We are now beginning to test the workshop integration for custom levels. To gain access to the workshop beta, you will have to request access to join A Temporary Steam Group. You may begin uploading and subscribing to levels once you are in.
Level Editor - Workshop integration testing. Current implementation requires membership to a special Steam group. - Level editor now supports listing of multiple levels. - User levels should now have unlimited unit caps. - Enabled contour renderings for user level minimaps. - Fixes for bad orientations during play for spawner and teleporter nodes. - Spawn nodes will now be created in non-critical state. - Elco 80' and Higgins 78' AI boats should now be spawnable in level editor.
Armored Superiority - 27th of February - Developer's Diary G2
Greetings Captain,
We're back with another diary, talking about the progress on the Level Editor, as well as the two new mighty warships we are adding!
Let's get right into it.
First of all, our efforts in integrating the Level Editor into the Workshop are almost complete, and the interface has been updated to easily pick, share and rename scenarios. The next patch onward, Workshop will be available for sharing player made levels.
During the Experimental Branch, we intend for the Workshop to be kept private, with sharing privileges given to a group of players who are in close contact with us to help form the very first corpus of player-made Boat Crew content. If you'd like to be among the pioneers of Boat Crew modding, join our Discord Channel and let us know if you'd like to be included in this initial effort.
Once the update reaches the Stable Branch, the Workshop will be freely available to everyone for uploading scenarios.
On the IJN side, we are adding the Furutaka-Class Cruiser to the game. The first ever class of heavy cruisers made by Imperial Japan, the two members of the class, the Furutaka and the Kako, both fought in and were sunk in the Solomon Islands campaign.
In Boat Crew, they will be your toughest enemies yet, being better armored than anything you've fought so far, with concentrated firepower and excellent torpedo accuracy being requirements for you to even stand a chance. Their 20.3 cm guns fire large, heavy shells that are easier to dodge than some other guns you've faced so far, but a single hit is almost guaranteed to blow your PT Boat into splinters. If that's not enough, they also have a secondary battery of 12.7 cm guns.
Being a capital ship if a relatively light one, the Furutaka will not be a rank and file enemy you see every day, being found exclusively in late game hunter killer groups that go after your Strategic Targets, or in enemy Strategic Target groups escorting carriers, again in the late game.
If you can sink both the Furutaka and Kako, they will be replaced by their sisters with fictional names, sporting a hypothetical armament upgrade replacing their single 12.7 cm guns with open twin mounts.
All in all, we hope she proves to be a major challenge and a memorable boss fight.
The emergence of this new threat hasn't escaped the US Navy's notice however, and the Atlanta-Class Cruiser is being deployed to provide you assistance and defend American carrier groups. Although nominally a light cruiser compared to the Furutaka's classification as a heavy cruiser, the Atlanta's displacement and number of guns make her more of a match to the Furutaka-Class than to the Nagara-Class.
USS Atlanta and her sister USS Juneau both fought and were sunk in the Solomon Islands campaign, mirroring the fates of their rivals in the Furutaka-Class. The two ships are roughly equivalent, with the Atlanta having the advantage in fire rate, volume of fire and damage control and the Furutaka having the advantage in raw stopping power and resilience.
Like the Furutaka, the Atlanta too will be a rare appearance in the Campaign, but you can always feel free to make a scenario with them if you want to see how they handle themselves in combat.
Lastly, we have made the second episode of the Level Editor Tutorial; you can check it out below.
You can expect the update with everything we've talked about reaching the Experimental Branch soon, though we will still need some more time before we are ready for Stable Branch. If you'd like to contribute to the process, fire up the Experimental Branch and don't be shy to share your feedback and comments.
That's all we have for now, Captain, T.T.
v1.6.2.0 Experimental | Level Editor Beta
Hello Captain,
The level editor mentioned in the last diary is finally ready for you to try out, and it is the primary focus for this update cycle. We will be integrating workshop support for your custom levels some time during this cycle along with some content additions for the stable build. We are also starting a video series on our approach to using this tool, as we've been for the tutorial and challenge levels, a video to help you get started is already available below!
v1.6.2.0 Experimental
- Level Editor Introduction.
Laying the Keel - 13th of February - Developer's Diary G1
Greetings Captain,
We're back to you with another Developer's Diary series after an interim update exactly a month ago. The first entry to the series is titled G1, where the G stands for us giving up on trying to keep track of our reboot count.
In the time since the quality of life update, we've kept busy, and are finally ready to announce that we are bringing to the game: The Level Editor, coming to you in the next Big Update!
The Level Editor is an evolution of our in-house Scenario Creator, which was a not-as-fancy but still quite effective tool that we used in creating the Challenges, as well as the Tutorial levels you see in the game. Although it has served us well, we felt it wasn't quite up to the polishing standards we wanted to have for a player-facing feature. Once we decided we would be spending time to polish the tool up, we figured we might as well put it into the game directly to make it more accessible to all players.
In part using the work we've already done for the Boatuary, the Level Editor provides you with a real-time 3D display of the map from the above. You are able to shape the terrain to the exact layout you have in mind, and can place units on the map with perfect feedback on what the formation might look like.
The system consists of nodes, allowing intuitive, linear scripting of missions without any knowledge of programming required whatsoever. With ease, you'll be able to spawn units, give them specific movement orders or assign them with patrol regions, set the boundaries of the map, gather units in a formation for the formation AI to take over and so on; everything you see in the Challenges will be possible, potentially also including possibilities that we have not explored before.
The editor comes with its own guide nested on the sidebar, as well as a dynamically updating legend that explains the meaning of the connection lines you're forming. In addition to these, we will also be shooting a tutorial video for our Tabbing Tabby YouTube channel, where we will be making a simple, introductory challenge along with a commentary describing the process.
Now, we'd like to stress that while we'll be doing our best to ensure getting started with the tool is as easy as possible, we are also counting on you to give the tool a shot and express your creativity in the form of Boat Crew challenges for you and others to play, and also to share tips and tricks with your fellow Captains.
Speaking from experience, modding scenes for games are always a collaborative effort; so please don't be shy when it comes to asking or answering questions about the tool, exchanging notes, tips and tricks, and also in commenting on other people's scenarios.
We're really hoping we can reach the critical mass needed there to have a lively modding scene for Boat Crew going forward. That would give us the motivation we need to further develop modding tools.
You might be wondering what's going to prevent you from setting up naval combat scenarios to your liking and to play Boat Crew as if it were a naval combat strategy game? Well, certainly not us! Enabling DevControls via the console and using the Replay Mode to swap camera view between units or have a free camera will allow you to do just that.
The Experimental Branch for the Big Update will be launched next week, bringing the initial public version of the Level Editor. We'll be on the lookout for all comments and error reports as usual, both on the community forums and on our Discord Channel.
There won't be Steam Workshop support at the initial launch, meaning files will have to be shared manually. We are planning to add it at some point during the Experimental Branch, so rest assured it will be there by the time the Big Update gains a name and reaches the Stable Branch.
That's all for now, Captain, T.T.
v1.6.1.1 Stable | Early Game and Quality of Life
Greetings, Captain!
As you might have noticed if you've been following us on our Discord, we have taken a little detour from our usual schedule of big updates with experimental cycles, and have been working on a relatively small but impactful update, mostly concerned with bug fixes, making the early game smoother and improving the game's feedback to the player.
This effort was, in part, motivated by your feedback that the early game can be frustrating to new players, and also that the game doesn't do enough to tell you that you are making progress. We have tried to address these issues, and hopefully you'll agree that our changes will make for a more refined experience. Thanks again to all of you who gave feedback or participated in our short experimental branch for this update!
Now let's talk about the changes.
First of all, we have added some early game engagements to the map, to add some opportunities for making easy RP early in the game. We noticed that new players don't tend to realize the main way of making RP in the game, especially in the early game, is to raid supply convoys, and thought that a visible, nearby engagement may encourage them to explore that possibility. If you've already been around the block, well, it's just free RPs to you as the allied side is stronger here!
We have increased the starting RP from 8000 to 12000, and also made is so that 12000 is the base amount of RP you have. What this means is that you will never have RP below this amount, and losing your boat, at worst, can put you at 12000 RP.
A long standing concern about the early game was that if you're sunk early on, you lose RP, and possibly end up with less RP than you started with. This causes a tailspin where your loadout gets weaker and weaker, making it more likely you'll lose the boat again and lose more RP, meaning you might as well restart at that point. We wanted to fix this issue by adding a base amount of RP you'll never go below.
This also means you won't be able to use your starting RPs to buy squadron boats or additional call-ins, but we thought sacrificing that flexibility for the sake of a smoother early game experience was worthwhile.
You will also now begin every campaign with 2 .30 cal-armed Squadron PT Boats, who will assist you in those crucial early engagements.
Having a base RP always available to you makes it possible for us to add default loadouts, which you will always have whenever you get a new boat. This is a basic, well rounded armament that can fight effectively against anything, which you can still customize to your taste as before. It is meant to help new players out and also to make getting back into the action quicker. The crew roles are also set to match what's needed on the boat, and you'll get a full crew every time you respawn, so you can sail straight back into the fight right away.
We have had the option to cancel lock-ons for a while, but the UI will now inform you of that possibility. We are hoping this will be helpful for players who were not aware of this feature, as it is particularly important when fighting aircraft.
Another issue was that it could sometimes be difficult to see what's on the map, so we added a progress bar that shows the weighted average of the strength of each side. Green shows your squadron boats as well as the call-in aircraft you've called, blue shows your allies and red shows your enemies.
All in all this should make it much easier to read the tactical situation at a glance.
Last, but not least, we've also added an indicator for the RP crates on the map, making it harder for you to miss any RP crates. The number on the right is the total value of the RP crates that have dropped so far, whereas the number on the left is the amount you have picked up.
That's all for the highlights of the update. If you'd like to read more about the specific changes and bug fixes, you can find the full changelog below.
Good luck out there, Captain, T.T.
v1.6.1.1 Stable
Early Game Balance
- Raised starting RP, 8000->12000. - All player boats have been given improved default loadouts for the campaign. - An RP floor will now prevent the sink penalty or purchases from falling below starting RP. Call-ins and squadrons will require RP surplus to be exchangeable for. - Two .30 Cal squadron boats are now granted on campaign start. - There will now always be a starter engagement placed between Tulagi and Savo.
Quality of Life
- Threat level visualization improvements. - Implemented engagement progress bar for campaign. - Default crew arrangement now consists of 1 medic and 3 gunners to compliment the loadout changes. - Added right click to cancel locked target UI hint next to targeting reticle. - Added scavenged RP counter. - Resource pickups will now turn red if there is no allocated room left.
Changes
- Start time of campaign has been changed from 12pm to 5am. - Updated campaign map to no longer bring in spawns from the central north, made minor pahing improvements towards Bologna. - Increased prewarm days from 3->5 to keep map starter population balanced after central north spawns were removed. - Squadron boats will now hold fire until either side is alerted by opened fire.
Bug Fixes
- Clicking directly on UI elements of bases will now help pathing to prevent potential terrain errors. - Fixed a rare bug related to call-ins preventing engagements from starting later into playthroughs, previously just accessing the call-in menu was enough to prevent it from happening, now it is handled automatically. - Fixed JC Butler and AGP6 Tender having the same formation tier as the Fletcher causing long line formations. - Fixed utility weapon sights picking up sunk/dead boats. - Fixed 80' Experimental PT boat damage visual mesh not being synchronized. - Fixed targeting reticle remaining transparent when its animation is canceled when binoculars is interacted in a certain order. - Fixed overwritten camo colors not resetting in game when camo is reselected despite it appearing to do so in loadout screen. - Fixed searchlights stacking too much light when multiple are targeting you. - Fixed targets list not being sorted by detection time for the first few minutes of a loaded save. - Fixes to color scheme and material syncs for player and squadron boat radar models. - Added missing damage and exhaust VFX to Huckins, 3D repair symbol positioning tweaks. - Transmitter supplies is no longer spammable.
v1.6.1 Stable | Shock and Awe
Hello Captain,
It's been three weeks since the v1.6.0 Shock and Awe update reached the Stable branch and we are temporarily deviating from our usual style of making big updates with extended experimental cycles to release a smaller interim update, composing of features that didn't make it in 1.6.0 on time as well as some other changes and additions we had planned for a future update; a sort of a "director's cut" of 1.6.0. if you will.
The resulting update is the v1.6.1 update, coming with a range of things you might find interesting. Let's go over them briefly.
We have added 3 new torpedoes, wrapping up the planned torpedo roster. These torpedoes are the Mark 17 Torpedo, Mark 18 Torpedo and Mark 21 Torpedo, the last of which already previously existed as a misnamed Mark 28 previously before that was corrected.
The Mark 17 Torpedo is a large, destroyer sized torpedo; a previously cancelled design that was revived after seeing the effectiveness of the Japanese Long Lance torpedoes but still did not end up seeing service. It's essentially an upgrade to the Mark 15, sharing the same look with a distinct trail that is less detectable by the enemy ships, while also being a faster torpedo with better acceleration and a (fictional) magnetic detonator. It does not deal more damage, but its secondary qualities make it more likely to hit compared to the Mark 15. It is the only oxygen torpedo in the game.
The Mark 18 Torpedo is an electric propulsion sidegrade to the Mark 14, having worse engine performance but also being less detectable.
The Mark 21 Torpedo is an electric, acoustic guided torpedo based on the Mark 13. Compared to the Mark 28, it has better engine performance and tracking capability while having less damage, and also has a (fictional) magnetic detonator.
Overall, we are happy to say we have filled all the torpedo niches we can think of, and barring any future surprises, don't expect to be adding additional torpedo types.
We added two new torpedo trails; for electric and oxygen torpedoes specifically, making them more visually distinct. In addition to the new electric torpedoes being added, the Mark 24/27 have also been updated with the electric torpedo trails, given that are electric torpedoes themselves.
Torpedo visibility ratings have also been re-balanced, and electric/oxygen torpedoes in particular have a great advantage on this department, being all but invisible at night time and having reduced visibility in day time.
Torpedoes that has both rack and tube variants have also been given a toggle feature to switch between tube and rack, compressing the list down and hopefully making it easier to navigate.
If you'd like to know more, the full changelog is below.
Enjoy the update! Captain, T.T.
v1.6.1 Full Changelog
Additions
- New Akizuki variant with 4 x 2 127 mm Type B turrets for the fictional named Akizukis. - Mark 17 Oxygen Torpedo added (reduced visibility Mark 15 with a magnetic detonator like Mark 14) - Mark 18 Electric Torpedo added (completely wakeless Mark 8) - Mark 21 Electric Torpedo added (Wakeless and Homing Mk 13) - 20 mm Oerlikon now available in gun tubs. - Groups with Tenders will now refill you like bases do on the strategic map. - Torpedo cooldown added for Tender. - Destroying air units causes air strength depletion, resulting in reduced effective threat temporarily.
Changes
- IJN aircraft weapon nerf. - Torpedo Tube/Rack turned into toggle. - Higgins now has access to torpedo tubes. - Mark 15 (and 17) given a second rack to secure the heavier torpedo better. - M2 Browning cost reduced to 2500 RP from 3500 RP. - Torpedo placement adjustments. - '80 Elco can now carry two rows of Mark 15/17 Torpedoes. - Torpedo visibilities adjusted. - Overboard crew are now tracked in the UI. - 3-inch shell impact sound changes. - Player Bofors now has a flak-like explosion effect and proximity fuse but no shrapnel when targeting aircraft.
v1.6.0 Stable | Shock and Awe
Hello Captain,
As those of you who have been following us recently will know, we have been having another experimental cycle starting on the 1st of November. After nearly 4 weeks of playtesting, development and making adjustments based on your feedback as well as our own observations, we are happy to say that the update v1.6 Shock and Awe is now ready for Stable release.
As the name is hinting towards, this update has a central theme of big guns and big explosions, with multiple new units, multiple new playable weapons, a new playable boat, and more. If you haven't been following the Developer's Diaries or our Experimental patches, or if you just want a refresher on what exactly is different since the v1.5. Floating Fortresses update, here is the full changelog below:
v1.6.0 Full Changelog
Highlights
★ 78' Huckins - Playable PT Boat added. High performance design with versatile loadout options that sacrifices durability for agility. ★ 75 mm Pack Howitzer and 107 mm Mortar - New Utility Weapons added, powerful new artillery pieces that require two Gunners to operate. Reworked aiming mode. ★ Added the ability for boats other than the 81' Prototype to equip a second Primary Weapon, now called Heavy Weapon, on the front side of the boat. ★ 3''/50 Dual Purpose Gun - Playable new Heavy Weapon added, unique dual purpose gun with high recoil and three different ammunition types that are automatically picked based on the target. ★ Unit inspection mode "Boatuary" added, giving information about units in the game and putting them on display.
Additions
- 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. - IJN hunter groups now added to attack US Strategic Targets. They have a fixed speed and do not get targeted by air wings. - New artillery call-in variants added; Beach Barrage Rockets, Smoke Shells and Superheavy Shells. - P-38 metallic variant added, equipped with an improved cannon and lots of rockets instead of bombs. - P-39 Airacobra added as both call-in and allied support aircraft. - Added Nisshin-class Seaplane Tender to IJN, joining high end assault forces. - Added McCawley-class Attack Transport to USN, joining high end assault forces. - New set of semi-fictional ship names fitting IJN naming conventions to reduce name repetition. - New Nagara AA variant inspired by historical Isuzu AAA conversion. - Dual purpose guns added to several ships. - Dual purpose guns of all calibers can now also attack aircraft with special anti-aircraft shells, including the Fubuki variants with the Type B turret. - Japanese 12.7 cm and 14 cm guns will now occasionally fire incendiary Beehive Shells at small surface targets, including the player and their squadron boats. - XP gain tickers for crew added.
Changes
- Added new physics to make boats feel more responsive to waves, changes to camera to help with sense of speed. - Ryuujou-Class Carrier given an additional explosion node in the front, making it more likely to suffer magazine detonations. - Smaller vessels will now try to evade incoming shells with trajectories, including the player mortar. - Larger vessels will try to evade detected torpedoes. - "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. - Reworked assault system to manage multiple assaults at the same time with scaling. - Proper strategic target spawning system. - Strategic target / carrier group spawn frequencies are now scaled by victory points and developments of bases. - Unused charges in call-in cards now contribute to a small reroll discount. - Reworked starter boat selection screen. - AT gun model and animation upgrades. - 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. - Separation of air group spawn cooldown time for bases and carriers so that bases spawn them less. - Buffs to AI anti-air shells. - M4 Autocannon and M2 Mortar will now have their cameras oriented on transition to wherever the camera was already pointing in other view modes. - Max speed adjustments to ships. - 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. - CPU related optimization attempts for mid to large battles. - Camo color option "Waterline" renamed to "Draft". - Crew loadout titles should now automatically update, excluding those which have had custom name assignments. - Restored sub hunting function for acoustic torpedoes. - Added physics to torpedo deployment to make them nose heavy. - Added minimum guaranteed damage mechanic to torpedo impact, to counter the splash damage loss due to distance from center of hitboxes. - Damage buffs to Mk 24 and Mk 27 torpedoes. - Mk 28 torpedo acoustic ability improved. - New rocket firing sound. - New bazooka firing sound. - New mortar shell falling sound. - Rockets now start slow and accelerate. - EQ pass on ocean sounds. - Reimplemented subtle boat wave crash sounds. - Ocean horizons will blend better with sky. - Reworked cloud rendering. - Cargo net and antenna are now physically animated. - RP crates respond visually to being picked up.
Fixes
- Fix attempt for player triggered assaults coming from bases that are already engaged. - Fixed issues with weapons targeting some of the larger vessels. - Fix attempts for AI aim issues caused by new bumpy ocean wave tuning. - Fix attempts to prevent squadron boats from getting stuck in piers. - Fixed having no crew in a boat class swapped back from reserve causing it to be marooned. - Fixed long time edge case where squadrons and callins can be wiped due to active callins being fully depleted, active and reserve callins would be all reset giving you fresh ones. This happened when a game was loaded and an engagement was immediately entered and left. - Fix attempts for squadron boats being too easy to flip on collision (a reemerging issue from v1.5). - Fixed crew failing to point the mortar models towards where the shells should land. - Fixed bombs falling through merchant ships and exploding in water. - Fixed planes occasionally disappearing on radar. - Fixed a case where clash logs spams are caused by post victory conditions.
v1.6.0.5 Stable
- Fixed carrier and catapulted planes not having small UI icons above them. - Fixed an issue for camo pattern color override not being reset properly into saves. If an already selected camo pattern is clicked on again, the overwritten colors should reset. - Fubuki Type B Turret can now fire AA shells - 5''/38 can now target aircraft with an AA shell. - 5''/38 now has a special HE shell to use against light targets. - Merchant Ship generic cannon replaced with 2 8 cm Dual Purpose Guns. - Decorative crew added to Casablanca's open 5''/38 gun.
You can also find all the Developer's Diaries related to this update below:
- Added 107mm M2 Mortar. - Utility weapon new aiming mode touchups. - Strategic target / carrier group spawn frequencies are now scaled by victory points and developments of bases. - Added Nagara variants that use AA heavy loadouts. - Max speed adjustments to ships. - 3-inch gun model additions and replacements to some ships. - Akizuki's 100 mm, the open topped 127 mm turret and the AI dual purpose guns can now fire anti-air shells at air targets. - Added new ship names for the target ships, using a mixture of cancelled ship names and fictional names that fit IJN naming conventions. - Squadron dock avoidance should finally work properly this patch. - Fix for new assault system mechanics causing frozen assault sequences after save/load. - Crew loadout titles should now automatically update, excluding those which have had custom name assignments.
- Hunter Killer groups now have a fixed, higher speed and won't be targeted by air groups. - P-39 Airacobra added to certain US ground-based air groups and HE shells call-in card text color changed to be more visible. - 75 mm Pack Howitzer shell lifetime increased.
- 3"/50 Dual Purpose Gun cost increased to 20000 RP. - 3"/50 Dual Purpose Gun HE shell against surface targets now deals reduced damage but fires 5 fragments upon explosion. - 3"/50 Dual Purpose Gun fire rate reduced from 120 RPM to 75 RPM. - AI 3" gun fire rate reduced from 120 RPM to 75 RPM. - 3"/50 Dual Purpose Gun AP shell direct damage increased to 1600 from 1200, splash damage reduced to 400 from 600, splash radius increased to 20 from 15. - 3"/50 Dual Purpose Gun AA shell accuracy multiplier increased to 0.95 from 0.7.
Shock and Awe - 21st of November - Developer's Diary F4
Hello Captain,
We are with you in the final diary of our current series, coming in at the tail end of an experimental cycle. As usual, the upcoming Big Update will now receive a name in anticipation of a Stable release at the 27th of November.
It was another wonderful experimental cycle, and our joint efforts will have soon culminated in the v1.6. Shock and Awe update. We thought the name was fitting considering this update's focus on big guns and ships with big guns, among other things.
The Experimental branch is meant to last another 6 days, with further updates not being unlikely, so stay tuned and don't be shy to reach us either at the community forums or over at our Discord channel if you have feedback to give or suggestions to make.
Without further delay, let's get into the main topics of this week's diary.
The second previously unplanned weapon to be added in this update, the 107 mm M2 Mortar is a direct upgrade to the fan favourite 60 mm M2 Mortar. Originally, the 75mm Pack Howitzer was meant to take on the role of the upgrade to the mortar, but we ended up deciding to give it a different sight for gameplay variety, and gave it much better ammo efficiency to compensate for the difficulty in using it.
This left the mortar without a direct upgrade, and upon realizing the extent of your demand for it, we decided to add in a new weapon to fill this niche. That weapon is the 107mm M2 Mortar, a weapon that works exactly the same way as its smaller cousin.
The differences are that the larger mortar will deal more damage, have a larger smoke cloud, and have more range, at the cost of requiring 2 Gunners to use instead of 1 while also costing you more in RP.
Mechanically, it's just the mortar we already have but bigger. It is said it is hard to improve on perfection, and some of you have let us know that the mortar is already perfect. So here is a bigger one we hope you'll enjoy.
Speaking of the Pack Howitzer, your feedback during the Experimental branch has shown us that it is a bit too hard to aim with for various reasons, to the point it takes away the joy from using the weapon and makes it feel like it's not worth it. We heard you, and came to the same conclusion after playing with it ourselves, and decided to make some improvements to the aiming.
First, the reticle will change color when you're trying to target outside its rather narrow aiming cone. Currently the targeting reticle doesn't really make it obvious that you can't fire there, resulting in wasted shots. We considered removing the reticle instead of having it change color, but that would make it difficult for you to find your mouse again, so we settled on a dimmer gray color to indicate you're not aiming properly at the time.
Second, we added live tracking of the range you're aiming at, which still has some issues accounting for elevation differences but should be good enough for use at open sea and not cause an error bigger than the inaccuracy of the gun.
Third, you no longer need to zoom in for the rangefinder to work, allowing you to maintain better situational awareness and a wider field of view while operating the gun.
These changes will also apply to the other utility weapons, and this will be the final revision of the Utility Weapon targeting for the foreseeable future. Getting hits should be much easier overall, though you still shouldn't expect to hit very long range shots to hit reliably due to the innate imperfectness of weapon accuracies.
After all, that would be a game imbalancing factor, and even a partial hit rate can be devastating with the Pack Howitzer considering its strength as it can already sink a destroyer in 3-4 hits or even in a single lucky one. Still, we hope all of this is sufficient to make it, and the other utility weapons, more fun to use.
The 8 cm gun in the game was rather infamously a tube attached to a cube attached to another tube, as a holdover from Boat Crew's earlier, humbler days. The last of the venerable graphics-economizing shell-casters have been removed, being replaced with the 3"/50 Dual Purpose Gun model you can find on your own boat, although colored differently for the Japanese side.
Aside from one barely produced example, the Japanese didn't really use Dual Purpose Guns of about 3" size, with the main example being an outdated variant from before the war. Now it would make sense to put those on merchant ships, but we decided to go with the crisp 3" model we already have, which exudes a sense of agility and multi-purpose lethality. For gameplay purposes we took another artistic liberty imagining that the IJN found them at the same place they found the Dual Bofors guns they use on the big subchasers from.
Said gun will make an appearance on certain ships, including a new variant of the Nagara inspired by the later anti-aircraft cruiser conversion of the Isuzu. Instead of a much larger complement of 25mms, she will instead get a few additional triple 25 mms, 7 new 3-inch dual purpose guns, and 2 twin 127mm open topped turrets; the same as you find on the Ryuujou and certain variants of the Mutsuki.
Both the 3-inch and the open topped 127 mm are now capable of anti-aircraft fire, resulting in more downed planes and for you, a more impressive light show of intense bursts of flak.
Of course, being dual purpose, these rapid fire, high velocity cannons are a major threat to you as well, so be careful when approaching this new variant of the Nagara as they are considerably more lethal to you!
Last but not least, we’ve tackled an issue that’s been bugging us for a while: the way ships are currently numbered, leading to campaign results like "Akizuki III" or the infamous "Ryuujou VIII." This problem is especially noticeable with unique ships like the Ryuujou, which had no sister ships in real life. We’re excited to announce that we’ve finally settled on a solution.
To address this, we’re adding a list of semi-fictional names. Where possible, we’ll use names from cancelled ships of the class, or otherwise follow historical IJN naming conventions to create fitting fictional names. We felt this approach was better than borrowing names from entirely different classes, especially for carriers with iconic names like Akagi or Zuikaku.
While we get away with some creative license, we wanted to respect the historically inclined among you by avoiding names that might break immersion completely. We think this is a solid compromise and a definite improvement over seeing something like "Ryuujou XII."
The ship you see in the screenshot above is the Kiyotsuki, a historically cancelled would-be sister to the Akizuki who came to life in Boat Crew.
We have a long list of names to be implemented, so don't expect all of them to reach the game in one update, but they should all be gradually implemented by the time of the stable release. This list was sourced via our community, in particular by one of our players who goes by the Discord handle Matsuo_Basho.
He was also responsible for suggesting the Seaplane Tender Nisshin that was featured earlier in this series, so thanks again for your efforts in improving Boat Crew. We truly appreciate that you share our passion for the game, and this also goes out to all of you who take the time to share thoughtful suggestions and feedback.
That about wraps up what we wanted to share for this week, Captain. Any further changes will be noted in the changelogs and eventually a full list for the entire experimental cycle will be available at the time of the v1.6. Stable launch. You can expect everything we've talked about here to reach you in an experimental update before the end of the week.
That's all for now Captain, T.T.
v1.6.0.3 Experimental
v1.6.0.3 Experimental
- Added 75 mm Pack Howitzer as a utility weapon. - Added P-39 Airacobra call-in. - Added "Boatuary". - Added chance based beehive shells for 127mm and 140mm Japanese guns. - M4 Autocannon and M2 Mortar will now have their cameras oriented on transition to wherever the camera was already pointing in other view modes. - Mk 28 torpedo acoustic ability adjustments. - Minor increase to new 3-inch gun engagement range. - Fixed issues with weapons engaging on some of the larger vessels. - Fix attempts for aim issues caused by new bumpy ocean wave tuning. - Further fix attempts to prevent squadron boats from getting stuck in piers. - Fixes to 3-inch gun implementations on AI ships. - Fixed backwards McCawley. - Fixed having no crew in a boat class swapped back from reserve causing it to be marooned.