Fallout 76

Season 19 starts 12-03-24.

https://fallout.bethesda.net/en/art...out-76-season-19-the-scientific-forge-preview

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The next season should be interesting. It's bringing 4-star mods, pets, fishing, a raid, and a slight overhaul to the card system.

The cards seem to be the most immediately interesting thing to me. In the game's current iteration, it feels like certain builds gain almost nothing from certain categories while all of your good cards are stacked in 2-3 groupings. My 2 builds have been "maxed out" for a while as a result of this. Additional cards/points barely added much beyond minor quality of life stuff.
This update is spreading some of the luck and agility cards over to perception and endurance. They're making several 3-star cards only 1-star and making the scaling better, too. I saw a pretty detailed rundown of it, and I actually think almost everyone will benefit.

The 4-star mods sound pretty unbalanced, but nobody is quite sure how rare they're actually going to be. Some are VERY clearly better than others, but they might also be nigh impossible to get. Kind of like the 3-star Unyielding mods are right now. I still try to buy one of those every chance I get and I almost never see 'em. When I do, they're nearly always 20K caps.

No clue how the raid will work since so few F76 player use microphones. I wasn't playing when the previous ones were in effect. I figure I'll probably rock my full-health overeaters PA setup initially and see how it does. I imagine a low health build potentially struggling if the raid is anything like the nuke bunkers.
 
EDIT: New season is live. The shifting around of cards definitely allowed me to move some things around and get a few cards that I was never able to stack before. On the other hand, I've died twice from seemingly weak enemy hits. I know I've only got 20-25% health with the bloodied thing, but that's never happened before. I'm guessing some of the scaling algorithms actually nerf some defensive cards...or there's a math error somewhere. On the plus side, I have some motivation to actually max out a few more legendary perks now that I can actually equip the additional cards.

The pets thing seems like it could be bait for people to spend real $. You either have to get 'em in the Atomic Shop or get waaaaay up there in the Seasonal board. High enough where casual players aren't gonna get there unless they're on Fallout 1st.

I've seen people teaming up for the raid, so that seems to be underway. I'll probably give it a go sometime this weekend. I guess it has 4 parts and it's pretty damn challenging, BUT it shouldn't take all day like a Destiny raid can.

No clue about the 4-star legendaries yet.
 
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I won't have time to do the raid for several days, but I've definitely noticed everday enemies taking more hits to die and me taking fewer hits to die. Not just anecdotally, either. People are dying left and right and that's something you didn't see all that often before the update. I'm thinking that's probably related to the 4-star mods. If people started adding those to already OP'd gear the game would be a breeze. Wild guess, adding those will probably bring things back to the way it was before.
 
I've had a little time to mess around with the raid. It isn't too tough/long, but it's definitely a challenge. With a solid 4-person team it takes between 30 to 60 minutes (depending on how many times you succeed/fail) so not too crazy. Definitely nothing like those Destiny raids that take 1/2 a day. The first mission is a straight up shootout, the second is a little "puzzle'ish," the third is a shootout again, 4th is a puzzle again, and the 5th is just a spongy boss. The 4th's the toughest IMO, but if your team doesn't know the 2nd stage it could be tough, too. You'll definitely want power armor in all of the rounds except the 2nd, although I'm sure people will probably figure out some better tactics over time.

EDIT: The 4th phase tends to get kinda buggy, too. Enemies getting stuck in the walls and/or not moving. I've noticed lots of people bailing in that phase since the best way to approach it takes a while. I've actually had more luck solo'ing that phase than playing with a team. Not sure what people are trying to do, but I've noticed even experienced players dying super fast in that phase and then bugging out when people take it slow. I've played that phase 5-6 times and of those, I've pretty much solo'd it 90% of the time. The enemies are invincible except for the crystals exploding. You have to group them together and then shoot the crystals. It's not that complicated, but almost nobody seems to do that. As long as the enemies aren't stuck in the walls, just run around and shoot the crystals when 3-4 enemies are piled up near them. It takes like 10 minutes, but it's not that rough. I've only actually full-on failed it when the enemies are stuck.
 
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After finally getting some of the really good 4-star weapons mods (especially Pyromaniac's on the Holy Fire), I'm noticing damage seems to be back where it was. I think they just rebalanced everything with those in mind. You do still take boatloads of damage, though. Since you need 5 of of those 4-star armor mods to get the most out of 'em, those seem like way more of a grind.

Related, the new (quite good) Vulcan PA set is a massive grind, too. It's offensively okay out of the gate, but your weight limit booster and armor mods require raid grinding to unlock. I'm hoping Minerva will sell 'em at some point, as I'm kinda already over the raid. It's such a crapshoot between good and bad entirely depending on your team. I've played with players that are level 200 and phenomenal and players who are level 1500 that suck ass. I'm not just talking unlucky - they just don't have any idea what they're doing and they do 0 damage. Trick is, raids = the only way to get Vulcan parts/mods/plans and 4-star legendary mods. I guess people can sell the mods, but the Vulcan stuff seems to be locked down.

I'm (finally) only a few days away from unlocking the black cat I've been grinding for, so at least there's that!
 
Quick addendum on the raid, the whole "solo the first boss" trick works really well, but it's going to be patched out pretty soon. The current test server has already removed it.

You need a full set of troubleshooters PA (pretty common stuff) and an auto-axe with the 4-star pounders mod (rare). Some type of vampire weapon also helps, but isn't 100% required. If you don't have one, you'll need 20'ish stims. You end up getting that many for killing the thing, so you can repeat the process over and over. I've gotten to the point where I can kill it in about 1:15 each time and I haven't failed in forever. It's tricky at first, but once you do it 3-4 times, it's easy. Just jump into the center ring, make sure you have the reflective card on, and either vampire or heal until its shields are gone. When the shields are toast, auto axe it to death.

It isn't the most fun thing in the world, BUT I do have a full suite of Vulcan armor and at least a couple of each of the 4-star mods. With so many mods showing up in the raid, I've taken to making my vendor shop a mod specialty store. It keeps the caps flowing and I'm helping mod hunters out, too.
 
I'm finally moving on from F76. Seriously this time :p I finally maxed out all the legendary perk card mods and frankly, I've run out of stuff to do. Seemingly nobody is raiding in groups anymore.

Anyone in need of any "normal" 1-4 star mods? I have a decent stock of all of them except rejuvenators, reflective, and pinpointers. Those 3 are borderline impossible to find via any vendors. I have at least 1-2 of all the other ones, though.
 
Regular update.

Today’s update provides stability improvements across all platforms and brings more improvements to Appalachia.

Read on for a full list of patch notes.

---

Armor​


  • T-65 Tricentennial Paint now correctly states it works with the T-65 armor set.


Best Builds​


  • Fixed an issue where Liking or Unliking a Best Build would cause inconsistent text for the button.


C.A.M.P. and Workshops​


  • Improved Pet spawns so they would no longer get stuck at the border of camps.
  • The vertical spacing between C.A.M.P. slots in the menu have been decreased appropriately.
  • Fixed an issue preventing the Plastiform Blue Star from being built in camp.
  • Fixed the Build menu icon for the Winter Retreat.
  • Fixed the Build Menu icon for the Mounted Jackalope Head.
  • Adjusted collision on the Winter Retreat.
  • Fixed the build limit for Billboards.
  • Fixed an abrupt transition when moving out of snow aurora weather.
  • All instances of the Gleaming Depths Shelter are now consistently named.
  • Counterfeit Bottle Cap Machine will now correctly generate Lead and Aluminum.
  • Counterfeit Bottle Cap Machine no longer shares a build limit with campfires.
  • Fixed an issue where some players could no longer build the Moe the Mole Safety Cutout despite knowing the plan.

Dev Note: If you have not learned the recipe for the Mole Safety Cutout, it can be earned as a reward from Dangerous Pastimes.

Creatures​


  • Scorchbeast and Scorchbeast Queen no longer continuously fire their sonic blast attack.


Events​


  • During Seismic Activity, if the corpse of the Ultracite Titan remains from a previous run, it will now despawn before the next run.
  • Plastiform rewards now correctly display "Activate" instead of "Use".
  • Fixed an issue causing Super Mutants to drop more caps than expected.


Gleaming Depths​


  • Mothman is no longer whispering in the Gleaming Depths.
  • The electricity hazard on top of the EN06 Guardian's platform will now become active sooner.
  • Vulcan Research Lab health and progress bars are now localized.
  • The electric field in the ENO6 Guardian fight has been expanded to cover the intended range on the guardian’s platform.
  • Fixed an issue where the Epsilon Squad Trophy wasn't being granted to players who completed the fight under the required time limit.


We are still investigating reports of performance issues within The Gleaming Depths raid. Thank you all so much for all your reports so far!

Items​


  • Added Mutation Suppression to the effect descriptions for Rad-X and Rad-X Diluted.


Dev Note: The Mutation Suppression description was added to the Rad-X Diluted by mistake. Rad-X Diluted does not suppress mutations and we will remove the Mutation Suppression description from it in the next patch. Sorry for any confusion!

Quests​


  • The Ol' Weston Shuffle: Fixed an issue that would prevent Johnny from shooting at the end of the quest.
  • Hunter for Hire: Fixed an issue where Roper and Jacky were unresponsive to quest actions.
  • Novice of Mysteries: Fixed a rare case where the quest could get stuck.


Weapons​


  • Fixed Cauterizer displaying static VFX when on a weapon rack.
  • Adjusted the smoke effects of the Gauss Minigun.
  • Revolutionary Sword now uses the correct melee weapon icon in the weapon wheel.
  • Fixed an issue where colored baseball bats would not display their correct textures.
  • The Description of the Lickety-Split weapon now correctly states that "Railway Spikes Shatter & Ricochet for up to 30 Damage".


Miscellaneous Fixes​


  • "Mute Pings" and "Unmute Pings" are now localized.
  • Fixed an issue where some players were unable to earn the Player Title "Vault" and "Dweller" despite completing vault 76.
  • Supplies will correctly display in the Pip-Boy Currencies tab.
  • Owned Nuclear Winter Player Icons will now appear again in the Atomic Shop.
  • Fixed an issue which could cause V.A.T.S. firing to be misaligned on some ultrawide screens.
  • Screen narration accessibility setting will now display correctly in all languages.
  • The Motorized Butter Churn will now be found in the "Resources" tab of the workshop menu.
  • Season Booster widget will now correctly display boosters carried over from the previous season.
  • In the social menu there should no longer be a blue “shadow” being cast on the text of player names who are online.
  • Fixed inconsistent capitalization in some legendary effect descriptions.
  • Fixed a typo in the Golden Enclave Officer Outfit.
  • Player Titles will no longer obscure the player's face from a distance.
  • Removed extra word "Outfit" from the name of Grim Reaper Outfit and Headwear.
  • Nuka-World On Tour's "Bottle Blaster" game now correctly calculates the Nuka-cade points earned.
  • Fixed an issue that caused the Splash informational screen to not display correctly when launching the game on Xbox.
  • Fixed an issue causing Mutated Party Packs to not drop after completing the mutated version of Safe and Sound


Mods​


  • Updated the description for the One-Star "Bolstering" mod to correctly state that it "“Grants up to +35 Energy Resistance and Damage Resistance, the Lower Your Health. Currently +0” (Currently + will display the current value applicable for that player).
  • Improved descriptions on the barrel mods for the Karma Syringer.
  • Fixed an issue with duplicate text in many legendary effect descriptions.
  • Electrician's Four-Star mod now correctly persists after the player dies.


Perks​


  • Legendary Charisma now counts towards the Perk Sharing requirement.
  • When attempting to share a Perk Card you do not meet Charisma requirements for, the required Charisma is now shown.


UI​


  • Four-Star Legendary flyouts will now display the correct mod and appear and disappear appropriately.
  • Some Lunchbox effects now provide more informative descriptions in the Pip-Boy.
  • Improved maximum quantity behavior on purchase window.
  • Fixed an issue which could cause some UI overlap when viewing Item Statistics or Camp slots.
  • Pip-Boy no longer shows 3D renderings of items after a list becomes empty.
  • Updated UI of Ammo Per Shot to show currently instanced weapon rather than default weapon value.
  • Fixed an issue which would cause the first letter to not display in the disclaimers for AP and Carry Weight Boosters.
 
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