Fallout 76

Discussion in 'PC Gaming & Hardware' started by Blade-Runner, May 30, 2018.

  1. Domingo

    Domingo Skip My Posts

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    New patch just came out. It'll be interesting to see what it did and didn't break. My wife said it nerfed the high XP runs through nuked Whitesprings. Apparently those glowing ghouls were giving boss-level XP incorrectly. That would probably explain why I'd gain 2 levels each pass. Hopefully it doesn't keep them from dropping rare items, though.

    Last night I discovered a mod for the Radium Rifle that takes the damage to 140+. The catch is that it also requires a whole bunch of nuke zone ingredients. If/when PvP becomes more of a thing, that gun should be a major force. It already hits pretty hard and fires nearly as fast as a plasma rifle. I use it as my emergency valve when my melee weapon isn't cutting it or if I just feel like unloading on something.
     
  2. stashix

    stashix Limp Gawd

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    Isn't it a Prime receiver? Every ranged weapon has a version of that.
     
  3. Domingo

    Domingo Skip My Posts

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    I believe so. It was a receiver mod of some sort, so there are probably other versions as well. It's just the first mod for that gun I've discovered and the first one I've found overall that required a whole bunch of nuke zone materials to build. Plus it boosted the damage on the gun by 40'ish points.
     
  4. JayteeBates

    JayteeBates [H]ard|Poof

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    If it is the Prime Receiver you also have to use Ultracite ammo which requires nuked flora components to built *I believe - not 100% sure*
     
  5. Domingo

    Domingo Skip My Posts

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    I'll have to take a closer look later. I just noticed that it was a huge jump up for a gun I already liked as-is. I started collecting components for it, but apparently didn't get all the right ones. Those spoil faster than food and become heavy, too. Tossed some in my storage bin and came back to it being 615/600.

    Nothing else I have uses those components except the decontamination arch...which I laughed off.
     
  6. Domingo

    Domingo Skip My Posts

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    Blargh. They "fixed" the regenerating cores "bug." Now I'm going to have to spend hours hunting down new ones constantly since I dumped like 20 of them due to weight.
     
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  7. Parja

    Parja [H]ardForum Junkie

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    Yeah, might have to rethink always-on Power Armor now. And no more crazy XP for killing Glowing Ones. :(

    Full patch notes...

    Download sizes for this update will be approximately 4GB for consoles and around 500MB for PC.
    PC: 1.0.4.13
    PS4: Available next week
    Xbox: Available next week

    General
    Power Armor: The Power Armor light has been made brighter.
    Performance: Several improvements have been made to in-game performance.
    Stability: The Fallout 76 game client and servers have received additional stability improvements.

    Balance
    Charging Barrels mod: Increased the Gatling Laser’s damage bonus from the Charging Barrels mod.
    Glowing Ones: Glowing Ones will no longer grant erroneous large amounts of XP. DevNote: Glowing Ones were granting Large Boss XP rewards, making them highly exploitable when combined with Nuke Zones.
    Crafting: Lowered chance of Power Generators of spawning fusion cores.
    Crafting: Set minimum component cost of workshop buildings requiring steel, wood or plastic to 2.
    Bobby Pins: Reduced the weight value of Bobby Pins from 0.1 to 0.001.

    Social
    Teams: Players now receive a notification that “Players cannot form teams from within Vault 76” if an Invite is sent to a friend still in Vault 76.

    Systems
    PvP: Opening Player-owned, locked containers will now be considered a PVP action as expected.

    Bug Fixes
    Stability and Performance
    [Xbox One] Performance: Blowing up the mainframe core stations will no longer cause a performance drop.
    [PC] Infinite Load: Fixed an infinite load screen that could occur when attempting to join a server on PC.
    Crash: Fixed a crash that can occur when opening the Pip-Boy.
    Performance: Improved client performance when viewing a nuke explode.
    Performance: Fixed an issue where reading a note would cause the background to freeze.
    Performance: Increased performance in areas with a lot of scorched statues.

    General
    Systems: Fixed an issue where items could be duplicated.
    [PC] Controls: Resetting controls to default no longer causes most Activate prompts to become unusable.
    [PC] Controls: Fixed an issue when controls in the Settings menu aren't updated when connecting/disconnecting a gamepad controller.
    Systems: Fixed an issue that allowed armor mods to reduce carry weight past intended values.
    Systems: Rads will no longer completely be removed when by dying repeatedly.
    Systems: Address an issue where players could load into geometry after fast travel.
    Systems: Fixed an issue where bashing an enemy with the Railway Rifle or Crossbow would add the projectile to the enemy's inventory.

    Art and Graphics
    Animations: Lever-Action rifle now only reloads the correct number of ammo.
    Effects: Consumed Berry Mentats now correctly show purple glowing auras around players and creatures.
    C.A.M.P., Workshops, and Crafting
    Crafting: Level 25 armor and above now requires ballistic fiber to craft.
    Repairing: Component quantities required to repair mid to high level armor and weapons have been reduced up to 20%. DevNote: Repair costs scale with level, and there's room to reduce costs at higher levels.
    Crafting: Ballistic Fiber becomes required for armor at level 25 instead of previously at level 20.
    Crafting: Updated Bulk Acid crafting recipe to require 15 Acid.
    Crafting: Fixed an issue that prevented players with the correctly equipped perk cards from being able to craft Antibiotics and Disease Cure (Savage Divide).
    Crafting: “Hardened Mass” will no longer be scrapped when “Scrap All Junk” is selected.
    Repairing: Overall repair costs have been lowered for both weapons and armor.
    Crafting: Ballistic Fiber also is now required for repairing armor at level 25 and above instead of previously at level 20
    Workshops: Fixed issues where enemies at some Workshop locations would spawn underground, making the Workshops unclaimable. Locations include: Charleston Landfill, Lakeside Cabins, and Sunshine Meadows.
    Workshops: Fixed an issue where objects in Workshops would sometimes float in the air when the Workshop menu was closed.
    Workshops: Destroying the hay feeder along with the fertilizer collector will no longer prevent them from being repaired.
    C.A.M.P./Workshops: Placing Power Armor workbenches on foundation will no longer cause them to place on the floor/ceiling above. Edit: There is a fix for this issue coming, but it was erroneously added to these notes.
    C.A.M.P./Workshops: Fixed an issue that would cause a “not supported” error when attempting to place a tall or short post under a roof.
    Blueprints: Fixed an issue with the cost of wires not being factored in when storing blueprints.
    Crafting: Fixed an issue where certain objects aren't able to be scrapped through the stored tab
    Workshops: Fixed an issue where certain stored items obtained from claiming a Public Workshop can't be placed again
    Crafting: Fixed a visual issue with scrapping items in Crafting Menus.
    Crafting: Fixed an issue where mods cost less steel than what's displayed in Crafting Menus
    Crafting: Fixed a display issue where incorrect number of Junk items can appear in Crafting Menus

    Challenges
    Daily Challenges: Fixed several daily challenges that were not being offered on some days. Dev Note: These include “Pick Wild Flowers”, “Harvest Mutfruit Plants”, and “Harvest Wild Plants and Fungi”.
    Daily Challenge: Fixed an issue that prevented some wild flowers from incrementing in the “Pick Wild Flowers” Daily Challenge.
    Weekly Challenge: Fixed an issue that caused the weekly challenge "Complete Quests and Events in a Group while at Night" to work during the day and only recognize events. It will now look for quests and events that are completed at night.
    Weekly Challenge: Edited the description of a Weekly Challenge to correctly reflect the direction.
    Sub-Challenge: Fixed an issue that prevented certain photomode challenges from completing as expected.
    Sub-Challenge: Fixed an issue that prevented certain Bobblehead challenges from completing as expected.
    Sub-Challenge: Fixed an issue that caused a challenge to be marked as complete incorrectly.
    Lifetime Challenges: Fixed an issue where some lifetime challenges would revert progress after logging out

    Enemies
    Robots: Fixed an issue that would cause robots to respawn too frequently in Whitesprings.
    Scorched: Fixed an issue where Wasteland Whisperer could affect Scorched. Dev Note: Wasteland Whisperer can no longer be used to pacify Scorched.
    Scorched: Shooting a Scorched in the leg will no longer break their weapon causing them to not attack the player.
    Scorched: Fixed an issue where Scorched may be using invisible weapons or not appearing to fire their weapon correctly.
    Scorched: Fixed an issue that caused floating debris and disassembled guns to appear in Scorched hands when killed.

    Items
    Weapons: Fixed an issue that would sometimes cause plasma weapons, flamers and flamer mods, and weapons with explosive bullet mods to not do damage to other players and creatures.
    Armor: Fixed an issue that would cause players exiting power armor to sometimes appear stretched and unable to reenter power armor.
    Armor: Addressed several issues that would prevent players from exiting power armor and at times cause the Pip-Boy to become unavailable.
    Weapons: Fixed an issue that prevented the Gauss Rifle from being identified as a rifle. Now rifle-related perks can be applied to the Gauss Rifle.
    Ammo Vending Machines: Fixed an issue where some Ammo Vending Machines were only selling repair components.
    Weapons: Legendary Hunting Rifles will now drop as loot.
    Weapons: Fixed an issue where the Walking Cane provided as many resources when scrapped as it costs to craft.
    Armor: Fixed an issue where some Pocketed Chest Pieces were resetting players back to their base carry weight upon logging back into the game.
    Armor: Fixed an issue where players can leave behind an unusable chassis after exiting Power Armor.
    Magazine: Consuming Scouts’ Life 6 magazine now correctly depletes food and water stats at a slower rate.
    Weapons: M79 Grenade Launcher is now considered an explosive weapon in perks instead of being incorrectly considered a shotgun.
    Fusion Cores: Fixed an issue where Fusion Core generators were producing cores at a slower rate than intended. They are now back to 8 cores/hr.
    Magazine: Fixed the Backwoodsman 2 magazine to appropriately boost Tomahawk damage.
    Mirelurk Eggs: Harvesting Mirelurk Eggs will not result in two separate eggs.
    Weapons: Fixed an issue where several combat rifle automatic receiver mods were prevented from receiving automatic rifle perk bonuses.
    Weapons: Fixed an issue where multiple weapons were able to be equipped at the same time.
    Weapons: The Vampire weapon mod effect now works only when hitting living targets as intended.
    Armor: Fixed an issue where Power Armor parts would display on top of previously equipped parts.
    Weapons: Fixed an issue where bashing an enemy with certain weapons would add the projectile to the enemy's inventory.
    Armor: Fusion Cores will no longer replenish to full charge upon joining another world.

    Quests and Events
    “Get the Supply Drop”: “Get the Supply Drop” Event now will remove holotape once used with supply crate belonging to the player that requested the Supply Drop.
    Quest: Daily Missile Silo quest rewards are now correctly obtainable only once per day.
    “Line in the Sand”: Fixed an issue with the quest, Line in the Sand where the Sonic Generator already being repaired prevented the player from completing the quest. The event will now progress to the next stage if the Sonic Generator is already repaired when the Event begins.
    “Recruitment Blues”: Fixed an issue with the objective, “find Junk Mail” that prevented players who switched worlds from completing the quest.
    “Second Helpings”: The following location map markers are now available after finishing “Second Helpings”: Slocums Joe, Gauley Mine, Morgantown Trainyard, and Morgantown Airport.

    Perks
    All Night Long: All Night Long now decreases hunger and thirst growth at night.
    Overdrive: Fixed an issue where Overdrive was not increasing critical chance % properly.
    Quack Surgeon: Quack Surgeon no longer allows for reviving hostile players.
    Strange in Numbers: Strange in Numbers effects now scale properly with multiple teammates (with and without mutations).
    Refractor: Fixed an error where each rank of Refactor is doubling energy resistance instead of adding +20 as indicated on the Perk card description.
    Fireproof: Fireproof now reduces explosion and flame attack damage by 15% per rank.
    Happy Camper: Happy Camper now functions correctly whether the player is inside or outside of their C.A.M.P. when the perk conditions are refreshed.
    Butcher’s Bounty: Fixed an issue that allowed for the Butcher’s Bounty perk to trigger again on an already-searched creature.
    Homebody: The Homebody perk now works as intended when at a claimed Public Workshop.
    Party Boy/Girl: Party Boy/Girl now effects active alcohol effects on the player.

    PVP
    Teams: Teamed players can no longer unfairly block an attacking player when that player attempts to overtake a workshop. Your teammate will enter PVP with the attacking player.
    Turrets: Turrets at Workshops will now attack players the Workshop owner is engaged in PvP with.

    Social
    Systems: Blocking a player now also mutes their proximity chat.
    Trade: Fixed an issue where players could view another player’s inventory before they can respond to a trade invite.
    Trade: We no longer let trades occur before the requested player has consented to trade.
    Trade: Fixed an issue where the Stash transfer menu would appear empty after previously trading with another player.
    Trade: Stimpaks with a price value set to zero will no longer prompt “use” in the Trade Menu instead of “accept”.
    Trade: Changed caps limit for player-to-player trades from 5000 to 25000.

    Sound
    Chat: Fixed an issue where voice chat would not always function properly upon exiting the Atomic Shop.
    Atomic Shop: Fixed an issue where some Atomic Shop content was missing sound effects.
    Atomic Shop: “Waving Santa” sound effect will now only play when in “on” state.

    User Interface
    General: Players no longer will receive a pop-up for the Atomic Shop when Respawning for the first time.
    [PC] Resolution: Perk Pack opening screen now extends to the edge on 21:9 monitors.
    Atomic Shop: Players in the Atomic Shop when the Atomic Shop is taken offline will now be notified and taken back to the Main Menu.
    [PC] FOV: Fixed an issue with scoped weapons zooming incorrectly when the default Field of View setting has been changed.
    PvP: Fixed an issue where the PVP prompt would appear repeatedly while the same players engaged in combat with each other.
     
  8. MGDMN

    MGDMN 2[H]4U

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    Looks like a decent sized list of things that they addressed. I am currently on vacation with my wife in Hawaii, so I won't get a chance to check out what all got changed until Monday or Tuesday. I hate to hear that they fixed the regenerating fusion core bug. I also haven't been holding onto my fusion cores because of the weight. Glad to hear that repair costs on both weapons and armor have been reduced. Know anything about these new legendary hunting rifles?

    I also like that they made the light for the power armor brighter, such a small thing but it will make a difference. Made no sense that the pip boy light was brighter than the power armor light.
     
    Last edited: Jan 11, 2019
  9. Domingo

    Domingo Skip My Posts

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    Apparently the game never dropped legendary hunting rifles for some odd reason. This was simply a fix that now allows for them. I have a fully maxed .308 and it's somewhat of a joke, so this is much needed.

    The fusion core thing annoys me more because the console players have plenty of time to stockpile them and charge them all up to 100%. I'm stuck with my 5-6 (rather than the 30 I once had) that are all somewhere around 50%. At this point my next goal is probably to get one of those fusion core generators for my base. They're too heavy to lug around or store, so I need a constant source of them.
     
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  10. MGDMN

    MGDMN 2[H]4U

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    I assume you have to get the plans for a fusion core generator. Where can you find/buy them? I will think I will need to go this route as well.
     
  11. Gideon

    Gideon [H]ard|Gawd

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    One of the perks reduces energy ammo weight and fusion cores fall under that, mine weigh 1 pound each right now. But yeah I am sad they fixed the fusion core bug but I hung on to 18 of them.
     
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  12. Parja

    Parja [H]ardForum Junkie

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    And it's WAY brighter, too.

    Can you get plans to build them yourself? As far as I knew, the only option to make fusion cores was to take over one of the power plants and power up the Fusion Core Processor there. Which, damn, gonna be hard to capture and hold a power plant now.
     
    Last edited: Jan 11, 2019
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  13. Gideon

    Gideon [H]ard|Gawd

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    Yeah I can build them, requires nuked flora tho to build.
     
  14. Domingo

    Domingo Skip My Posts

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    I've seen base camps that have them. Apparently the trick is to do the power plant missions 2-3 times. Not sure if you have to claim one and defend it or just claim it and then bail or what.
    In the meantime, I know of a few spots in the game that have power armor (w/ a 50% core) permanently since they're off the beaten path.
    I haven't messed around yet, but apparently power armor was nearly permanently bugged to allow you to carry 100lbs. too much. When you exited it, it dropped your carry weight to normal and not vice versa. I might be permanently like 90lbs. overweight now :p If that's the case, this patch might be enough to make me bail. I'm out of objectives and I don't really feel like having to toss out 100lbs. of gear and constantly monitor my fusion cores.
     
  15. Parja

    Parja [H]ardForum Junkie

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    That'll get you the plans for Fusion Core Generators (ie. generators that make 100 power), but those don't generate fusion cores. Fusion Core Processors (that actually MAKE fusion cores) I haven't seen outside of the power plants.
     
  16. Domingo

    Domingo Skip My Posts

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    Seems the weight "fix" doesn't do anything. I still randomly see my maximum carry vary by 100lbs. depending on whether I have or haven't stepped out of my power armor.
    For power cores, I'm just going to collect them from those brain robots. They almost always seem to carry them and there are areas where there are 4-5 of those robots running around. That combined with random power armor suits laying around, weight reduction on energy ammo, and the perk that makes them last longer seems to be the way to go.

    I attempted to do one of the power plant quests but kept getting invaded. I killed the same guy and his buddy like 10 times and eventually gave up and server hopped. I got a little further (I started repairing pipes) only to get invaded by a pair of circling level 90 Scorchbeasts. That was my cue that it wasn't meant to be and I bailed.

    EDIT: It has become very clear that either other players are hoarding them or Bethesda doesn't want power cores to be common anymore. I have yet to see a generator with one and people seem to be grabbing them off all of the suits now. Hell, Robobrains don't drop them anymore and when you kill the huge robots at Whitesprings (that DO have them), the cores disappear instantly before you can grab them.

    This combined with me not having any more quests = I think I'm done with this for now. I don't feel like having to re-spec for normal armor or constantly monitor yet another meter.
     
    Last edited: Jan 13, 2019
  17. Crackinjahcs

    Crackinjahcs Limp Gawd

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    This patch is worse for me regarding stability. More hard-locks while in game. I get roughly the same number of "Server not Responding" pop-ups. Instead of the infinite loading screen I will get delayed texture loading and/or rubber banding when entering the world sometimes. Also when crafting several items in a row with the spacebar (boiled water, soup, ammo, bulk) I get lag/short freezes in the game. I wonder if its related to the anti-duping measures.

    Now that fusion cores don't regenerate I've started using the Batteries Included perk to reduce their weight so I can keep more. At rank 2 they weigh 1.2lbs and 0.3lbs at rank 3. I guess I'll have to start swapping perks when homesteading vs. adventuring. I have kept about 25 cores in various states of charge in anticipation of this "fix." I use about 1.5-2 cores per play session and easily find 2-4 cores during play so I don't anticipate many issues (yet). If it really becomes an issue I'll save power armor for the more difficult areas.
     
  18. JayteeBates

    JayteeBates [H]ard|Poof

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    I have been hoarding power cores - I have about 70 on me currently. (Batteries Included Perk) I have found lots in generators but I pick them up instantly. I go to all the PA locations and get those too when I am running around.I noticed the Whitesprings guys have them still but I did have one glitch and not give any loot. They intentionally removed them from Robobrains. They were sharing a drop table with the big whitesprings robots.
     
  19. Domingo

    Domingo Skip My Posts

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    I have 20'ish fusion cores and the perk that makes them last longer and weigh less. I know of at least one sentry bot that seems to always be present (with a mostly full core), but I never did have any luck with the Whitesprings ones. They seem to have power cores when I've killed them, but when I try and claim 'em - poof, they disappear. In fact, all of their loot does. Happened to me more than once.
    I feel like there are maybe 6-7 power armor suits that people frequently grab the cores from, but there are some lesser known ones that are safer bets. At least as long as you're willing to spend the caps or willing to walk to get to 'em.

    I still think I'm done for now, though. I've completed all of the quests, killed scorchbeasts (queen included), gotten at least 1-2 of each weapon, built a respectable camp, killed a bunch of other players, etc.
    I don't really feel like grinding for overpowered glitchy weapons or more perks. Especially now that I have to pay attention to yet another meter. My wife's still having a good time with it and she hasn't done all of the plot missions, so I'm sure I'll hear about any new content from her. I really enjoyed the early portions of the game and the thrill of discovering new areas and enemies. It just feels like they didn't really know what to do with the game once players completed the nuke mission. I'm genuinely bothered by how lame scorchbeasts are. They require so much effort only to give you basically nothing.
     
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  20. Crackinjahcs

    Crackinjahcs Limp Gawd

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    I feel like that is a consistent problem with open world type games, especially MMO's where content is held back for future release. Once you've done the boss fight quest the only thing left is the grind for gear. In games with true replayability there are different ways to complete the game's storyline (stealth, side with different factions in the game, kill everything, play as vastly different character type (mage, barbarian, assassin, etc.). Fallout 76 is missing a storyline and replayability. With no NPCs there are no factions or persistent groups. Character builds are not that different, most players have a ranged weapon or three, and their favorite melee weapon, swap a perk here and there, and nothing we do in the world actually changes it - even though that is our supposed purpose for being let out of the vault in the first place.

    I was hoping I could play as a Super Mutant and I had many friends that wanted to play as raiders, Enclave/Brotherhood, be a part of the start of the church of Atom, or an early model synth. We all ended up human, in power armor, with a gun, a two handed weapon, and a small encampment.
     
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  21. GOD'SlittleSERVANT

    GOD'SlittleSERVANT [H]ardness Supreme

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    Damnit, they fixed the fusion core bug? :(
     
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  22. Domingo

    Domingo Skip My Posts

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    It's very true. There are no real major differences between builds. At least beyond very basic things like weapons or perks that boost or penalize you in specific circumstances. There's no social structure whatsoever.
    Hopefully the other vaults at least lead to legit factions and social structure instead of forcing everyone to become a responder, become a soldier, become a firefighter, etc. It would be pretty cool to have warring factions and/or to join other vaults.
    I don't have a lot of hope for major character class overhauls for at least this "season" ... assuming this is a game with multiple seasons.
     
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  23. Parja

    Parja [H]ardForum Junkie

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    Yeah, but it's really not that big of a deal. If you start running low, just take over a power plant and get cores (fully charged ones, at that) from the Fusion Core Processor there. They take 100 power to power up, but if you do the "Powering Up X" quest, they'll just get their power from the power plant. They crank out the cores at a decent rate. I think I took one over for about an hour and a half and got around 10 cores.
     
  24. Domingo

    Domingo Skip My Posts

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    When I last tried to do the power plant quests I kept getting invaded by other players (trying to claim workbench) or later a pair of super high-level scorchbeasts. I eventually just gave up and started grabbing cores from power armor in low-traveled areas. If I could ever get the plans for the fusion core charging system, I'd really only need a handful of cores. If those plans ever showed up at a train station, I'd pay basically any price they're asking.