[h3]v1.4.3.3 Stable[/h3]
[expand]
- Squadron slot occupancy is now visible in the lower left corner of the campaign UI.
- Fixed "Fortress" shown as "Very Heavy Base Defenses" on clipboard.
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