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Fallout 76

Season 19 starts 12-03-24.

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

1732324184596.png
 
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.
 
I was assuming they removed the ability to solo the first raid boss, but per the Reddits I guess it still works. Now's definitely the time to go grind that thing if you're interested in the Vulcan set. The amount of time it took me to get all of those different mods (gimbal arms, jetpack, etc.) is off the charts. You get the occasional 4-star mods, too, but I seemed to keep getting the shitty ones over and over.
 
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.

I'm relatively new to the game (maybe level 30 something?) - will happily take any gear you don't need anymore!

How does raiding typically work? Are clans are thing, or is it mostly PUGs?
 
I'm relatively new to the game (maybe level 30 something?) - will happily take any gear you don't need anymore!

How does raiding typically work? Are clans are thing, or is it mostly PUGs?

Cool. I guess they're about to make some Mod changes so we might be better holding off (it's related to scrapping and weights) but I'll happily give you a whole bunch of stuff once that update hits. It's the "ghoul" update coming in 6'ish weeks.

The Raids are mostly PUGs. If you see those various teams people are creating/joining, there's one for Raiding. You can just hop on a team with less than 4 players and you're good to go. If they're already in the Raid, it'll transport you to whichever phase everyone else is at. Most people don't bother using microphones, but they can be helpful if someone is totally lost on what to do. I'd recommend just watching a quick Raid FAQ video so you know roughly what's going on. There are 5 phases, which take maybe 5-10 minutes each depending on how strong the team is.
 
Free in game bundle for FO76, DOOM Eternal & DOOM: The Dark Ages till till 6-27-35.
Log in with your Bethesda account and opt in for email communication, then claim these goodies!

https://freebundle.bethesda.net/en-US

Fallout 76

  • Beelzebilly suit and head – This cosmetic can be found at any Armor Workbench in game (in the world or at a C.A.M.P.). Through the Craft option, you can craft the Outfit and Headwear directly and then put it on through the Apparel tab in the Pip-Boy.
  • Mr. Demonic backpack – This cosmetic can be found at any Armor Workbench in game (in the world or at a C.A.M.P.). Through the modify option, the backpack can be added to an already existing Small or Standard Backpack.

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Cool. I guess they're about to make some Mod changes so we might be better holding off (it's related to scrapping and weights) but I'll happily give you a whole bunch of stuff once that update hits. It's the "ghoul" update coming in 6'ish weeks.

The Raids are mostly PUGs. If you see those various teams people are creating/joining, there's one for Raiding. You can just hop on a team with less than 4 players and you're good to go. If they're already in the Raid, it'll transport you to whichever phase everyone else is at. Most people don't bother using microphones, but they can be helpful if someone is totally lost on what to do. I'd recommend just watching a quick Raid FAQ video so you know roughly what's going on. There are 5 phases, which take maybe 5-10 minutes each depending on how strong the team is.

Hey, just looping back on this! I am now level 113 (lol) and have a better idea of how mods work, so would be super grateful if you're still down to share any of your excess mods!
 
Hey, just looping back on this! I am now level 113 (lol) and have a better idea of how mods work, so would be super grateful if you're still down to share any of your excess mods!

I'm away from my desktop PC for a bit, but should be back in front of it in a few weeks. I haven't touched the game in 6 months, so I'm sure there are new mods and the ones I have likely been rebalanced. I bet some of the weaker ones I kept probably got major buffs, though! If my backlog wasn't a mile long I'd probably go back to 76 for a bit.
 
I'm away from my desktop PC for a bit, but should be back in front of it in a few weeks. I haven't touched the game in 6 months, so I'm sure there are new mods and the ones I have likely been rebalanced. I bet some of the weaker ones I kept probably got major buffs, though! If my backlog wasn't a mile long I'd probably go back to 76 for a bit.
I'd be very down to hop on and play with some fellow [H] folks
 
Major huge update. Had to cut some of it off because of the character limit.

https://store.steampowered.com/news/app/1151340/view/516337249186483261?l=english


View: https://www.youtube.com/watch?v=xxEvXeylL50

All Events > Fallout 76 Events >

Fallout 76: Gone Fission Release Notes
Put on your most comfortable outfit and drop your C.A.M.P. next to some serene water. You’ve got some fishing to do.

The irradiated Appalachian waters now play host to a variety of different fish of different rarities.

Remember. Anywhere you can swim, you can fish.



Update Highlights​

  • Casting Off – Make your way over to The Mire to start your fishing adventure!
  • Mystery of the Axolotol – Every month an axolotl will be available to catch in two zones around Appalachia.
  • Local Legends – Big game awaits! Haul them in and show them off in your C.A.M.P.
  • Season 21: Gone Fission – A brand new season with rewards that are fishtacular.



Casting Off – New Questline​

Head over to Fisherman’s Rest, a new location in the Mire where you’ll begin your fishing journey. Here you will meet a new trio of new characters. The disoriented Captain Raymond Clark, a mysterious new figure who goes by the name The Fisherman, and Linda-Lee, the Fisherman’s adorable pet hermit crab.

During the “Casting Off” questline you’ll receive a working Fishing Rod - allowing you to walk up to any body of water and start fishing. When deciding where you can fish, remember the mantra: “If you can swim in it, you can fish in it.”

Do note that the Fishing Rod won’t appear in your Pip-Boy menu as it’s not an item you need to equip. When you’re standing next to and looking at a body of water, the “Fish” command will appear on your screen. The Fishing Rod will show up in your Tinkers Workbench menu so you can modify it though.

Upgrading your Fishing Rod​

You can find the pieces needed to upgrade your fishing rod by completing the new fishing challenges and daily fishing quests. These will reward you with rod styles, bobbers, and linear reels to fine tune your fishing experience and help you catch the mysterious creatures living in the irradiated waters of the wasteland.

It’s important to know that some fish will be near impossible to catch until you upgrade your fishing rod, so get out there and complete those fishing challenges!

Catching Fish (Bait and Weather)​

You can have the best-looking fishing rod in Appalachia, but it won’t help you catch any fish if you’re not using bait.

There are three types of bait to gather, and each one increases your chances of enticing rarer fish to bite down on your hook.

Common Bait

Gives you the chance to catch generic fish, scrapable junk, and common regional fish.
Common Bait is purchasable from The Fisherman and Captain Raymond Clark in Fisherman’s Rest. You also have a chance to receive this bait after completing the daily fishing quest.

Improved Bait

This bait gives you an increased chance of catching uncommon fish. While it’s not purchasable from any vendor, you can trade Improved Bait with other players. You can also get more from the daily fishing quest, public events, and finding it in lootable containers around the world.

Superb Bait

Earnable as rewards in Season 21, this bait gives you the best chance to catch very rare fish.

Weather

Weather also influences your odds of catching specific types of fish. Naturally occurring weather, as well as modified weather from a Weather Control Station in your C.A.M.P. will affect the type of fish that bite down on your hook.

Clear Weather:

Best suited for catching common fish that can be found in any region.

Rainy Weather:

Rainy weather has an increased chance of catching region-specific fish, as well as the elusive Axolotls.

Radstorm/Nuke Weather:

Radstorms and weather caused by nukes increase the chance of catching Glowing Fish.
We’ll leave it to you all to figure out which combination of bait and weather will give you the highest chance of helping you find the fish you want.

Food and More Adventures​

Now that you’ve captured a few fish, what can you do with them?

Of course, you can eat them directly out of your inventory to restore some Hunger and Health. The larger the fish, the more you’ll regain.

You can also turn fish into...

Fish Bits

When you obtain a fish by fishing or trading with players, you immediately learn the recipe to convert that fish into Fish Bits at a Cooking Station. Fish Bits can restore small amounts of Hunger/Health on their own, but that’s not the best way to utilize this new material.

When at a cooking station, you’ll notice a new food recipe. The Grilled Fish recipe becomes available after completing the main fishing questline. When eaten it provides you with an effect that reduces the time to hook a fish for 20 minutes, which is perfect because you’re about to do a whole lot of fishing.

Completing fishing daily quests will give you the chance to earn other food recipes that utilize Fish Bits such as Fish and Tatos and Fish Chowder.

There’s one other location where you can use Fish Bits. If you feed Linda-Lee Fish Bits she’ll give you a random Legendary item- just don’t ask where it came from.

Time to Explore​

With the addition of fishing there is now a lot of aquatic life for you to find.
Common fish can be found across the map, but there are a ton of region-specific fish to discover along with their glowing variants.

There are also 12 adorable Axolotls to find. One of these glorious amphibians will be available for you to catch every month throughout the year. Keep an eye on our social channels for hints on where they’re located every month.

Lastly, Local Legends. These are the fish you’ll be bragging about catching. That’s all we’ll say about them for now.

Flaunting the Catch​

Completing fishing challenges and dailies will reward you with new C.A.M.P. items along with upgrades for your fishing rod. One of these items is a curved fish display so you can show off that rare local legend or Axolotl you were able to catch!

Season 21: Gone Fission​



Speaking of flaunting. Season 21 brings a whole suite of new fishing-themed rewards for you to unlock.

Watch the trailer above and then head over to our Season 21: Gone Fission article for more information.

Starting today, unused Season Tickets will be turned into Gold Bullion when the next season starts. This retroactively applies to your unused tickets from the previous three seasons.

When you log in after today’s update, you’ll be greeted with a message asking you to confirm the transfer of Gold Bullion to your character inventory. If you’re not sure you have the space, deny the transfer and check your character. The next time you launch the game you’ll be greeted with the same message.

Combat Rebalance – A Year in Update​

Last year we kicked off our long-term combat rebalancing project with the Skyline Valley update.
We started this work wanting to make sure:

  • combat felt interesting and engaging.
  • most/if not all weapons felt satisfying to use.
  • all builds and weapons should have a reasonable amount of viability.
  • manual aim should be satisfying and effective while still allowing VATS to perform well in specialized builds.
  • majority of players should have an opportunity to participate in group content.
    • reduce the need for “tag the mob” play styles.

With the changes made so far, we’ve seen significant improvement in the variety of ranged weapons being used. There are also fewer difficulty spikes in early to mid-game locations which makes the leveling experience smoother for our newer players. Build diversity has also increased as we see people exploring the new opportunities that the Perk card changes have provided.

While we've already made significant progress, the next few updates will include a few larger and more impactful changes and represent the culmination of much of the balancing work we've done. This gives us a solid new foundation for the future content we have planned.

After these updates, we plan on slowing down to let things settle and evaluate how things shake out.


Combat Balance​

  • Harpoon Gun
    • Base Damage has increased from 175 -> 245
    • Barbed Mod: Range now matches base weapon and Bleed length lasts 15 seconds. Damage per tick has also increased as well.
    • Fletchettes Mod: Range now matches the base weapon and Fletchettes now get a 20% buff to damage.
  • Reload Speed increased by 10%
  • Ammo Capacity increased from 1 to 3
  • Delay between shots increased by 25%
  • Crit Mult increased from 2 to 2.5
  • Sneak Mult increased from 2 to 2.25
  • Weight Decreased from 16 to 14

Adjusted the Out-of-Range Damage Multiplier for the Following Weapons

These weapons now keep more of their damage at longer ranges.

  • Black Powder Pistol: 0.1 -> 0.5
  • Black Powder Rifle: 0.1 -> 0.5
  • Combat Shotgun: 0.1 -> 0.5
  • Crossbow: 0.1 -> 0.5
  • Double-Barrel Shotgun: 0.1 -> 0.5
  • Cold Shoulder: 0.1 -> 0.5
  • Gauss Shotgun: 0.1 -> 0.5
  • Pump-Action Shotgun: 0.1 -> 0.5
  • Pepper Shaker: 0.25 -> 0.5
  • Pipe Bolt-Action: 0.25 -> 0.5
  • Pipe Gun: 0.25 -> 0.5
  • Pipe Revolver: 0.25 -> 0.5

Lowered Base AP Costs for the Following Weapons

  • Alien Disintegrator: 25 -> 17
  • Handmade Rifle: 32 -> 16
  • Assault Rifle: 32 -> 17
  • Combat Rifle: 25 -> 15
  • The Fixer: 25 -> 16
  • Radium Rifle: 25 -> 16
  • Submachine Gun: 35 -> 15
  • Tesla Rifle: 30 -> 17
  • V63 Laser Carbine: 40 -> 30

Increased Base Damage for the Following Weapons

These values represent the weapons at their maximum level - all lower levels are scaled proportionally.

  • Alien Disintegrator: 40 -> 66
  • Handmade Rifle: 45 -> 52
  • Assault Rifle: 33 -> 66
    • Now ~3.333 shots per second when semi-automatic, instead of 4
  • Combat Rifle: 40 -> 53
  • The Fixer: 40 -> 59
    • Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
  • Radium Rifle: 37 physical, 15 radiation -> 42 Physical, 17 Radiation
  • Submachine Gun: 29 -> 47
  • Railway Rifle: 95 -> 112
  • Laser Gun: 44 -> 72
  • Ultracite Laser Gun: 40 -> 80
    • Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5
  • Plasma Gun: 29 Physical, 29 Energy -> 39 Physical, 39 Energy
  • Enclave Plasma Gun: 32 Physical, 32 Energy -> 57 Physical, 57 Energy
  • 10mm SMG: 34 -> 42
  • Combat Shotgun: 97 -> 150
  • Tesla Rifle: 78 -> 112
  • Lever-Action Rifle: 88 -> 133
  • Double-Barrel Shotgun: 140 -> 204
    • Note: Now fires 2.5 times per second instead ~3.57 times per second
  • Cold Shoulder: 91 Physical, 91 Cryo -> 122 Physical, 122 Cryo
    • Note: Now fires 2.5 times per second instead ~3.57 times per second
  • Hunting Rifle: 140 -> 171
  • Gauss Pistol: 115 -> 218
    • Note: Now deals 33% damage instead of 50% damage when uncharged
  • Gauss Rifle: 146 -> 279
    • Note: Now deals 33% damage instead of 50% damage when uncharged
  • Gauss Shotgun: 187 -> 285
    • Note: Now deals 33% damage instead of 50% damage when uncharged
  • V63 Laser Carbine: 44 -> 59
  • Pump-Action Shotgun: 102 -> 172
  • Pipe Bolt-Action: 94 -> 150
  • Pipe Revolver: 85 -> 140
  • Pipe Gun: 28 -> 42
  • Pepper Shaker: 75 -> 95
  • Black Powder Rifle: 217 -> 449
  • The Dragon: 255 -> 541

The Following Weapons No-longer Receive an AP Cost Reduction from Their Automatic Receivers

  • Alien Disintegrator
  • Handmade Rifle
  • Assault Rifle
  • Combat Rifle
  • The Fixer
  • Radium Rifle
  • Submachine Gun
    • Note: this weapon is always automatic but still had its AP cost reduced by its receivers.

Adjusted the Base Critical Attack Damage Bonuses for the Following Weapons

  • Alien Disintegrator: 2.0 -> 2.25
  • Handmade Rifle: 2.0 -> 2.25
  • Assault Rifle: 2.0 -> 2.25
  • Combat Rifle: 2.0 -> 2.25
  • Radium Rifle: 2.0 -> 2.25
  • Tesla Rifle: 2.0 -> 2.25
  • Gamma Gun: 2.75 -> 2.5
  • Railway Rifle: 2.0 -> 2.25
  • Laser Gun: 2.0 -> 2.5
  • Ultracite Laser Gun: 2.0 -> 2.5
  • Plasma Gun: 2.0 -> 2.5
  • Enclave Plasma Gun: 2.0 -> 2.5
  • Submachine Gun: 2.0 -> 2.25
  • 10mm SMG: 2.0 -> 2.25
  • Combat Shotgun: 2.0 -> 2.25
  • Tesla Rifle: 2.0 -> 2.25
  • Lever-Action Rifle: 2.0 -> 3.0
  • Double-Barrel Shotgun: 2.0 -> 2.25
  • Cold Shoulder: 2.0 -> 2.25
  • Hunting Rifle: 2.0 -> 3.0
  • Gauss Rifle: 2.0 -> 3.0
  • Gauss Shotgun: 2.0 -> 2.25
  • V63 Laser Carbine: 2.0 -> 2.25
  • Pump-Action Shotgun: 2.0 -> 2.25

Adjusted the Base Sneak Attack Damage Bonuses for the Following Weapons

  • Alien Disintegrator: 2.0 -> 2.25
  • Handmade Rifle: 2.0 -> 2.25
  • Assault Rifle: 2.0 -> 2.25
  • Combat Rifle: 2.0 -> 2.25
  • The Fixer: 2.0 -> 2.75
  • Radium Rifle: 2.0 -> 2.25
  • Tesla Rifle: 2.0 -> 2.25
  • Gamma Gun: 2.0 -> 2.5
  • Railway Rifle: 2.0 -> 2.25
  • Laser Gun: 2.0 -> 2.5
  • Ultracite Laser Gun: 2.0 -> 2.5
  • Plasma Gun: 2.0 -> 2.5
  • Enclave Plasma Gun: 2.0 -> 2.5
  • Submachine Gun: 2.0 -> 2.25
  • 10mm SMG: 2.0 -> 2.25
  • Tesla Rifle: 2.0 -> 2.25
  • Lever-Action Rifle: 2.0 -> 3.0
  • Hunting Rifle: 2.0 -> 3.0
  • Gauss Rifle: 2.0 -> 3.0
  • V63 Laser Carbine: 2.0 -> 2.25

Automatic Receivers for Semi-Automatic Weapons Now Have the Following

  • 20% reduction in Critical attack damage
  • 20% reduction in Sneak attack damage
  • 30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers)

Combat Shotgun Automatic Receivers

  • No-longer increases AP cost by 10%.
  • Now has a 30% increase in attack speed (up from 10%).
  • Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damage.

Increased Base Damage for the Following Melee Weapons

  • Assaultron Blade: 40 > 51
  • Baseball Bat: 55 > 69
  • Baton: 40 > 47
  • Bear Arm: 50 > 63
  • Blade of Bastet: 52 > 61
  • Board: 50 > 68
  • Bone Club: 51 > 60
  • Bone Hammer: 80 > 94
  • Bowie Knife: 30 > 35
  • Boxing Glove: 34 > 40
  • Cattle Prod: 54 > 68
  • Chinese Officer Sword: 36 > 42
  • Combat Knife: 33 > 52
  • Cultist Blade: 41 > 52
  • Cultist Dagger: 32 > 38
  • Death Tambo: 45 > 53
  • Deathclaw Gauntlet: 55 > 69
  • Electro Enforcer: 35 > 44
  • Fire Axe: 72 > 84
  • Gauntlet: 50 > 63
  • Golf Club: 45 > 57
  • Grognak Axe: 85 > 107
  • Guitar Sword: 50 > 59
  • Gulper Smacker: 62 > 88
  • Hatchet: 40 > 51
  • Knuckles: 35 > 44
  • Lead Pipe: 39 > 49
  • Machete: 40 > 51
  • Meat Hook: 34 > 40
  • Mole Miner Gauntlet: 45 > 57
  • Multi-Purpose Axe: 69 > 87
  • Pickaxe: 60 > 76
  • Pitchfork: 47 > 59
  • Pipe Wrench: 30 > 38
  • Plasma Cutter: 26/68 > 30/86
  • Pole Hook: 71 > 90
  • Pool Cue: 46 > 58
  • Power Fist: 58 > 73
  • Revolutionary Sword: 44 > 56
  • Rolling pin: 28 > 35
  • Sheepsquatch Club: 60 > 76
  • Sheepsquatch Staff: 75 > 95
  • Shepherd's Crook: 50 > 63
  • Shishkebab: 27 > 34
  • Shovel: 40 > 70
  • Sickle: 36 > 45
  • Ski Sword: 50 > 63
  • Sledgehammer: 71 > 90
  • Spear: 58 > 68
  • Super Sledge: 85 > 107
  • Switchblade: 30 > 38
  • Tenderizer: 75 > 95
  • Tire Iron: 29 > 37
  • Walking Cane: 42 > 53
  • War Drum: 78 > 99
  • War Glaive: 82 > 104

Weapon Mod Adjustments​

Plasma Gun Mod Changes

  • Removed the cone of fire increase on Plasma Gun Sniper mods
  • Removed the action point reduction on Plasma Gun Standard and Bruising Grip mods.
  • Plasma Gun Flamer mods now reduce action point cost by 10%.

Gatling Plasma Beam Splitter Mod Adjustments

  • Fire rate reduction: -20% -> -35%
  • Damage bonus: 20% -> 35%
  • Cone of Fire and Recoil increased
  • Range reduced
  • Projectile Count: 4 -> 5
  • Ammo capacity reduced by 50%
  • AP cost increased by 50%

Removed the AP Cost Increase on the Following Mods

  • Light Machine Gun Standard/Prime Receivers
  • Tesla Automatic Barrel

Removed the Energy Damage Decrease on the Following Mods

  • Tesla Automatic Barrel

Plasma and Enclave Plasma Gun Splitter Mod Adjustments

  • Fire rate reduced by 35%
  • Range reduced
  • Ammo capacity reduced by 50%
  • Damage Bonus: 15.5% -> 35%
  • Cone of fire reduced
  • Recoil reduced
  • AP cost: +100% -> +50%

Plasma and Enclave Plasma Gun Flamer Mod Adjustments

  • Ammo capacity: Set to 300 -> Increase by 400%
    • Note: for a base Plasma Gun, this would result in 150 capacity.
  • Removed 40% damage bonus

Plasma and Enclave Plasma Gun Automatic Mod Adjustments

  • Removed increase to cone of fire
  • Removed increase to AP cost
  • Removed 10% ammo capacity penalty

Base Damage Adjustments for the Following Weapon

  • Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy

Removed an Unintended Additional Damage Bonus on the Following Mods for the Western Revolver

The damage removed from these mods was already accounted for with prior base damage increases.

  • Calibrated Receiver
  • Vicious Receiver
  • Severe Receiver
  • Refined Receiver

Miscellaneous Combat Changes​

  • Fixed an issue where the automatic receivers for the Assault Rifle and Ultracite Laser Gun didn't include the fire rate decrease seen in their semi-auto variants.
  • Reduced the maximum cone of fire for the Gatling Plasma.
  • Reduced recoil for the Gatling Plasma.
  • Added missing text for Sneak Attack Damage when modifying weapons.
  • Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. For reference, those changes are listed below:
  • Reduced the damage of the Auto Axe: 31 > 24
  • Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64
  • Adjusted the non-VATS aiming behavior (recoil, cone of fire, etc.) for the Submachine Gun to be easier to use.
  • Railway Rifle AP cost increased from 15 to 17.
  • Ultracite Laser Gun AP cost increased from 14 to 17.
  • The Submachine Gun Armor Piercing Receiver no-longer has an extra 40% armor penetration in addition to the intended 20% armor penetration.
  • Increased durability for most weapons.
  • Fixed an issue where the multi-shot canister and Quad legendary mods for the Broadsider would result in additional reload animations (one per Cannonball).
  • Fixed an issue where the Black Powder Pistol/Blunderbuss, Black Powder Rifle, and The Dragon would repeat their reload animations for each .50 Caliber Ball when these weapons have the Quad legendary mod.
  • Increased the delay after firing (between shots) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second.
    • Note: This only applies when using the Quad legendary mod.
  • Increased the delay after firing (between shots) for The Dragon from 0.5 seconds to 1.5 seconds.
    • Note: This only applies when using the Quad legendary mod.

---

Limb Damage and Crippling Changes​

We are making changes to the way that enemy limbs are affected by various effects. The mods, perks, and weapons mentioned below previously had a chance to instantly cripple a target, but now they deal a percentage increase to the amount of limb damage dealt.

We expect that these changes will make most enemies easier to cripple while making limb damage more consistent and predictable. It will also result in making crippling enemies like Region Bosses more difficult, requiring more focused fire.

These changes will also allow us to remove cripple immunity from many creatures and leverage limb and crippling in more engaging ways moving forward.

Limb Perk Changes​

  • Bashers
    • Rank 1: Gun bashing does +35% limb damage.
    • Rank 2: Gun bashing does +75% limb damage.
  • Enforcer
    • Rank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage.
    • Rank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage.
    • Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage.
  • Modern Renegade
    • Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage.
    • Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage.
    • Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage.
  • One Gun Army
    • Rank 1: Heavy guns gain 4% stagger chance and a +25% limb damage.
    • Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage.
    • Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage.
  • Tormentor
    • Moved from LCK to PER
    • Rank 1: You deal 20% more damage per crippled limb your target has.
    • Point Cost increased from 1 to 2
    • Removed Ranks 2 and 3
  • Bone Shatterer
    • Rank 1: Your melee weapon attacks deal +25% limb damage.
    • Rank 2: Your melee weapon attacks deal +50% limb damage.
    • Rank 3: Your melee weapon attacks deal +75% limb damage.

Mutations​

  • Twisted Muscles
    • Standard: +25% melee, unarmed and bashing damage and +50% limb damage.
    • With Strange in Numbers: +35% melee, unarmed and bashing damage and + 62% limb damage.

Weapons​

These weapons all now have +50% limb damage instead of a chance to cripple.

  • Black Powder Rifle
  • Bone Hammer
  • The Dragon

Weapon Mods​

These weapon mods now have +50% limb damage instead of chance to cripple the target.

  • Baseball Bat – Bladed
  • Baseball Bat - Bladed Rocket
  • Baseball Bat - Heated Rocket
  • Baseball Bat - Puncturing Rocket
  • Baseball Bat - Rocket
  • Baseball Bat - Searing Puncturing Rocket
  • Baseball Bat - Spiked Rocket
  • Bear Arm - Heavy
  • Boxing Glove - Lead Lining
  • Golf Club - Heavy Club
  • Golf Club - Spiked Golf Club
  • Lead Pipe - Heavy
  • Pipe Wrench - Extra Heavy
  • Pipe Wrench - Heavy
  • Sheepsquatch Club - Heavy
  • Sheepsquatch Staff - Heavy
  • Sledgehammer - Heavy
  • Sledgehammer - Heavy Rocket
  • Sledgehammer - Heavy Searing Sharp Rocket
  • Sledgehammer - Heavy Sharp Rocket
  • Sledgehammer - Heavy Spiked
  • Sledgehammer - Heavy Spiked Rocket
  • The Tenderizer – Salty

Enemies No-Longer Immune to Crippling​

  • Grimm Bot
  • Dr. Blackburn
  • Sheepsquatch Imposterling
  • Imposter Sheepsquatch
  • Blue Devil
  • Ogua
  • Jersey Devil
  • Lesser Devil
  • Trog Fledgling
  • Glowing Trog
  • Trog
  • Trog Superior
  • Strangler Grafton Monster
  • Cultists (Daily Ops)
    • Includes related enemies
  • Fanatics (Daily Ops)
  • Overgrown (Daily Ops)
  • Aliens (Daily Ops)
    • Includes Drones and Invaders
  • Robots [all types] (Daily Ops)
  • Blood Eagles (Daily Ops)
  • Mole Miners (Daily Ops)
  • Communists (Daily Ops)
  • Scorched (Daily Ops)
    • Includes related enemies
  • Super Mutants (Daily Ops)

---

Perks​

We’re removing the Perk requirements from crafting. Since you already need to have learned the plan, we feel that requiring you to change your Perk loadout to craft is cumbersome.

  • Ghoul Perks are no longer able to be picked when leveling up as Human
  • Human specific Perks are no longer able to be picked when leveling up as a Ghoul
  • When leveling up, Perk Cards now sort alphabetically in all languages
  • Updated the loading screen tips for Perks
  • Added a Help entry for Kill Streak
  • Fireproof
    • No longer required to make the Flamethrower Trap
  • Home Defense
    • Workshop traps no longer require Home Defense to make

Renamed Perks​

  • Science -> Science!
  • Science Expert -> Pyro-Technical
  • Science Master -> Cryologist
  • Rifleman -> Down Ranger
  • Rifleman Expert -> Scoped-up
  • Rifleman Master -> Smart Shot
  • Commando -> Center Masochist
  • Commando Expert -> Fast Fighter
  • Commando Master -> Number Cruncher
  • Shotgunner -> Easy Target
  • Shotgunner Expert -> Love the Spread
  • Shotgun Master -> Shotgun Champ

Perk Balancing​

  • Armor
    • Reduced to a single rank
  • Power Smith
    • Reduced to a single rank
  • Slow Metabolizer
    • Rank 1: All food satisfies hunger by an additional 50%.
    • Rank 2: All food satisfies hunger by an additional 100%.
    • Removed Rank 3
  • Dromedary
    • Rank 1: All drinks quench thirst by an additional 50%.
    • Rank 2: All drinks quench thirst by an additional 100%.
    • Removed Rank 3
  • Hydro Fix
    • Rank 1: Chems restore thirst.
    • Rank 2: Chems restore twice as much thirst.
  • Munchy Resistance
    • Rank 1: Chems restore hunger.
    • Rank 2: Chems restore twice as much hunger.
  • Chem Fiend
    • Rank 1: Any chems you take last 100% longer.
    • Point Cost increased from 1 to 2
    • Removed Ranks 2 and 3
  • Travel Agent
    • Rank 1: You can Fast Travel while over encumbered at an increased cost.
  • Dodgy
    • Rank 1: Evade now costs AP and no longer has a cooldown. Gain +5% chance to Evade.
    • Point Cost increased from 1 to 2
    • Dev Note: The AP cost is 10x the cooldown time. The cooldown scales with damage
    avoided, meaning higher damage attacks cost more AP to avoid. If you would not have enough AP to pay for the evade, it cannot occur.
    • Removed Ranks 2 and 3
  • Adrenaline
    • Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills.
    • Now only one rank
  • Science! (Old Name: Science)
    • Rank 1: Increase energy damage based on your INT.
    • Point Cost increased from 1 to 2
    • Now only one rank
  • Pyro-Technical (Old Name: Science Expert)
    • Rank 1: Increase fire damage based on your INT.
      • Point Cost increased from 1 to 2
    • Now only one rank
  • Cryologist (Old Name: Science Master)
    • Rank 1: Increase cryo damage based on your INT.
      • Point Cost increased from 1 to 2
    • Now only one rank
  • Makeshift Warrior
    • Rank 1: Melee weapons break 40% slower.
    • Rank 2: Melee weapons break 60% slower.
    • Rank 3: Melee weapons break 80% slower.
    • Removed Ranks 4 and 5
  • Gunsmith
    • Rank 1: Guns break 20% slower.
    • Rank 2: Guns break 35% slower.
    • Rank 3: Guns break 50% slower.
    • Removed Ranks 4 and 5
  • White Knight
    • Moved from AGI to INT
  • Down Ranger (Old Name: Rifleman)
    • Rank 1: You do +10% ranged damage to far enemies.
    • Rank 2: You do +15% ranged damage to far enemies.
    • Rank 3: You do +20% ranged damage to far enemies.
  • Scoped-up (Old Name: Rifleman Expert)
    • Rank 1: Your scoped weapons have 50% more range when aiming.
      • Point Cost increased from 1 to 2
    • Removed Ranks 2 and 3.
  • Smart Shot (Old Name: Rifleman Maste)
    • Rank 1: Deal +25% weak spot damage while aiming a scoped weapon.
      • Point Cost increased from 1 to 3
    • Removed Ranks 2 and 3.
  • Sniper
    • Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes.
    • Removed Ranks 2 and 3.
  • Longshot
    • Rank 1: Your scoped weapons have 30% more range and accuracy when aiming.
    • Removed Ranks 2 and 3.
  • Center Masochist (Old Name: Commando)
    • Rank 1: +25% ranged damage when targeting the torso.
    • Rank 2: +50% ranged damage when targeting the torso.
    • Rank 3: +75% ranged damage when targeting the torso.
  • Fast Fighter (Old Name: Commando Expert)
    • Rank 1: Your movement speed bonus is also applied to your reload speed.
      • Point Cost increased from 1 to 2
    • Removed Ranks 2 and 3.
  • Number Cruncher (Old Name: Commando Master)
    • Rank 1: Weapon damage is increased by AP cost.
    • Point Cost increased from 1 to 3
    • Removed Ranks 2 and 3.
  • - Ground Pounder
    • Rank 1: Your small guns reload 10% faster and have better hip fire accuracy.
    • Rank 2: Your small guns reload 20% faster and have better hip fire accuracy.
    • Rank 3: Your small guns reload 30% faster and have better hip fire accuracy.
  • Skeet Shooter
    • Rank 1: Your small guns have improved accuracy and spread.
    • Removed Ranks 2 and 3.
  • Easy Target (Old Name: Shotgunner)
    • Rank 1: +25% ranged damage to crippled targets.
    • Rank 2: +50% ranged damage to crippled targets.
    • Rank 3: +75% ranged damage to crippled targets.
  • Love the Spread (Old Name: Shotgunner Expert)
    • Rank 1: Weapons that fire 3 or more projectiles gain 30% range.
    • Point Cost increased from 1 to 2
    • Removed Ranks 2 and 3.
  • Shotgun Champ (Old Name: Shotgunner Master)
    • Rank 1: Each projectile your weapon fires increases your damage against crippled targets by 10%.
    • Point Cost increased from 1 to 3
    • Removed Ranks 2 and 3.
  • Scattershot
    • Rank 1: 20% of the damage delt to a limb is applied to all limbs on your target.
    • Point Cost increased from 1 to 2
    • Removed Ranks 2 and 3.
  • Moving Target
    • Rank 1: Gain +5% chance to Evade while sprinting. (No Power Armor)
    • Rank 2: Gain + +10% chance to Evade while sprinting. (No Power Armor)
    • Rank 3: Gain +15% chance to Evade while sprinting. (No Power Armor)
  • Goat Legs
    • Rank 1: Take no damage from falling.
    • Removed Rank 2.
  • Blood Sacrifice
    • Rank 1: Using AP in VATS now consumes HP instead at 150% more cost.
    • Rank 2: AP in VATS now consumes HP instead at 125% more cost.
    • Rank 3: Using AP in VATS now consumes HP instead at 100% more cost.
    • Rank 4: Using AP in VATS now consumes HP instead at 50% more cost.
  • Nerd Rage
    • Reduced to a single rank
    • Now costs 2 points at rank 1
    • Removed the Damage Resist effect
    • Rank 1: While your Health is low, gain increased Damage and AP regen.

---

Legendary Mods​

  • Conductor’s
    • Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius
  • Nocturnal – New Effects
    • Weapon: +50% Damage while Cloaked
    • Armor: +4 Perception and Agility while Cloaked
  • Bloodied
    • Increased peak damage bonus from 95% to 130%
  • Bully’s
    • Changed to +25% damage per crippled limb the target has
  • Junkies
    • Increased limit from 50% to 100%
  • Resilient
    • Now increases all resistances by 500 when reloading
  • Two Shot
    • Increased damage buff from 25% to 75%
  • Stalkers – New Effect
    • Now increases sneak attack damage by 100%
  • Mutants
    • Increased limit from 25% to 50%
  • Gourmand
    • Increased limit from 24% to 40%
  • V.A.T.S. Optimized
    • Increased bonus from 25% to 35%
  • Instigating
    • +50% Damage Against Targets above 60% Health
  • Juggernaut’s
    • Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
  • Pin Pointer’s
    • Changed to +20% Weak Spot Damage

Mutations​

  • Adrenal Reaction
    • Now grants +5% damage per kill (6.25% with Stranger in Numbers)

Workbench​

  • Moved the following into the Heavy Guns group at the Weapon workbench
    • Gauss Minigun
    • Plasma Caster
    • Tesla Cannon
  • Moved Fusion Core from the Chemistry Bench to the Tinker Bench
  • You can now repair items at 100% health if you have the correct perks

Gameplay​

  • Added setting to change Quick Heal priority
  • Reduced the cost to Fast Travel by 25%

---

Accessibility​

  • We have re-enabled Speech-to-Text and Text-to-Speech functions.

Armor and Outfits​

  • The Liberty Prime Silent Mode Helmet now properly suppresses noise.
  • Fixed an issue where the Vault Tec Yellow Hazmat Suit was missing its face visor.
  • Fixed an issue with the Nuclear Waste Backpack Flair having broken textures.
  • Fixed an issue where the Chinese Stealth Helmet clips when placed on Male & Female Mannequins.
  • Fixed an issue where the Holiday Belle Outfit would clip behind player under certain conditions.
  • Fixed an issue where the Escaped Patient Outfit clips when placed on Female Mannequins.
  • Fixed an issue where the Blue Ridge Scout Outfit clips when placed on Female Mannequins.
  • Fixed an issue that prevented players from making Switchback, V63, Deep Space, Heartbreaker, and Dark Star versions of the Union Power Armor Jet Pack if they learned the Union Power Armor Jetback from a recipe.
  • Fixed an issue where the Feral Meter was not visible when in Power Armor.
  • Fixed an issue where Power Armor was greyed out in the Pip-Boy when a disguise was equipped for Ghoul players.
  • Apparel is properly equipped back on Ghoul characters after removing the disguise.

C.A.M.P. & Workshop​

  • Updated the Apothecary Sign Build mode preview to match its built item appearance.
  • Fixed an issue where the Concrete Extractor power wire now correctly hooks to the power connector.
  • Updated the Potted Succulent Build mode preview to match its built item appearance.
  • Toxic Tinctures Chemistry Station now allows items to be placed onto it.
  • Fixed an issue where the Wasteland Wealth Door did not have sound effects when opening or closing.
  • Updated the description of the Radiation Glove Box to include its effects.
  • The Tip Jar Stash Box no longer collides with items placed on top of it.
  • All Nuka-Cola Rockets now play the correct sound when destroyed.
  • Fixed an issue where a Slime Cake in a C.A.M.P. or workshop could not be built if you already have a Birthday Cake built.
  • Fixed an issue where the Pavillion Walls could not be destroyed.
  • Fixed an issue where the Enclave Repair Collectron could be incorrectly built at other players' C.A.M.P.s.
  • Fixed an issue where the audio played by the "Cosmic Capture" continued after you stopped playing.
  • Fixed an issue where it could be difficult to place items on Ohio River Adventure Dock objects.
  • Fixed an issue causing some items to appear in the incorrect C.A.M.P. Category.
  • Fix issues with FETCH, Junkyard Dog and Red Rocket Collectrons reverting to default resource collection type. Additionally, the Red Rocket Collectron now correctly supports newer resource types after auto parts.
  • Fixed an issue where Big Fred's Trailer could not be removed from some C.A.M.P.s
  • Fixed an issue where the Door from Fort Fortress bundle was no longer accessible and couldn’t be built, removed, or repaired.
    • Dev Note: A green variant of the Fort Fortress Door has been added. Now players with this door will have both the base and green variant. They are both named appropriately.
  • Explosions and projectiles from player camp turrets should no longer damage another player's camp items if not PVP flagged against each other.
  • Wood Performance Stage can now be placed on various terrains and player made structures.
  • Fixed an issue where the "Toxic Tinctures Chemistry Station" would not correctly play its SFX while characters were in proximity.

Miscellaneous Fixes​

  • Updated missing Spanish localizations in the crafting menu.
  • Fixed an issue with missing French localization on some Season 4 items.
  • Fixed multiple typos in the Help menu.
  • Scrap kits will no longer move Legendary Mod Boxes to the Stashbox.
  • Mr. Handy Fuels tanks will now count towards the Daily and Weekly Challenge: "Collect a Fuel Tank or Gas Canister".
  • Fixed an issue where non-perishable food could be placed into the Cryo Freezer.
  • Nuka-Orange in-game labels now match its artwork.
  • Seasonings are now back to spawning correctly in The Brown House - get to cookin!
  • Fixed an issue that caused the Ghoulification load screen to appear on Atlantic City's loading screen.
  • Fixed an issue where the Eagle tattoo would not display on masculine bodies for Ghouls.
  • Resuming from suspend on PlayStation 4/5 no longer results in backed up audio playback.
  • Fixed an issue where Smooth Ghoul Females could have wounds mirrored on their temple.
  • Frag grenade and mine explosions no longer have a delayed bright flash.
  • Players not on a team can now correctly practice Cannibalism to those who are.
  • Fixed issue where Ghoul players may sometimes appear as default appearance characters on load.
  • Toxic Water can no longer be mistakenly bought from the vendor at the Skyline Valley Trading Post.
  • Fixed an issue where Pumpkin Pie and Carnival Pie food items did not count for Herbivores.
  • Fixed an issue where the Nukashine player icon was no longer available to players.
  • Fixed an issue where there was no audio on the Player Title tab of the Pip-Boy.
  • Daily Ops now properly displays "Legendary Cores" as a reward.

Mods​

  • Fixed an issue where the Scrap Rat and Canteen mods did not change the name of the backpack after being applied.
  • Fixed an issue where the Scrap Rat Backpack excluded some Junk items from the weight reduction benefits.

Perk Cards​

  • Fixed an issue where the Evasive perk flyout animation would activate when a player takes damage from environmental hazards.
  • Fixed an issue with Ghoul Perk Cards missing their glowing green outline and scorch marks.
  • Updated the description for the “Breathe It In” Perk to correctly display that it can be up to 0 rad resistance.
  • “Bomb Scientist” should now correctly work on only grenades.
  • “Bomb Scientist” now properly drains Glow upon use of grenade weapon.
  • “Rad Specialist” Pip-Boy description now contains accurate effects.
  • Updated our sense of humor with new jokes on the Perk Bubblegum Packs.
  • Fixed an issue with “Radioactive Strength” applying incorrectly to Automatic Melee Weapons.

Quests​

  • Fixed an issue where players may get stuck needing to talk to Pennington during Wayward Souls.

 
Damn. I'll definitely have to hop back in sometime this summer. Still away from my gaming PC at the moment, but I'm eager to give this a go!
 
Fallout 76: C.A.M.P. Revamp- Developer Preview

Join Creative Director Jon Rush in the latest Fallout 76 Developer Preview as he dives into the ins and outs of the upcoming Fallout 76: C.A.M.P. Revamp update...from relaxed build rules to a refreshed workshop menu system, C.A.M.P. Revamp aims to make building simpler for players of all skill levels

Get ready to revamp your C.A.M.P. on September 2nd...


View: https://www.youtube.com/watch?v=hlz9Bqp26BU
 
CAMP building was the highlight of Fallout 4 and 76 for me. It sounds like they've fixed a couple of my major gripes in this update. Hopefully they've eased up on some of the object restrictions, too. CAMPs can only contain a certain number of objects and they don't always make sense. A small room made of 4 wooden walls and a roof would consist of 5x more objects than a prefab mansion that was like 40x times larger in terms of actual size and scope.
 
I went to play this and the game keeps hanging on the xbox live login popup. The choices are continue or choose another account... continue means stuck in a loop of it coming back up. I'm guessing it's a password issue. I currently have no games that use xbox live (but must have at some point in the past)... issue is, I can't see how to change an xbox live password... I brought up xbox in win11, but it's all passkey now... no place to change the password (if that is even the issue, guessing at this point). Any idea how to resolve?
 
I went to play this and the game keeps hanging on the xbox live login popup. The choices are continue or choose another account... continue means stuck in a loop of it coming back up. I'm guessing it's a password issue. I currently have no games that use xbox live (but must have at some point in the past)... issue is, I can't see how to change an xbox live password... I brought up xbox in win11, but it's all passkey now... no place to change the password (if that is even the issue, guessing at this point). Any idea how to resolve?

It's technically a Microsoft account, so I'd probably try to change it via the Microsoft website. That'll trickle down to your apps and Windows itself.
 
I went to play this and the game keeps hanging on the xbox live login popup. The choices are continue or choose another account... continue means stuck in a loop of it coming back up. I'm guessing it's a password issue. I currently have no games that use xbox live (but must have at some point in the past)... issue is, I can't see how to change an xbox live password... I brought up xbox in win11, but it's all passkey now... no place to change the password (if that is even the issue, guessing at this point). Any idea how to resolve?
Did you use your phone to sign into your account at any time? It forces you to make a passkey when you do. You can sign in with your password if you go to the website on your PC since passkeys are device specific as far as I know. You never need to create a passkey on your PC. I always bypass it when Windows updates.

The Xbox sign in for games doesn't like long passwords or special characters.
 
Fallout 76 is free to play until February 5th


View: https://store.steampowered.com/app/1151340/Fallout_76/

if anyone wants to watch Season 1 of the Fallout TV series from Amazon, that will also be available for free on the Prime Video YouTube page until February 11th...release schedule below:

S1E1 - Jan 28, 5pm PT
S1E2 - Jan 28, 6pm PT
S1E3 - Jan 29, 5pm PT
S1E4 - Jan 29, 6pm PT
S1E5 - Jan 30, 5pm PT
S1E6 - Jan 30, 6pm PT
S1E7 - Jan 31, 5pm PT
S1E8 - Jan 31, 6pm PT

https://www.youtube.com/@PrimeVideo/videos
 
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For anyone new to the game, follow the early story prompts vs. trying to go from one overseer recording to the next. You can begin the game by doing either, but the story prompts will give you a better early experience. You'll eventually need to circle back around to the recordings, but you'll be better off if you don't do them immediately. They're the core of the launch version of the game, but they've added so much more that they feel hollow these days. Basically, go to the Wayward immediately and do those missions.
 
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Fallout 76 is free to play until February 5th


View: https://store.steampowered.com/app/1151340/Fallout_76/

if anyone wants to watch Season 1 of the Fallout TV series from Amazon, that will also be available for free on the Prime Video YouTube page until February 11th...release schedule below:

S1E1 - Jan 28, 5pm PT
S1E2 - Jan 28, 6pm PT
S1E3 - Jan 29, 5pm PT
S1E4 - Jan 29, 6pm PT
S1E5 - Jan 30, 5pm PT
S1E6 - Jan 30, 6pm PT
S1E7 - Jan 31, 5pm PT
S1E8 - Jan 31, 6pm PT

https://www.youtube.com/@PrimeVideo/videos


I still can't get over how good this show is.
 
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