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

Boat Crew

v1.4.2.5 Experimental

v1.4.2.5 Experimental



In Game


- Added pathfinding system to bases.
- Added scramble behavior to docked pier vessels.
- Added pier avoidance for player squadron.
- Increased night brightness autoexposure effect.
- Added auto unfastforward when player is under threat.

Overmap


- Assault size limits and unique targets.
- Engagement preview clipboard will now update and also add first time seen target items in the target list.
- Engagements will now actively pull in all groups within a 5km radius on the world map, but not in battle.

General


- Added remappable torpedo secondary slot keys.
- Added rebindable fast forward keys.
- Added invert Y axis option for in game camera.

Bug Fixes


- Fixed map zoom continuing to work despite pause screens.
- Fixed acoustic torpedo confusion at piers, lock on prevention due to terrain.
- Fixed binoculars remaining active after leaving engagement.
- Fixed no spawn protection for player when they are oriented towards the enemy on the map.
- Fixed squadron boats attempting to sync camos with player boat even if it is a different class.
- Fixed going back to title screen and back not clearing more recent messages.
- Fixed bad sizing for Campaign Victory by Points/Territory messages, localization not wired.
- Fixed localization not being wired to new popup title.
- Fixed physics breaking on long pauses.
- Retouched pier spawn location system.


v1.4.2.4 Stable

v1.4.2.4 Stable


- Minimap Changes.
+ Minimap circles are now dynamically functional.
+ Increased minimap size.
- Added counter-steer when left and right keys are let go so torpedoes are easier to aim.
- Added controller drift detector at start of the titlescreen.
- Destroyer movement balances.
+Fubuki engine power 950->400
+Akizuki engine power 1200->800
+Fubuki max speed 21->20 m/s
+Akizuki max speed 18->17 m/s
- Reduced torpedo launch time 0.6->0.375 seconds.
- Fixed Fubuki slightly bobbing on its own bow wake when it's within simulation range.
- Fixed bug causing terrain detection behind targets, causing inconsistency in targeting ground positions.
- Piers now have proper colliders allowing crew to swim under them.
- Fixed player boat merging with different player boat classes in the engagement clipboard.

The static circles were removed in favor of circles that show up according to the engagement ranges of your weapons, in the example there are machine guns and Bofors equipped on the boat, the outer circle indicates the Bofors range while the inner one indicates the machine guns. There will also be a red circle that shows the locking distance to the target you are looking at. Minimap size has been increased.


The collision model for piers are will now allow torpedoes and crew members to swim under them.

v1.4.2.3 Stable

v1.4.2.3 Stable



- Reduced death RP penalty 100%->40%, added hint in loadout screen.
- Supply submarines will now drop RP.
- Added information to campaign stats tab.
+Daily RP income.
+Cumulative combat score.
- Buffed rockets.
- Added reactive roll force to prevent capsize in minor collisions for player and all naval type vessels.
- Fixed input wiring in PT-6 preventing the mortar switching to smoke due to game engine issue.
- Fixed lorem ipsum text showing up when a loadout slot is accessed when it has nothing equipped.
- Attempted fix for trees from previous base engagement appearing in the ocean when CPUs are overloaded by something else, added clear process on return from engagement.
- Adjusted aux sub chaser and coastal tanker radar icon sizes.
- Halved the air units in Destroyer Hunt.

v1.4.2.2 Stable

v1.4.2.2 Stable



- Purchasing balance.
+ Halved price of squadron purchases, i.e. basic .30 cal boat 2000 -> 1000 RP.
+ Tripled call-ins reroll cost 500 -> 1500 RP.
- Reduced effect win condition "Victory Points" has on the campaign end game.
- Fixed large end game engagements locking up at the start.
- Fixed issues in the minesweeper object preventing targeting it after its gun is destroyed.
- Fixed running out of boat nicknames of a campaign boat type not letting the player select it again.
- Fixed issue with torpedo guidance where it will switch to the a target left of its current one due to missing absolute value process on the best candidate angle.
- Reduced mk27 torpedo navigation occlusion on deck due to pathing issues on the 81' prototype.
- Reduced Higgins 78' tendency to do wheelies when low weight at flank speed.


v1.4.2.1c Hotfix


- Enabled "allow callins in targeting mode" setting by default, please try accessibility options in settings > controls.
- Fixed wrong player boat name on engagement clipboard when new options are chosen.
- Fixed Elco 80' having right mousetrap and center right ammo overlap conflict causing the previous selected to be disabled.

v1.4.2.1b Hotfix


- Fixed settings menu not showing up for 4k resolution.
- Air groups will now come towards you from a direction that makes sense in terms of territory.
- Reduced splash visual for Depth charges and Mk 13 Torpedoes.
- Torpedo damage balance adjustments
+ Mk 8 17250 -> 25000
+ Mk 13 10000 -> 15000
+ Mk 21 15850 -> 18000

v1.4.2 Stable | Smoke and Mortar

Hello again Captain!

It's been a while since we last broke radio silence on our announcements, and though we've been active in our Discord channel, we haven't had any Developer's Diaries in a while. We assure you that it was for a good reason as you'll find out below.

We're happy to announce the release of our stable build, including, among other things, a rework of the Mortar, as well as the much requested ability to use any of the boats in the Campaign! It's now possible to pick your boat when starting a Campaign and after losing a boat during the Campaign, so go ahead and ride your favorite boat to action!



For the mortar, the first, most obvious change is the addition of a fancy overlay for mortar targeting; no more will you have to try and aim on the small minimap or worse, by eyeballing it. The new overcay is clear, present, and easy to aim with, and makes the mortar more convenient than ever to use. We'll be using this for future artillery weapons as well, so feel free to get used to aiming in this manner!

We also changed the projectile behavior to start not from the barrel itself but be aimed downwards from the sky after a delay. This is a compromise we had to do for technical reasons, and felt were justified to make the weapon feel more responsive and satisfying to use.

The mortar also doesn't lose any accuracy for movement; we here in Tabbing Tabby acknowledge that motion is lotion, and having to stop to fire a light weapon might not feel fun for a fast and nimble PT boat in an action based game. Still, larger artillery pieces in the future might not get such a luxury, and this is something that will most likely remain unique to the 60mm mortar.

Rocket Launchers and Mousetraps are currently untouched, but expect them to get a similar overlay sooner rather than later.



Another powerful addition to the mortar is the smoke shell; a very versatile tool that allows you to create a smokescreen remotely that prevents either side from aiming through. It's sure to come in helpful when trying to approach big ships or to give allies in trouble some breathing space, and even to perhaps make a magician's escape.



All of this is now live in the Stable version, no Experimental branch required, so go ahead and see everything for yourself! We'll have more to talk about soon, but for now, see if you can come up with any other creative uses for the revised mortar and its smoke shells.



Finally, we are happy to announce that Tabbing Tabby has partnered with MicroProse in making and publishing Boat Crew! We're proud of how far Boat Crew came on our own steam, but MicroProse is an established publisher with a track record of delivering excellent games and of having particular interest in naval combat games. With that in mind, we're happy to join our strength together, and are excited for the possibilities this will open up for Boat Crew's future.

That will be all for now, Captain.
T.T.

v1.4.2 Developer Demonstration Gameplay Stream

Tune into some gameplay footage filmed by the developers!

v1.4.2.0 Experimental

v1.4.2.0 Experimental



- Boat selection is now available in campaign at the start and on respawns.
- Reworked mortar to have an overlay for aiming and ability to switch to smoke shells.
- Improved visibility and distribution of RP crates dropped by supply vessels.
- Allowed automatic recovery of overboard on leaving engagement, only condition is no hostile vessels being present within 800 meters of them.
- Directional dampening to splash damage, this is to help ships list sideways more often when they take hits from torpedoes.
- Buoyancy rework and handing adjustments.
- Add boat damage UI overlay.
- Replaced a few SFX and added overboard noises.
- Replaced and improved some VFX.
- Targeting mode rework.
- Fixed a lot of minor bugs.



v1.4.1.6 Stable

v1.4.1.6 Stable



Features


- Nearly full controller support.

Changes


- Enemy air units in campaign now have an ammo cap and will leave you alone after they expend it.

Bug Fixes


- Fixed bad implementation regarding terrain occlusion to visibility mechanics.
- Fixed a couple janks when camera is transitioning between modes.
- Fixed a bug that causes bases to flip sides when an engagement is left prematurely.
- Fixed crew remaining marked as captured when a challenge run is tried again.
- Fixed graphics menu in settings not showing up.

Controller Inputs


Here are the controller inputs derived from testing through a Dualshock 4 controller.

In Game


General
Left Stick: Boat movement.
Left Stick Pressed: Cut throttle.
Right Stick: Camera movement.
Right Stick Pressed: Magnify.
Left/Right Triggers: Close out/in.
Right Shoulder: Shoot while in rocket/utility weapon mode.
Triangle: Targeting mode.
Hold Circle: Combat mode selection circle, use left stick to select then release button.
Hold Square: Call-in selection highlight, hold left stick directions to move the highlight for selection, pushing up or down before releasing square will cancel.

Crew
D-pad Left/Right: Select crew member.
D-pad Up: Focus camera to crew member.
Hold D-pad Up: Role selection circle, use right stick to select then release button.
D-pad Down: Unfocus camera from crew member.
Hold Left Shoulder: While crew is selected, this brings up the task category circle, use right stick to select then release the button.

Misc
Options: Brings up pause menu.
Select/Share: Lets you leave engagement.


Campaign Map


Left Stick: Position target reticle control.
Left Stick Pressed: Resets position target reticle and sets time speed to zero.
Right Stick: Camera movement.
Right Stick Pressed: Toggles follow player position, will untoggle if right stick is moved..
Left/Right Triggers: Zoom out/in.
Left/Right Shoulder: Time control.
D-pad: For general button selection.
Cross: Activate selected item.
Circle: Deselect.
Triangle: Engage.

v1.4.1.5 Stable | Campaign Preview V1.5

Greetings, Captain!

We've been posting regular updates on the Experimental Branch since in the last month, and we're finally happy to push this major update to the Stable Branch! As you'll be aware if you've been following us on the Experimental Branch, the new update adds the Squadron System, allowing you to pay to have companions around. Challenges have been reworked and re-scored as some of them have been imbalanced and had their score milestones break over the changes we made to the game since they were made, and crew members now also get traits that modify their behavior.

There are other major overhauls regarding visual effects, support powers, currency, aircraft behavior, weather, supplies, assault groups, targets, and we have the Wildcat. All of this, we've detailed and talked about in previous changelogs and Developer's Diaries, and the changes between the two stable builds are quite a lot in number, with the below changelog representing only the differences since the previous Experimental Build. If you haven't been following us on the Experimental Branch and would like to catch up, please refer to our earlier Developer's Diaries and Experimental Branch changelogs.

Overall, we're happy with how far Boat Crew has come with this update, and will be resuming our Developer's Diaries while working on an even larger major update that should set all the progression mechanics that have been incomplete so far in place. We'll be talking a lot more about what is to come soon, so stay tuned and also let us know what your impressions are, whether on our Discord channel or the Steam forums. We answer each question and comment as best as we can.

Good luck out there!
T.T.

v1.4.1.5 Stable



Changes


- The groups of air units spawned by the threat system are now spawned by tier.
- Reduced threat gain by about 25% for all triggers.
- Reduced intentional kamikaze spawn rate from 15% to 5%.
- Added point velocity based reactive force on top of buoyancy to make the boat ride feel better.
- Rebalanced challenges.

Bug Fixes


- Attempt to remove duplicate engagement glitch.
- Removed explosive VFX that shows up simultaneously with shells splashing in water.

v1.4.1.4 Experimental

v1.4.1.4 Experimental



Features


- Squadron system and basic formation arrangements.

Changes


- Increased ocean wave sampling and render distance.
- Clamped surrounding weather preview clouds on map opacity.
- Retouched PT-6 max speed and buoyancy values.
- Nerfed air to player aiming rate by ~15%.
- Synchronized ocean to wind direction and amplitude.
- Reworked the camera warp effect in flank speed to be tied to how much the boat speed is changing.
- Reworked drag on PT boats to exclude vertical drag in order to avoid floaty behavior.
- Increased AGP6 turret health values.
- Rebalanced M2 Mortar.
- Reduced Fubuki turret fire rate. Reduced Akizuki turret fire rate and muzzle velocity.
- Reduced Japanese 20mm aircraft cannons fire rate.

Bug Fixes


- Fixed searchlights causing visual glitches on the ocean.
- Fixed camera sliding at the start of some challenges.
- Fixed engagement preview displaying Elco 80' multiple times when there are boats other than the player.
- Fixed landing units showing up in skirmish engagement UI on map.
- Fixed timewarp buttons in combat mode sometimes being unclickable.
- Fixed boat not being equipped or resupplied properly when returning from loadout screen.
- Fixed issue related to boats with air time being able to make high angle of attack turns.
- Fixed long time issue of projectiles triggering ocean effects on collision with low terrain.