Fallout 76 - GhostlyRich_Bethesda
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.

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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)

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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.
  • Double Mutated Daily Ops now properly display "Legendary Modules" 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.

UI

  • Fixed an issue where the text for items in the workbench that do not produce materials were misaligned.
  • Fixed an issue where Entry Titles would lose color while scrolling up and down in the Help Menu.
  • Fixed an issue where the Gumball Machine Planter Build mode thumbnail was incorrectly zoomed in.
  • Fixed an issue with the Motorcycle Build mode icon being misaligned.
  • Fixed an issue with the R.I.P. Roof Build mode icon being misaligned.
  • Fixed an issue with the Apothecary Sign Build mode icon being misaligned.
  • Fixed an issue where the 'Back' button could skip sections after selecting Outfits option at the Armor Workbench.
  • Fixed an issue where the Glowing Robot Fasnacht Mask was missing its description.
  • Fixed an issue where debug text could appear above the favorites wheel when changing favorites.
  • Fixed an issue where some item stats tables would overlap when viewing.
  • Fixed an issue where enemy health bars had a sliver of health left in the health bar when they died.
  • Fixed an issue where items in workbenches would have a zoomed in preview.
  • Explosive Mod damage is now added as a modifier on the base damage display of weapons in the Pip-Boy.
  • Fixed an issue where vendor history button was visible in the pets customization menu.

Weapons

  • Fixed an issue where players were not able to repair the V63 Laser Carbine at the workbench.
  • The Lucky Piece Paint for the Pepper Shaker will now correctly change the name of the weapon after being applied.
  • Fixed an issue with effects not animating on the Gauss Shotgun.
  • The Nuka-Dark Paint for the Pump-Action Shotgun will now correctly change the name of the weapon after being applied.
Fallout 76 - VioletLightBethesda


Spring has sprung in Appalachia and that means verdant, rolling hills, warm sunshine and, best of all, flowers! Spring also means pollen, allergies and pollinators.

Starting today, May 6, and running until May 20, The Big Bloom is a new seasonal event inspired by the beauty of Springtime.

There is no more avid a floral arranger than Black-Eyed Susan, a polite, older woman who is spending her retirement in Skyline Valley. Unfortunately for Susan, the meadow where she picks the flowers for her arrangements has a thorny problem: “Plant Monsters,” as she calls them.

The Overgrown have overtaken Susan’s meadow, and since you’re out enjoying the sunshine, Susan’s going to make it your problem too. But she’s no pushover, Black-Eyed Susan is armed, dangerous and has your back.

At the top of every hour, head to Susan’s favorite meadow in Skyline Valley. There, help her pick some flowers and deal with the Overgrown. Although, you’ll want to mind your step. Your next one could be your last. Susan’s favorite meadow also happens to be chock full of buried landmines.

Other dangers in the meadow are the pollinators of those flowers you’re picking: the bees! There’s one buzzing devil in particular who makes all other Appalachian bees look like ants. Or just normal-sized bees. Don’t get stung.



Completing The Big Bloom will net you experience, caps, Legendary Weapons and recipes for springtime-inspired outfits and C.A.M.P items.

The first time you complete The Big Bloom, you will be rewarded with a recipe book, from which you can learn flower crown crafting recipes. Flower crowns are a new headwear introduced with The Big Bloom that you can craft from three base flowers: Carnal Weepers, Radlilies and Crystalcups.

Combining two base flowers crafts a hybrid flower which you will need for more advanced flower crowns, like the Starlace Flower Crown, pictured below.

In addition, you can display all your flowers inside new glazed flowerpots in your C.A.M.P. Running short on flowers? You can even harvest more flowers from some C.A.M.P. items, such as the Pot o' Radlily. Certain outfits, like the Flower Suit and Flower-Printed Sundress, require hybrid flowers to craft.
Fallout 76 - VioletLightBethesda
Sticky fingers are a common occurrence in post-nuclear Appalachia. Whether it’s a locked safe needing cracking or a cache of supplies teeechnically belonging to those Raiders, the Wasteland is full of gains to be ill-gotten.

Embrace your greedy side, grab your bag and start piling in all the Pre-War money, caps and silver you can carry in the Appalachian Outlaws Mini Season, now live in Fallout 76!

Get the rundown on Mini Seasons in our most recent Update Notes.



Ready to go on a Wasteland crime spree? Just head over to the Mini Seasons menu to unlock your free event kick-off reward, the Money Bags Backpack Skin. Completing challenges during the Appalachian Outlaws Mini Season with the Money Bags Backpack Skin equipped will give you the Season Tickets needed to unlock additional rewards.



Progress through the Mini Season with Season Tickets to unlock themed goodies such as this Wanted Poster and Detective Board.



Assemble your crew, stock up on lockpicks and loot to your heart’s content during Appalachian Outlaws, now live in Fallout 76 until May 6, 12pm ET. Just remember: stick to the plan and don’t ever let 'em catch you.
Fallout 76 - GhostlyRich_Bethesda
Today’s update introduces the Mini-Season format and welcomes springtime with a brand-new seasonal event.

Read on for the full patch notes.

---

Challenge Events Refreshed

Challenge Events like Science of Love and Pioneer Scout’s Uncharted Lands have been a great way to gather the community together to earn some fun rewards.

As they were, we felt that these events were easy for players to miss, which resulted in a lot of people missing out on unique rewards. We also saw that the system for unlocking the rewards created confusion whenever a new event kicked off.

We’re refreshing Challenge Events to make it easier to know when one is happening but also make it more straightforward to obtain the rewards. From here on out, Challenge Events are now called Mini Seasons and you’ll be able to find the latest one right next to the current Season within the Seasons menu.

Season Tickets are used to claim the rewards in a Mini Season. Completing all the Event Challenges will give you enough tickets to unlock everything, but if you have enough tickets when a Mini Season starts you can unlock all the rewards immediately. Just make sure you complete the Mini Season challenges to get your tickets back if your goal is to unlock all the rewards in the main season.

Outside of the changes noted above, the Mini Season experience remains very similar to the Challenge Events you know. Things kick off with a free reward (now obtainable through the Mini Season instead of the Atomic Shop) and a challenge that requires you to wear that reward to complete it. After that, you complete Mini Season Challenges to obtain more Season Tickets to unlock the rest of the rewards.
The first Mini Season starts today with the Appalachian Outlaws.

Check out this article on it for a look at what rewards await you.

The Big Bloom – Starting April 29

Spring is here!

Meet Black-Eyed Susan. She loves flowers, floral arrangements, and she may have a penchant for violence. Right now, she needs your help with her latest project.

Black-Eyed Susan’s favorite meadow has been overtaken by strange, plant-like beasts called Overgrown. They’re making the area too dangerous for her to pick flowers. So, she needs you to head into the meadow, pick some flowers and defeat those monsters.

After gathering flowers and dealing with the Overgrown threat with some explosive flair, Susan’s archnemesis will appear! Bee-zlebub. The King Bee. Defeat him and claim your rewards!

Do watch out for the mines though. They’re the remnants of her previous attempt to get those persistent beasts out of her meadow.

Armor
  • Power Armor no longer removes the ghoul disguise headwear.
  • Vulcan Ultracite Bracers Radiation and Poison effects are now properly identified as "Unarmed" effects.
  • Fixed an issue where the Nuclear Jetpack for the Civil Engineer (Muni) armor required you to also know Secret Service Jetpack.

C.A.M.P. and Workshops
  • C.A.M.P. items that require any of the following items will no longer return them when being scrapped: Fusion Cores, Mentats, Stimpaks, RadX, Radaway and MedX.
  • Fixed an issue where the Skulls Firepit behaved as a container instead of furniture.
  • Fixed an issue where the Urinal was not properly being granted when claimed through the Season.
  • Fixed an issue where applying wallpaper to the Triumph Terrace walls changed the color from red to blue.
  • Blood Transfusion Pump can no longer have multiple versions stacked on itself.
  • Fixed an issue where the Mothman Windchime would not animate correctly.
  • Improved the "Exit to Appalachia" activator position when leaving the Radiant Remedy shelter.
  • Vault Girl Brooch should now properly display on displays.
  • Fixed collision for Ranch House Wall and Blue Ridge Outpost Wall kits so wall decor no longer clips into the walls.
  • Balloon Animal Bouquet now has proper collision.
  • Red Bow Collar (Dog) is now the correct size when added to a display case.
  • Iron Mountain Anvil Door no longer has collision when in a destroyed state.
  • Thrasher Egg can now be used on the Bird Nest Display.
  • Piggy Bank will no longer levitate slightly when placed in a C.A.M.P.
  • Light Machine Guns are properly placed into the Rotary Rifle Rack Display Case.
  • Deathclaw Radiation Test Dummy is now properly named in the Workshop Menu.
  • Ghoul Wanted Poster and Framed News Paper now properly display on wallpapered walls.

Combat
  • Onslaught counter no longer de-syncs and stacks properly based on what Perk cards the player has/if they have a Furious modded weapon equipped.
  • Fixed an issue where V.A.T.S. could target enemy limbs even if players didn't meet the proper requirements (5 Perception or Concentrated Fire).
  • Increased the base damage of the Hunting Rifle from 100 to 140 at level 50 (proportionally increased at lower levels).
    ㄴ The Hunting Rifle Prime Receiver no-longer provides an additional damage increase (this is now baked into the Hunting Rifle's base damage).
  • Changed explosion spawned by following sources to target the center of its target instead of its feet:
    ㄴ Collateral damage perk
    ㄴ Circuit breaker weapon
    ㄴ Collateral Damage legendary perk

Creatures/Humans
  • Scorchbeasts will no longer spam their sonic blast attack.
  • Super Mutants and other enemies once again award the expected amount of XP when running Daily Ops.
  • Glowing Hunter should now properly drop Glowing Blood, rather than Glowing Blood Packs.
  • Feral Lost now count towards the Kill a Lost Challenge.
  • Communists at Camp Liberty no longer spawn with broken weapons.

Items
  • Glowing Bobbleheads should properly be granted from Bobblehead Boxes.
  • Fixed incorrect movement controls while using a jetpack.
  • Players should no longer be notified of Canned Cranberry Relish being a craftable recipe.

Limb Damage and Crippling Changes

We expect the changes below 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 also allow us to remove cripple immunity from many creatures and leverage limb damage and crippling in more engaging ways moving forward.

  • Weapon mods that granted a 20% chance to cripple now increase limb damage by 50%.
  • Removed immunity to crippled limbs from most enemy creatures.

Limb Related Perk Changes
  • Bashers
    ㄴRank 1: Gun bashing does +35% limb damage.
    ㄴRank 2: Gun bashing does +75% limb damage.
  • Enforcer
    ㄴRank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage.
    ㄴRank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage.
    ㄴ Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage .
  • Modern Renegade
    ㄴ Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage.
    ㄴ Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage.
    ㄴ Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage.
  • One Gun Army
    ㄴ Rank 1: Heavy guns gain 4% stagger chance and +25% limb damage.
    ㄴ Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage.
    ㄴ Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage.
  • Bone Shatterer
    ㄴRank 1: Your melee weapon attacks deal +25% limb damage.
    ㄴ Rank 2: Your melee weapon attacks deal +50% limb damage.
    ㄴ Rank 3: Your melee weapon attacks deal +75% limb damage.

Mutation Related Limb Changes

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

Quests
  • Harvesting Brahmin meat in “Second Helpings” questline should reliably complete the optional objective to get a piece of Brahmin meat.
  • Updated the Sunshine Oil description in Delbert's Terminal, found in the “Second Helpings” quest, to correctly describe that recipe.
  • Corrected a mismatch between subtitles and voiceover for some of Maddox Mullen's lines.
  • As a disguised ghoul, cycling through the disguise after Batter is killed but before talking to Duchess will no longer block the “Wayward Souls” quest progression.
  • Players will no longer be stuck in the radiation room during the ghoulification process in the “Leap of Faith” questline.
  • Players will now have the correct quest marker for the "Clear the Lost from Vat Storage" objective if they relog during the “Powerhouse of the Cell” quest.

Weapons
  • Fixed an issue where several paints could not be applied to the Combat Knife weapon.
  • Fixed an issue where the Fancy Single Action Revolver would not receive contextual ammo.
  • Patriotic Paint for The Fixer can now be applied to Combat Rifles.
  • The needle on the Boiling Point Terror Flamer now animates correctly.
  • Nuka Shank knife skin will no longer clip into the player's hand in first person.

Miscellaneous Fixes
  • Fixed an issue where characters would flash/flicker when changing sexes during customization/changing appearance.
  • Fixed an issue where some plans/items were not available through Mutated Party Packs.
  • Pet Emotes will no longer be displayed twice in the Atomic Shop.
  • The "Queen" suffix is now also available as a prefix.
  • Atlantic City: Firing on the Overgrown group outside City Hall before they aggro, no longer causes them to become invulnerable.
  • Fixed an issue where disembodied parts could be displayed during the initial ghoul character customization process.
  • Updated the displayed text for the Twisted Muscles mutation and Serum.
  • V.A.T.S. Specialist starting loadout now has the Bodyguards perk properly equipped.
  • Radiation Quack Outfit now has proper glove colors when seen in first and third person.
  • Gleaming Depths: Punch Card Machine before the Ultracite Terror encounter now works correctly.
  • Fixed an issue where taking a picture of an Albino Yao Guai would not complete the associated challenge.
  • Photomode Frames now display correctly when using ultrawide monitors/resolution.
  • Fort Defiance is now properly listed in the "Discover Locales within the Cranberry Bog" challenge.
  • Improved the loading time of the Atomic Shop.
  • Fixed issue where underarmor appears under the lion dancer outfit.
  • The player is no longer forced into first person after they stop listening to another team member's conversation with an NPC.
  • Herbivore/Carnivore now properly double percentage-based heal rates on related food items.

Mods
  • Viper's Four Star Legendary mod no longer applies bonus damage to NPC's that are immune to poison.

Perks
  • Ghoul Perk "United Ordeal" should no longer be affecting Human Players.
  • Ghoul Perk "Radioactive Strength" should no longer apply to Automatic Melee Weapons.
  • Legendary Perk Card ranks will no longer reset when changing between human or ghoul.
  • Ghoul Perk "Action Diet" rank 2 and 3 now give the proper values.
  • Ghoul Perk "Thick Skin" Rank 1 now displays the correct 4% value.

UI
  • Fixed an issue where the Ghoul Perk "Rad Specialist" displayed the incorrect value in the Pip-Boy.
  • Fixed bulk scrapping legendary mods not applying the learn chance per item.
  • Map Marker priority has been updated to make locations easier to select.
  • Looting multiple corpses no longer causes ammo to sort away from the top.
  • Fixed an issue with area looting where it wasn't immediately available after defeating an enemy.
  • Broadsider’s Multi shot canister mod box text should no longer be misaligned when looking at it from inventory.
  • Fixed an issue where Raid rewards screens overlapped other menus.
  • Added Descriptions to Bobblehead effects for Small Guns, Melee, Medicine, Lockpicking.
Fallout 76 - VioletLightBethesda


We have eggcellent news! From April 15 to April 22 at 12pm ET, login each day to claim a different Deathclaw Easter Egg from the Atomic Shop. Collect all 6 to receive the Bunny Mascot Mask!


Flowery Deathclaw Easter Egg: April 15 to April 17
Patterned Deathclaw Easter Egg: April 16 to April 18
Paint Splotch Deathclaw Easter Egg: April 17 to April 19
Pink Flower Deathclaw Easter Egg: April 18 to April 20
Classic Deathclaw Easter Egg: April 19 to April 21
Onyx Deathclaw Easter Egg: April 20 to April 22
Fallout 76 - VioletLightBethesda


The Wise Mothman cometh! Jump into Fallout 76 to catch a glimpse during the Mothman Equinox, now live in-game from April 8 - April 22.

In this seasonal event, Fallout 76 players participate in one of Appalachia’s many traditions – a special series of trials and rituals rumored to bring The Wise Mothman’s blessing upon those deemed worthy…

Curious Vault Dwellers need only to speak to Interpreter Clarence above The Mothman Museum at the top of every hour to get started.



In addition to witnessing the Wise One , completing the Mothman Equinox seasonal event quest could also earn players special rewards such as the Mothman Tome, Honeycomb Lamps, Bug Zapper and Fluttering Moths items for their C.A.M.P!
Fallout 76 - GhostlyRich_Bethesda
Today the we deployed a hotfix update to Fallout 76 that addresses some topics that appeared after the release of the Ghoul Within update.

  • Fixed situations where Rad Specialist caused other perks to unequip.
  • The Catalyst questline no longer enters a state where it becomes incompletable.
  • Players no longer get stuck as a human when completing “New Pair of Genes” Ghoul questline.
  • Addressed an issue with Daily Ops which caused them to not rotate as expected.
Fallout 76 - GhostlyRich_Bethesda
Don’t be afraid. Step into the radiation and emerge as a Ghoul!

Today’s Ghoul Within update gives all Wastelanders an opportunity to turn themselves into a Ghoul. Unlocking a whole new way to experience Appalachia. With new gameplay mechanics, and Ghoul-exclusive Perk cards.

We hope you’re all ready to unleash your inner ghoul!

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Update Highlights

  • Ghoulification– Take a “Leap of Faith” in a new section of the Savage Divide and emerge a full-fledged Ghoul!
  • Ghoul Exclusive Perk Cards – Find Ghoultastic build opportunities with 30 new Perk cards (28 regular and 2 legendary).
  • Season 20: Glow of the Ghoul – Mutation. Radiation. GLOW. It’s time to ghoulify Appalachia!

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Update Version 1.7.18.22 & Sizes

  • PC (Steam)**: 18.9 GB

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Ghoulification

To begin your path to the Ghoul life, you’ll have to pick up the questline “Leap of Faith.” which will take you into a new section of the Savage Divide. There, you will meet characters who will aid in your transformation.

Completing this questline will complete your transformation, unlocking new Ghoul-exclusive abilities Glow and Feral, as well as giving you access to 30 new Ghoul-exclusive Perks.

Ghoulities (Abilities)

Feral

Becoming a Ghoul sheds the need to sate your hunger and thirst. Instead, you battle against a gnawing desire to slip back into your base nature, abandoning all sanity you might have had.

The new Feral meter drains over time and can only be filled back up by consuming Chems. You may not want to keep that meter 100% filled though. Your Feral status provides different bonuses and penalties depending on how full the meter is.

  • Above 80%: you gain +3 Strength, +3 Endurance, +30 Max HP
  • Above 60%: you gain +15 Max HP
  • Above 40%: you lose -1 Endurance and -5 Max HP
  • Above 20%: you lose -3 Endurance, -15 Max HP, -10 Max AP
  • At 0%: you gain +150% Melee Damage, and lose -5 Endurance, -99 Charisma, -30 Max HP, -20 Max AP, -300% Hip-fire Gun Accuracy & V.A.T.S. Accuracy.

Glow

As you might expect when living life as a Ghoul, radiation doesn’t have the same effect on you as it does on the smooth-skinned. You’re immune to diseases and cannot be mutated by nearby radiation. As a Ghoul, radiation makes you Glow!

This new Glow system increases your maximum health (and heals damage you’ve taken) based on the amount of radiation that you’ve accumulated. Your Glow can be tracked by the green-striped pattern on your HP bar.

Consuming tainted foods, drinks and exploring irradiated environments all contribute to your Glow. If you hear that Pip-Boy ticking, the radiation is hitting. While you’re in Power Armor, your radiation intake can be seen on the “Rads” dial next to your health.

Outside of the max health increase Glow provides, it also contributes to Perks like the Science Monster and Jaguar Speed Perks mentioned below!


Gherks (Perks)

One of the immediate benefits of living life as a Ghoul is that you’ll have access to a new suite of Perk cards,which you can use in addition to the normal human cards. There are 28 Perks to choose from and 2 new Legendary perks for Ghouls.

The new Perk cards can be attained through Perk card packs or by selecting your level-up Perk. These cards will open new build opportunities and enhance the way you play.

Do note that Perk cards that revolve around Hunger, Thirst and the Chem Resistant perk will be locked as Ghouls don’t require the benefits that those cards provide.

Let’s look at one Perk from each S.P.E.C.I.A.L. category (all Perk descriptions are at their max value):

  • Strength: Bone Shatterer – Your melee weapon attacks have a 45% chance to cripple a limb.
  • Perception: Eye of The Hunter – Your vision grants you +30% accuracy in V.A.T.S. from a very long distance.
  • Endurance: Glowing Gut - Irradiated food and drink grant 300% more rads.
  • Charisma: Moral Support – When on a team, you become feral 50% slower.
  • Intelligence: Science Monster – While you have Glow, gain 15% bonus damage for 10 seconds upon getting hit.
  • Agility: Jaguar Speed – You now sprint 20% faster when your Glow is high.
  • Luck: Wild West Hands – 36% chance to instantly reload your entire magazine when empty.

A Ghoul’s Day Out

With all these new benefits that help you explore the wasteland, we would forgive you for thinking that life as a Ghoul was easy. No matter how well dressed you are, there are still some factions (like the Brotherhood of Steel) who won’t want to interact with you.

Playing as a Ghoul will make some factions hostile to you which will lock you out of some quest lines. Luckily wearing disguises made by Jaye, a new NPC you’ll meet along the new questline, will allow you to interact with any blocked content that you may find when living life as a Ghoul. Jaye will also allow you remove the disguise if you so wish.


Back to Humanity

If after a short while you realize that being a Ghoul isn’t for you, you can become human again through your Character Screen.

Please note: this is a one-way ticket back. You won’t be able to complete the quest-line to become a Ghoul again.

If you want a character that has already completed the “Leap of Faith” questline to become a Ghoul again, you can purchase a Ghoul Retransformation which will be available on the character screen for 1000 Atoms.

Season 20 – Glow of the Ghoul



Bask in the “Glow of the Ghoul” and earn new Ghoulish rewards throughout your journey.

For a complete look at what awaits you this season, check out our Season 20 article here!

The Big Bloom – Starting April 29

Spring is on the way which means the new themed event begins on April 29!
We hope you look forward to helping Black-eyed Susan save her favorite meadow from the Overgrown.

Level 50 Character Boost

For new and veteran Wastelanders alike, the new Level 50 Character Boost is a great way to get a new character ready to participate in Daily Ops, Public Events, and explore Appalachia!

Check out our article for more information.

----

Release Notes

Accessibility

  • Fixed an issue where the Text to Speech window could persist through various menus.
  • Fixed an issue where a chosen Screen Narration Voice Type could reset after relaunching the game.
  • Fixed an issue where menus would not scroll properly while using Text to Speech or Speech to Text options.

Ammo

  • Plasma and Ultracite Cores now display their charge value.
  • Fully charged Fusion, Plasma and Ultracite Cores can now be placed in the Ammo Box.
  • Fusion Cores count as in use while in Power Armor when storing unused ammo in the Ammo Box.
  • Fusion Cores assigned to Power Armor cannot be stored in the Ammo Box.

Armor

  • Fixed an issue where the V63 Jetpack Paint could not be applied to the Vulcan Jetpack.
  • Enclave Technician Headwear now provides correct "Damage & Disease resistance against airborne hazards".
  • Hazmat and Chinese Stealth Suit now count as wearing a full matching set of armor.
  • Hazmat Suit is now in the Armor category in the Pip-Boy.

C.A.M.P.

  • Expanded the area of passive power for the Winter Retreat workshop structure.
  • Fixed an issue where workshop items would not place correctly while using Free Cam in the Summer Camp Shelter.
  • Stored C.A.M.P. Pet furniture now properly refers to them as a Dweller.
  • The last Turbo-fert grenade in a stack will function as expected.
  • Fixed an issue where two doors could be attached to the same doorframe.
  • Fixed an issue with the Flower Cart Vending Machine not having proper transparency on the flowers.

Combat

  • Reduced the health and damage output of Super Mutants.
  • Fixed an issue with the Cavalier's mod where the player took increased damage while blocking.
  • Manhunt: corrected grammatical mistakes in Mad Dog Malone's lines.

Combat Balancing

Most pistols have been modified to incorporate the damage that they would deal via Perks into their base damage since those perks no-longer offer a pistol-specific increase to damage. In addition to this, a few pistols have received a further increase to their base damage.

The following weapons can be converted to Rifles via mods and thus will have their base damage further increased in the future:

  • Pipe Gun
  • Pipe Revolver
  • Pipe Bolt-Action
  • Laser Gun
  • Ultracite Laser Gun
  • Plasma Gun
  • Enclave Plasma Gun

Weapon Damage Changes

The base damage values listed here represent the weapon at its max level (45 or 50). Lower levels have been adjusted proportionally.

  • 10mm: 29 -> 45
  • 44 [Revolver]: 72 -> 132
  • Alien Blaster: 37 -> 59
  • Black Powder Pistol: 216 -> 347
  • Crusader Pistol: 35 -> 56
  • Circuit Breaker: 40 -> 64
  • Salvaged Assaultron Head: 62 -> 95
  • Western Revolver: 84 -> 157
  • Gamma Gun: 60 -> 85
  • Gauss Pistol: 115 -> 195
  • Single Action Revolver: 82 -> 184
  • Pipe Revolver: 70 -> 85

Weapon AP Cost Changes

  • Pipe Gun: 21 -> 13 / Note: This weapon no longer has reduced AP cost from automatic receivers.
  • 10mm: 20 -> 15 / Note: This weapon no longer has reduced AP cost from automatic receivers.
  • Circuit Breaker: 20 -> 16
  • 44 [Revolver]: 35 -> 20
  • Alien Blaster: 20 -> 17
  • Crusader Pistol: 20 -> 16
  • Combat Shotgun: 35 -> 18
  • Western Revolver: 35 -> 22
  • Double-Barrel Shotgun: 30 -> 26
  • Cold Shoulder: 30 -> 28
  • Gauss Pistol: 35 -> 18
  • Plasma Gun: 25 -> 16
  • Enclave Plasma Gun: 25 -> 18
  • Gamma Gun: 30 -> 18
  • Pipe Revolver: 25 -> 16
  • Gunther’s Big Iron: 35 -> 30
  • Gauss Shotgun: 35 -> 24
  • Laser Gun: 25 -> 16
  • Pump-Action Shotgun: 35 -> 20
  • Single-Action Revolver: 35 -> 24
  • Ultracite Laser Gun: 25 -> 14

Weapon VATS Critical Damage Multiplier Changes

These are the base VATS critical damage multipliers for each weapon. Mods, perks, and other buffs can further increase these values.

  • 10mm: 2.0 -> 2.5 / Note: Only while semi-automatic.
  • Circuit Breaker: 2.0 -> 2.75
  • 44 [Revolver]: 2.0 -> 2.75
  • Alien Blaster: 2.0 -> 2.25
  • Black Powder Pistol: 2.0 -> 2.75
  • Crusader Pistol: 2.0 -> 2.5
  • Single-Action Revolver: 2.0 -> 2.75
  • Salvaged Assaultron Head: 2.0 -> 3.0
  • Western Revolver: 2.0 -> 2.75
  • Gamma Gun: 2.0 -> 2.75
  • Gauss Pistol: 2.0 -> 2.75
  • Pipe Bolt-Action: 2.0 -> 2.75
  • Pipe Gun: 2.0 -> 2.5 / Note: Only while semi-automatic.
  • Pipe Revolver: 2.0 -> 2.75

Weapon Sneak Damage Multiplier Changes

These are the base VATS critical damage multipliers for each weapon. Mods and perks can further increase these values.

  • 10mm: 2.0 -> 2.5
  • Alien Blaster: 2.0 -> 2.25
  • Crusader Pistol: 2.0 -> 2.5
  • Pipe Bolt-Action: 2.0 -> 2.75
  • Pipe Gun: 2.0 -> 2.5

Events

  • Dangerous Pastimes: Increased the countdown timer of the first stage to allow for more time before interacting with the intercom.

Legendary Mods

  • Fixed a bug causing Legendary Mod Boxes to drop on death.
  • Fixed an issue which caused the “Pounder’s” mod to do more damage than intended.
  • “Battle-Loader’s” no longer activates when bashing players or teammates.
  • Fixed an issue with the “Defender's” mod where players took increased damage while blocking.
  • “Conductor's” now correctly grants 5% health & AP on successful critical hits.

Legendary Mod Boxes can now be scrapped for Legendary Modules.
  • - 1-Star: 3 Module
  • - 2-Star: 6 Module
  • - 3-Star: 12 Module
  • - 4-Star: 24 Module
  • - You now have a chance to learn the plans by scrapping the mod boxes at the same rate as scrapping an item with the mod attached.


Arms Keeper's

- No longer applies to grenades

Cavalier's

- (Weapon) Fixed a bug causing this mod to increase damage taken instead of reducing it.
- (Armor) Now grants -5% Damage Taken while sprinting.

Sentinel's

- Now grants -5% Damage Taken while standing still.

Furious

- This effect is now considered Onslaught (+5% damage per stack, +9 max stacks) and stacks with the new Gunslinger and Guerrilla Perks.

- Onslaught description: Each consecutive hit grants a stack of Onslaught. Stacks expire once per second. Players have an initial limit of 0 and can increase this through Perks and Items. The effects granted per stack can also be modified by Perks and Items.

Pounder’s

- Reworded for Onslaught and fixed an issue with the stack limit.
- +10% Damage per Onslaught stack, +10 max stacks.

Safecracker’s

- New Effect: +1 Lockpick and +1 Hacking skill.


Magazines

  • Updated Guns and Bullets 3 description to state that it gives a 100% increase to Ballistic Crit damage.

Power Armor

  • Now grants +10 STR regardless of your current STR.
  • Inspecting and previewing Power Armor now correctly shows the parts attached to it. In addition, the inspect menu now displays the contents of the chassis.

Perks

  • Adjusted some Perk names for better alphabetical sorting.
  • Onslaught now has a HUD indicator.
  • A help entry has been added for Onslaught.
  • Added a help entry for Small Guns.
  • Updated the help entry for V.A.T.S. to include information about Limb Targeting and Weakness/Resistance being tied to the PER stat.
  • Added an option to disable the unopened Perk Card Pack prompt.
  • Starting loadouts have been adjusted to accommodate Perk Card changes.
  • Fixed an issue where upgraded Perk Cards only showed Rank 1 values when unequipped.

Perk Balancing

Arms Keeper
- Ranks reduced from 3 to 2
- Rank 1 increased to 50%.
- Rank 2 increased to 75%
- Now applies to all weapons, except grenades

Awareness
- New Effect: Gain more V.A.T.S. accuracy based on PER
- The effect of seeing weaknesses in V.A.T.S. is now tied to having at least 10 PER

Barbarian
- Ranks reduced from 3 to 1
- New Effect: Gain Damage Resistance based on your STR. Doubled when not wearing armor.

Bodyguards
- Ranks reduced from 4 to 1
- New Effect: Gain Damage & Energy Resistance based on your CHA per teammate.

Demolition Expert
- Ranks reduced from 5 to 3.
- Rank 2 increased from 20% to 40% Explosive Damage.
- Rank 3 increased from 30% to 60% Explosive Damage.
- Fixed an issue where Demolition Expert was increasing Turret damage instead of Home Defense.
- Demolition Expert is no longer required to craft explosives.

Cap Collector
- Reduced chance of extra caps from 100% to a chance based on your LCK that ranges from 20% to 85%.

Can Do!
- Ranks reduced from 3 to 1
- New Effect: Find more packaged food based on LCK
- Added an additional chance to occur based on your LCK that ranges from 20% to 85%.
- Can now apply to NPC loot.

Concentrated Fire
- No longer grants limb targeting. This is now acquired by having at least 5 PER
- Fixed the damage bonus not increasing per shot
- The per shot effects are now limited to 20 stacks

Crackshot
- Now works with all small guns.

Field Surgeon
- Moved to INT

Farma Pharma
- Added an additional chance to occur based on your LCK that ranges from 20% to 85%.
- Can now apply to NPC loot.

Gun Fu
- Fixed an issue where Gun Fu was doing much more damage than intended
- Increased the damage buff from 10%, 30%, 60% to 30%, 60%, 90%

Good With Salt
- Ranks reduced from 3 to 2
- Rank 1 now reduces spoilage by 45%
- Rank 2 now reduces spoilage by 90%

Guerrilla
- New Effect: Each rank adds ranged damage to close enemies

Guerrilla Expert
- Ranks reduced from 3 to 1
- Rank 1 now costs 2 Perk Points
- New Effect: Gain +1% reload speed per Onslaught stack with ranged weapons, +3 max stacks

Guerrilla Master
- Ranks reduced from 3 t o1
- Rank 1 now costs 3 Perk Points
- New Effect: Gain +5% damage to close enemies per Onslaught stack with ranged weapons, +5 max stacks.

Gunslinger
- New Effect: Each rank adds ranged damage to weak spots (6/9/12 damage per rank)

Gunslinger Expert
- Ranks reduced from 3 to 1
- Rank 1 now costs 2 Perk Points
- New Effect: Changed effect to +1% ranged weak spot damage per **Onslaught** stack, +3 max stacks.

Gunslinger Master
- Ranks reduced from 3 to 1
- Rank 1 now costs 3 Perk Points
- New Effect: Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.

Gun Runner
- Now works with any ranged weapon.

Home Defense
- Now correctly increases Turret damage.
- Damage bonus is +50/75/100%.

Inspirational
- Ranks reduced from 3 to 1.
- Increased XP gain per CHA.
- New Effect: You and team members gain more XP. This effect scales with CHA.

Ironclad
- Ranks reduced from 5 to 3.
- New Effect: Armor provides 5% more protection per rank. Double if wearing a matching set.

Lead Belly
- Ranks reduced from 3 to 1
- New Effect: Less Rads from food & drink based on END

Modern Renegade
- Now works with all small guns.
- Chance to cripple has been replaced with increased limb damage.

Mr. Sandman
- Removed the “at night” requirement

Pack Rat
- Ranks reduced from 3 to 2
- Rank 1 increased to 50%.
- Rank 2 increased to 75%

Packin’ Light
- Ranks reduced from 3 to 1
- New Effect: Your Action Points regenerate faster when not encumbered.

Pharma Farma
- Ranks reduced from 3 to 1
- New Effect: Find more healing chems based on LCK

Portable Power
- Ranks reduced from 3 to 2
- Moved from INT to STR
- Rank 1 increased to 50%.
- Rank 2 increased to 75%

Rad Resistant
- Ranks reduced from 4 to 1
- Rank 1 now costs 2 points
- New Effect: Gain Radiation Resistance based on your END.

Rejuvenated
- Increased bonus at Rank 1
- Rank 2 now has an additional bonus while not heavily irradiated

Scrounger
- Ranks reduced from 3 to 1
- No longer increases the quantity of explosives found.
- New Effect: Find more ammo based on LCK
- Dev Note: All 3 “searching” Perks have a chance based on LCK to grant a bonus item in certain contexts, such as a medical box or ammo box. In addition, these Perks increase the quantity found from all regular loot sources based on LCK.

Spiritual Healer
- Ranks reduced from 3 to 1.
- New Effect: You and teammates regenerate health. This effect scales with CHA.

Strong Back
- Ranks reduced from 4 to 1
- Rank 1 now costs 2 Perk Points
- New Effect: Gain more carry weight based on your STR

Tank Killer
- Now works with all small guns.

Tenderizer
- Ranks reduced from 3 to 1
- Rank 1 now costs 2 points
- New Effect: Each attack makes your target take 0.1% increased damage
- Dev Note: Each player using Tenderizer contributes to a stacking effect that does not expire and caps out at 100% increased damage. This does not work in PvP.

Traveling Pharmacy
- Ranks reduced from 3 to 2
- Rank 1 increased to 45%
- Rank 2 increased to 90%

Wrecking Ball
- Ranks reduced from 3 to 1
- Moved from INT to STR
- **New Effect**: You deal +100% damage to objects and can damage your own C.A.M.P. objects

Quests

  • A Bump in the Road: Fixed a bug causing Joanna to re-appear when relogging.
  • A Bump in the Road: "Retrieve Cargo from the brahmin" objective no longer reappears after relogging.
  • A Bump in the Road: Fixed an issue causing players to get duplicate "Blue Ridge Cargo" items when relogging.
  • A Bump in the Road: Fixed an issue where the quest would not activate if a player reached level 20 while in the area.
  • Oldest Trick in the Book: Fixed an issue that could cause some Cultists to not be hostile when they should be.
  • Oldest Trick in the Book: Fixed an issue that could cause the player to become softlocked while interacting with Hugo.
  • Cop a Squatter: The "Speak with Chief" objective should now complete properly, and the Chief Robot will no longer skip the explanation dialogue.
  • Powerhouse of the Cell: Moved the objective marker for "Enter the Organics Sector" to be aligned with the door.
  • Duty Calls: Fixed an issue where the quest would not progress if players log out with a brain in their inventory and resume the quest later on.
  • Most Sensational Game: Speculative fixes for NPC pathing issues that could prevent progress.
  • A Satisfied Conscience: Fixed an issue where Paladin Rahmani would not be present at the start of the quest.
  • Addressed several dialogue mismatches in Milepost Zero.
  • Fixed an issue where players could enter the Ranger Station Bunker prematurely during the Skyline Valley questline.
  • Ramirez, Hewson, and generic Brotherhood Initiates in Fort Atlas should no longer talk about Knight Shin if Rahmani was chosen as the leader of the Brotherhood of Steel.
  • The potential weapons earnable from completing the Elusive Crane quest can now be scrapped.

UI

  • Fixed issues where Player Titles could overlap a player's level when seen on the map.
  • Rad-X now properly states it will suppress active mutations.
  • Fixed an issue with Battle Ready Dweller loadouts having an extra unused point of Endurance.
  • Fixed an issue with the pip boy not displaying correct information for Guns and Bullets 3 magazine effect.
  • Legendary Scrip is now able to be found in the Collections tab of the Pip-Boy.
  • Fixed an issue with the Scorchbeast Photomode Frame not displaying correctly when used.

Weapons

  • V63 Laser Carbine is now craftable for all players regardless of the acquisition method.
  • The V63 Laser Carbine weapon plan and mod plans along with its mod plans, can no longer be dropped, traded, or sold.
  • Fixed an issue where the V63 Laser Carbine could appear multiple times in the crafting menu.
  • Fixed an issue where melee weapons appeared incorrectly when using a Scout's Banner.
  • Fixed an issue where the Reaper Gatling Laser paint did not apply correctly.
  • Fixed incorrect display of Ultracite Laser Gun and Ultracite Gatling Laser when viewed in inventory/workshop views.
  • Fixed an issue where the Cryptid Jawbone Knife, V63-HELGA, and V63-OLGA could not be changed back to their unique skin if another paint was applied.
  • Fixed an issue where players who unlocked The Cremator through gold bullion were not able to apply the Enclave Sigma Squad paint.
  • Fixed an issue where Fire damage type appeared above the Primary damage type on certain weapons.
  • Fixed an issue where the Dual Bar mod was not properly being granted when scrapping The Cauterizer.

Miscellaneous Fixes

  • Fixed an issue preventing SCORE Boosts from working correctly in Private Worlds.
  • Fixed issue with Silver Collectron not collecting the items specified in its terminal.
  • Fixed an issue where Overgrown Moonflower assassins could be pacified with the Wasteland Whisperer perk.
  • Fixed an issue in the Gleaming Depths where the mole miners wouldn't attack the drill if left alone.
  • All goo piles and cultists can now be looted directly inside the Old Crimora Mines.
  • Players can now trade/drop the Thrasher Plushie Backpack plans.
  • Increased the range at which other players can hear each other while using Area Chat.
  • Added Group Generation to the condition of the rewards for mutated Public Events.
  • Mutated Party Packs should now properly grant Recipes & Outfits once players have learned everything.
  • Pleasant Valley Claim Tokens no longer have any weight.

Known Issues

Bulk Scrapping Legendary Mods

When attempting to scrap a stack of Legendary mods the check to see if the mod was “learned” will only trigger once. The team is currently investigating a fix and we’ll let you know as soon as we have more information to share.

For now, please scrap your Legendary mods one at a time and not in bulk.

Inconsistent Legendary Perk Behavior

After transforming into a Ghoul, players may notice inconsistent behavior with the "What Rads", "Action Diet", and "Feral Rage" perks. Namely the Human Legendary Perk "What Rads" won't appear as locked away for the transformed character and the Ghoul Exclusive Perks "Action Diet" and "Feral Rage" may still appear locked and enequippable.

Logging out or relaunching the game should address the inconsistent behavior of the Perk cards.
Fallout 76 - GhostlyRich_Bethesda
On Tuesday, March 18 at 10am ET/9am CT, Fallout 76 is being brought offline on all platforms to apply the Ghoul Within update.

For server status updates, keep an eye on our Bethesda.net Status Portal.
Fallout 76 - VioletLightBethesda


Let’s ghoulify Appalachia.

Season 20: Glow of the Ghoul starts March 18, timed perfectly to arrive with Ghoul Within, Fallout’s next major update, which is bringing all the Vault-dweller ghouls to the Wasteland.

Glow of the Ghoul is all about the Ghouls. This theme is for the mutated, the irradiated, the glowing and the feral of the wasteland. Even if you’re not going the way of the ghoul, be sure to decorate your C.A.M.P. in the most radiation-ridden and dilapidated way to make all your ghoulfriends feel at home. Toxic waste looks good in any C.A.M.P.

We've got the trailer for the upcoming season below:




What’s coming up in Glow of the Ghoul? Here’s the season calendar:


Ghoulish Rewards

On March 18, when both Season 20 and Ghoul Within are live, you will be able to turn into a ghoul. But wait, there’s more than just looking irradiated to being a ghoul. You’ll also want to remodel your C.A.M.P. and give it the gooey radiation-y vibe that every wasteland palace deserves.

By the way, if you don’t have a current Fallout 1st Membership, you can always get a Seasons Pass for access to Fallout 1st rewards.

Getting ready to transform into a ghoul? Check out our Official Guide to Being a Ghoul, featuring a welcome video by T0nik.


Remember, Glow of the Ghoul begins March 18 alongside the next major update, Ghoul Within.
...

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