Boat Crew cover
Boat Crew screenshot
Genre: Simulator, Strategy, Indie

Boat Crew

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

v1.6.0.2 Experimental


- 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

v1.6.0.1 Experimental



- 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

v1.6.0.0 Experimental



Additions


★ 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.

Changes


- 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.

Optimizations


- Shadow baking for trees saving a million triangles for campaign foliage.

Bug Fixes


- 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.

v1.5.0.5 Stable

v1.5.0.5 Stable


- 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!




Changelog Summary Since v1.4.3


- 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

v1.5.0.3 Experimental



Balance



- 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.

Callins



- 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.

Audio


- 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.

Fixes


- 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.


v1.5.0.2c Experimental


- 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.

v1.5.0.2b Experimental


- 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.