Boat Crew

Tabbing Tabby · MicroProse Software

Released
Aug 1, 2022
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Early Access v1.8.1 Stable | Gamepad and Public Lobbies

    This update aims to bring you full gamepad support, a public lobby system, and ability to command squadron boats and squadron ships separately or all at once. Co-Op is still considered Beta so please let us know of any issues that may come across while playing, especially with th

  2. Developer post

    Early Access v1.8.1.1 Experimental | Public Co-Op Lobby Tests

    Early Access v1.8.1.1 Experimental - You may now host and join public lobbies. - Engagement squadron management controls expanded to allow separate control of boats and ships. - Refreshed challenge levels (now Scenarios). - Implemented gamepad specific tutorial messages and added

  3. Developer post

    Early Access v1.8.1.0 Experimental | Gamepad

    Early Access v1.8.1.0 Experimental - Full Gamepad Support. - Japanese ground officers implemented for the recent reinforcement system rework. - Adjustments Co-Op player visibility and reinforcement mechanics inclusions. - Attempted to reduce likelihood of supply vessels changing

  4. Developer post

    Early Access v1.8.0 Stable | Combined Offensive

    Greetings, Captain! After months of hard work and Experimental Branch testing, we are proud to present to you one of the largest and most ambitious updates yet, v1.8.0 Stable - Combined Offensive ! As usual, it has been a long period of very active development, with constant feed

  5. Developer post

    Early Access v1.8.0.15 Experimental | Engine Rework

    Early Access v1.8.0.15 Experimental - Reworked engines to be upgradeable and shared within classes. - Crew can now has chance to be recovered and get carried over to new respawn boats, chances depending on whether or not allies/enemies are nearby. - Added post-engagement review s

  6. Developer post

    Early Access v1.8.0.14 Experimental | Balance and Fixes

    Early Access v1.8.0.14 Experimental - Rebalanced enemy call-in parameters to reduce the occurrence of calls made by Japanese officers, lower tier officers are more affected. - All enemy call-ins now require a minimum effective Threat Level of 1 to be activated. This means that if

  7. Developer post

    Early Access v1.8.0.13 Experimental | Japanese Coordination

    The Japanese now have naval officers of various ranks that have access to their own call-ins such as artillery, planes, and surface vessels. You may now focus targets for your squadron, call-ins, and your own gunners. RP crates now blast off of ships with explosive damage. Early

  8. Developer post

    Early Access v1.8.0.12 Experimental | Co-Op New Game Start Fix

    Early Access v1.8.0.12 Experimental - Improved plane spawn locations for engagement starts and those scheduled by threat system. - Improved surface spawn positions schedules by threat system, this should also consider co-op player locations now. - Fixed client preventing host sta

  9. Developer post

    Early Access v1.8.0.11 Experimental | Co-Op Fix Pass

    Early Access v1.8.0.11 Experimental - Co-op players can now see who is downed when in campaign view. - Call-in activation hotkeys are now rebindable. - Call-in cards are now clickable for activation during engagements, clicking without them popped up will trigger selection of cap

  10. Developer post

    Early Access v1.8.0.10 Experimental | Fix Pass

    Early Access v1.8.0.10 Experimental - Fixed player crews not being synced properly from client to client players, broken in EA v1.8.0.9 Experimental. - Clients should now be notified when host is paused. - Networked engagement preview clipboard show up and engagement start sound

  11. Developer post

    Early Access v1.8.0.9 Experimental | Ammo & Framerate

    This update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns. Longlasting audio cutoff issues present in large battles have finally been solved. Early Access v1.8.0.9 Experimental - Ships

  12. Developer post

    Early Access v1.8.0.8 Experimental | 5-inch Deck Gun

    Early Access v1.8.0.8 Experimental ★ Added 5-inch 25 caliber deck gun as a main gun option to the sub chaser. - Campaign engagement start spawn handling rewrite. - Heavier cruisers are now able to fire up to 5000m with their main guns. - Bofors 40 mm direct damage increased from

  13. Developer post

    Early Access v1.8.0.7 Experimental | Fix Pass

    Early Access v1.8.0.7 Experimental - Fixed host being stuck on map unable to move when all of hosts crew had been downed with permadeath status upon sinking. - Minor networking code optimizations. - Reduced networking tick rate from 60 to 30 to reduce host load and fps drops, thi

  14. Developer post

    Early Access v1.8.0.6 Experimental | Character Management QoL

    You may now easily sort characters based on veterancy or attributes. The smart-fill and auto-empty boat buttons should also prove to be useful. Early Access v1.8.0.6 Experimental - Added character management quality of life features. Sort by levels and attributes, smart fill and

  15. Developer post

    Early Access v1.8.0.5 Experimental | Tweaks and Gun UI Rework

    Early Access v1.8.0.5 Experimental - Mark 27 torpedo range increased to 3000 meters. - Reworked in game guns UI to fit in more weapons slots for the submarine chaser. - Condensed weapon slots selection UI to allow future slot expansion for submarine chaser. - Loadout screen now s

  16. Developer post

    Early Access v1.8.0.4 Experimental | Co-op Loadout Wipe Fix

    Early Access v1.8.0.4 Experimental ★ Fixed the occasional bug in coop causing clients to have their loadouts wiped if host makes a customization change while the client is also in the process of doing so. - Torpedoes now have range limitations. - Torpedoes now cause a temporary b

  17. Developer post

    Early Access v1.8.0.3 Experimental | Optimization & PC-461 Fixes

    Early Access v1.8.0.3 Experimental - General CPU and memory allocation optimizations, improvements most noticeable in offline play. - Removed torpedo population limit. - Fixes to PC-461 torpedo launch physics and loadout sync issues, co-op client detonation bugs may or may not ha

  18. Developer post

    Early Access v1.8.0.2 Experimental | Fix Pass

    Early Access v1.8.0.2 Experimental - Ships now have buoyancy rate of change slower than boats, allowing them to sink slower. - Restored starter engagement USN sub chaser spawn. - PC-461 fixed issue preventing damage to hull. - PC-461 fixed rear resource box conflict with torpedo

  19. Developer post

    Early Access v1.8.0.1 Experimental | Elco Thunderbolt

    Early Access v1.8.0.1 Experimental ★ New player main gun option, Elco Thunderbolt! - Large battle focused optimizations. - Buffs to PC-461 top speed and handling, reduced base RP cost. - PT-6 minor engine and top speed buffs. - Bofors/Dual Bofors engagement range increased from 1

  20. Developer post

    Early Access v1.8.0.0 Experimental | Co-Op Beta

    Hello Captain! Co-Op Beta has been released! It should be said that it is still in an early beta state, however, we are able to get multiple hours into a play session ourselves, so it should be decently enjoyable already. The only thing that cause real hiccups at the moment seem