Fallout 76 - GhostlyRich_Bethesda

Today’s update is a huge one for the builders!

A reworked Workshop UI makes finding the items you want to build faster. While relaxed build rules in Adventure mode gives everyone more freedom to create the C.A.M.P of their dreams.

We’re also nearing the end of combat rebalancing project that kicked off last year with a significant increase to melee weapon damage, boosts to damage-over-time effects, improving the feel of manual aiming, and some changes to VATs that make the experiences more reliable.

There’s a lot to dig into so go ahead and get started!

Update Highlights
  • Relaxed Build Rules – Unleash your creativity! With relaxed building rules allowing you to build new styles of C.A.M.P.S.

  • Reworked Workshop UI – The Workshop UI has been revamped to make it easier for you to get to the C.A.M.P. items you’re looking for.

  • Item Locking – Never accidentally scrap your gear again with this highly requested feature.

  • Combat – Improvements to manual aiming and V.A.T.S. plus a bunch of damage and range increases.

  • Season 22: Appalachian Modern Living – A modern dweller needs a modern home.

Update Version 1.7.21.25 Sizes
  • PC (Steam): 9.9 GB

Relaxed Build Rules

For those of you who like to build C.A.M.P.S. in Fallout Worlds, you already know the benefits that relaxed build rules provides. Let’s go over some of the more common situations where you’ll experience these relaxed build rules and talk about how they’ll change what you’ll be able to do!

Snapping Items

Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap. Over-snapping your walls to get wallpaper on both sides is also possible now. Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.

Placement Mode Toggles

Three placement modes are available to help you place items in your C.A.M.P.:

  • Snap Mode (Normal) – Place items the way you’re used to.

  • Collision Mode – Items will not auto-snap but will consider collisions.

  • Free Mode – No snapping and no collisions.

Placement Restrictions

While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.

Foundations

Items that used to require a foundation to be placed no longer have that requirement. Also, when removing an item, you no longer have to worry about part of your structure being inaccessible.

Power Cables

Can now be built even if the cable intersects with another object!

Blueprints

No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it.

Workshop 2.0

Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.

New Main and Subcategories

One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.

The categories are:

  • Quests

    • Objectives (This category only appears when a quest is active and will disappear after the quest is completed.

  • Recent

    • Quickly find your last used items.

  • History

    • New

    • Recent

    • Blueprinted

    • Stored

  • C.A.M.P. Pieces

    • Foundations

    • Porches

    • Floors

    • Walls

    • Roofs

    • Stairs

    • Doors

    • Columns

    • Fences

    • Shelters

  • Defense

    • Barricades

    • Turrets

    • Traps

  • Power

    • Generators

    • Power Connectors

  • Lights

    • Candles

    • Ceiling Lights

    • Fire

    • Lamps

    • Signs

    • Wall Lights

  • Resources

    • Crafting

    • Collectors

    • Food

    • Producers

    • Water

  • Utility

    • Instruments

    • Player Benefits

    • Services

    • Vending Machines

  • Furniture

    • Appliances

    • Beds

    • Electronics

    • Seating

    • Shelves

    • Surfaces

  • Decorations

    • Balloons

    • Clutter

    • Crockery

    • Entertainment

    • Fauna

    • Holiday

    • Lawn and Garden

    • Novelties

    • Outdoor

    • Rugs

    • Signs

    • Statues

    • Taxidermy

    • Toys

    • Vehicles

  • Wall Décor

    • Accents

    • Ceiling

    • Holiday

    • Mounted

    • Novelties

    • Signs

    • Tapestry

    • Wall Art

    • Wall Letters

    • Window

  • Storage

    • Additional Storage

    • Displays

    • Stash Boxes

  • Structure

    • Farm

    • Frontier

    • Industrial

    • Military

    • Modern

    • Rustic

    • Scavenger

  • Dwellers (formerly Allies)

    • Allies

    • Pets

    • Pet Furniture

Modify Menu

The Modify Menu is your main tool for customizing your C.A.M.P. This feature has received a major facelift. Now giving you more direct access to crucial editing features.

  • Edit Mode:

    • Pick up and move items

    • Scrap or store things you've already built

  • Wallpapers:

    • Add wallpaper to give your C.A.M.P. a fresh style

    • Remove wallpaper if you want to go back to basics

  • Locks:

    • Doors

    • Generators

    • Resource collectors

    • This helps prevent other players from taking your things.

  • Blueprints:

    • Save your creations

    • Place them again later, even if you move your C.A.M.P.

  • Replace:

    • Swap out placed items without needing to scrap and rebuild!

Miscellaneous Notes

We wanted to list out some neat features that we think builders will appreciate that don’t necessarily require a whole section to themselves.

  • Build/Modify Mode: On keyboards you can change modes by pressing Q. On a controller you can click the Left Stick.

  • New Navigation Option: Use Shift + WSAD to move around menus faster. On controller the left and right bumpers allow you to quickly navigate the categories.

  • You can filter by Buildable, Unlockable, and Known items.

  • Social Menu is blocked while in Workshop menus giving you more space to work with.

    • Quest Markers and Team List are also hidden while building.

  • The menu will remember which mode you were in when you re-enter it.

  • In the Options Menu, you can minimize or maximize the Variants panel as well as expand the info card.

Caravans

We're restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.

Caravans will now reward all players with the same number of Supplies, regardless of who started the event.

Item Locking

Say NO to accidental scrapping because you can now protect your favorite items by locking them!

Lock your weapons, lock your armor, lock your Power Armor. Heck, you can even lock your meds too!

This new feature will prevent locked items from being sold, scrapped, traded, and even dropped. Item Locking has been a long-requested quality-of-life request from many in the community. We’re really excited about bringing this feature to you.

Add or remove a lock anywhere you can interact with items including:

  • Pip-Boy

  • Stash

    • Including looking at your stash through the My C.A.M.P. device.

  • Workbench

  • Ammo Box

  • Player to player trading

  • NPC vendors

  • Vending machines

  • Allies

  • Display cases

  • Corpses and loot bags

A Few Notes: Locking an item will not prevent loss of junk on death or prevent items from being used as a material for crafting (cooking etc.). Also, by default, locking consumables will prevent their use. You may adjust this in your settings.

Accessibility

We’ve made strong strides towards making sure Fallout 76 is more accessible to more players. If you would like a look at all the accessibility features offered at the time of this update you can find that listed out here. \[Link to Article]

Mischief Night Returns

Mischief Night returns on October 7! Prepare to head over to Rapidan Camp in Skyline Valley to enjoy this refreshed take on a fun and chaotic event.

Ping and Emote Swap

Thanks to community feedback we've decided to flip the Press (currently set to Ping in the live game) and Press and Hold (currently set to bring up the Emote wheel in the live game) command for Ping and Emote. With this update, when playing with a controller, Ping can be activated by Pressing and Holding the Down D-Pad button. Emote is now set to Press on the Down D-Pad button.

Season 22: Appalachian Modern Living


Combat Balancing

In the Gone Fission release notes, we shared an update on how we felt the combat rebalancing project we kicked off during Skyline Valley was going. We mentioned that we’ve seen a significant improvement in the variety of ranged weapons being used, fewer difficulty spikes in the early to mid-game experience, and increased build diversity amongst the player base.

Today’s update continues this process with a focus on:

  • Improving the manual aiming experience.

  • Improvements to the V.A.T.S. formula.

  • Providing significant buffs to melee and ranged weapon damage.

  • Boosts to damage-over-time effects.

  • Increases to weapon ranges.

There’s a lot to dig into. If you’re interested, head over to our Fallout 76: C.A.M.P. Revamp Combat Release Notes article for all the nitty and gritty details.

We’re going to keep things high-level here.

Manual Aim Improvements

We’ve made changes to all ranged weapons to improve players’ ability to hit targets outside of VATS.

These changes vary by weapon and include:

  • Smaller cone of fire.

  • Reduced recoil.

  • Additional shots can be fired before reaching peak recoil.

  • Cone of fire now increases less as a result of moving.

  • Reduced cone of fire while crouching/sneaking.

  • Reduced cone of fire while aiming down sights.

  • Spin-up weapons such as the Minigun and Gatling Laser now have reduced recoil after firing for a short period of time.

  • Reduced camera movement for many weapons’ actions in First Person view.

    • This includes firing, reloading, and post-fire actions such as bolt-action animations.

  • Medium and long scopes have additional zoom levels. Press the VATS button to toggler between 2 or 3 zoom levels, depending on the scope.

V.A.T.S.

The formula for calculating hit chances in VATS has been rewritten to be more consistent and intuitive. Overall, hit chances with most weapons will be higher. Distant, smaller, and more difficult enemies will sometimes be harder to hit.

Here’s a basic overview of how it works:

  • The formula begins with an assumption of max hit chance (95%).

  • Various factors reduce your hit chance, such as distance to the target, visibility of the target, difficulty of hitting each of the target’s body parts, your weapon’s range, cone of fire, recoil, fire rate, etc.

    • Perks, weapon mods, etc. can improve each of these factors or directly increase your hit chance.

    • Perception reduces some of the penalties of a large cone of fire and long distance to the target relative to your weapon’s maximum range.

  • Beyond about half of a weapon’s range, hit chance steadily decreases to 0%.

  • Below about half of a weapon’s range, penalties to hit chance are reduced. As you close in on point blank range, hit chance will increase until you have a very high chance of hitting the target.

Weapon Mods

The vast majority of melee and ranged weapon mods have been updated to have more consistent and intuitive effects, and to offer additional choices for a variety of play styles.

There are far too many changes to list (well over 1,000 mods updated), so instead here’s some highlights for common mods.

Stub Barrels

Stub barrels now make a weapon easier to use while moving at short range.

Medium & Long Barrels

While the longer range for Medium and Long barrels makes it easier to hit targets both in manual aim and VATS and preserve more of your damage when firing at distant targets, they’re now a bit more difficult to use on the go.

Weapon Scopes & Sights

  • Glow sights now increase VATS accuracy and reduce a weapon’s AP cost by 20%.

  • Front sight rings now make a weapon more precise while aiming and reduce the weapon’s maximum cone of fire.

Muzzle Mods

  • Compensators now reduce a weapon’s initial recoil and greatly increase the amount of shots that can be fired before reaching maximum recoil.

  • Muzzle Brakes reduce a weapon’s minimum and maximum recoil and reduce the amount of lateral movement from recoil.

  • Along with reducing the volume of each shot and slightly reducing recoil, Suppressors now grant a 50% bonus to sneak attack damage.

Bleed, Fire, and Poison Mods

Changes have been made to Fire and Poison mods to offer better damage over time. We’ve also made changes to some of these mods to convert more of their original damage to Fire or Poison.

Mods that add blades to weapons now more consistently have a Bleed (physical) damage over time effect. The damage from this effect has been greatly increased.

Receiver Mods

Mods which change the ammo type of a weapon have been modified to better reflect the increase or decrease in ammo strength. Stronger ammo will typically have higher AP costs, lower durability, and be harder to control in manual aim. Weaker ammo will typically have lower AP costs and be easier to control and maintain. Now the choice of which ammo to use on a weapon is more about whether you want a more comfortable, lower-maintenance experience with a weaker ammo type – or instead push the weapon further with stronger ammo at the cost of increased difficulty of use and more expensive maintenance.

Similar to ammo type conversion mods which use a stronger ammo type, Hardened receivers now have additional recoil and higher AP costs. Critical receivers now also increase a weapon’s AP cost.

Stocks and Bayonets

Paired with the damage increases on the weapons themselves, switching from a Grip to a Stock or adding a Bayonet (or both!) will greatly improve Bash Damage.

Prime Receivers

Prime Receivers went through a lot of changes during the Public Test Server. We wanted to outline where we landed for these mods.

Prime Receivers provide the following in addition to their increased damage to Scorched enemies:

  • +35% bonus damage

  • 20% longer range

  • +15% AP cost

  • +30% Weight

  • +50 Value

  • Higher recoil and maximum cone of fire.

  • 10% slower rate of fire.

Semi-Automatic to Automatic Weapon Mods

In addition to the earlier Base Damage, Sneak Damage, and VATS Critical Attack damage changes from the Gone Fission update, Automatic mods for Semi-Automatic weapons also have the following changes (relative to the un-modded weapon):

  • 50% higher ammo capacity.

  • 17.5% reduced range.

  • 7.5% increased weight.

  • 7.5% reduced durability.

  • 30% increased value.

  • 10% reduction to reload speed

  • Higher maximum recoil and cone of fire.

Adjustments to Hardened Receivers:

Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)

  • Bonus Damage: +25% -> +35%

  • Recoil: +10% -> +15%

  • AP Cost: +10% -> +15%

  • Weight: +25% -> +30%

  • Durability: -7% -> -12.5%

  • Value: +35% -> +40%

**Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes: **

  • Base Damage: Now +40%

  • Removed 25% additive damage bonus

  • Fire Rate: Now -35%

  • Range: Set to 59 -> Reduce by 35%

  • Durability: -7.5% -> -15%

  • Fire Rate: Now -35% Adjustments to Cone of Fire, Recoil, etc. now are relative to the weapon's base properties rather than set to specific values regardless of weapon.

**Laser Gun and Ultracite Laser Gun Splitter mod changes: **

  • Base Damage: Now +40%

  • Removed +50% additive damage bonus

**Laser Gun and Ultracite Laser Gun Sniper mod changes: **

  • Base Damage: +25% -> +35%

  • Fire Rate: Now -40%

  • AP Cost: +35% -> +55%

**Plasma Gun and Enclave Plasma Gun Sniper mod changes: **

  • Base Damage: Now +35%

  • Removed +100% additive damage bonus

  • AP Cost: +35% -> +55%

This is all we’re going to cover here, but the Fallout 76: C.A.M.P. Revamp Combat Notes article has a LOT more detail. So please check that article out for more information.


Perk Changes

In this update, we are finishing up our re-balancing of weapon Perks which include the heavy, melee, thrown, and bow weapons.

At a high level, then Perk changes touch:

  • Heavy Gunner Perks are being replaced with Perks that focus on spending ammo to gain bonuses along with a highly requested Perk to decrease the spin up time on weapons.

  • Melee Perks are moving away from 1-hand and 2-hand designations and instead these Perks will lean into more general properties of melee weapons, such as bleed and power attacks.

  • Bow Perks will be benefiting thrown melee as well as the bow weapons with new ways to take down groups of enemies.

We are also standardizing Perks and Mods that grant the ability to automatically revive. Perks with these effects now bypass going into the downed state, have a 100% chance to occur, have a cooldown, and require the use of a healing item such as a Stimpak.

In addition, all effects that apply buffs to other players you revive will apply to yourself when self-reviving. The order in which these effects can occur is fixed:

  • Scout Banner

  • EMT Perk

  • Life Saving Mod

  • Power Armor Reboot Perk

Perk Card Changes

  • Slugger

    • Rank 1: +10% melee damage vs crippled.

    • Rank 2: +20% melee damage vs crippled.

    • Rank 3: +30% melee damage vs crippled.

  • Slugger Expert

    • New name: Knee Capper

    • Point Cost: 2

    • Rank 1: Melee weapons deal +50% limb damage. (No Power Tools)

  • Slugger Master

    • New name: Heavy Hitter

    • Point Cost : 3

    • Rank 1: Melee weapons deal +25% power attack damage. (No Power Tools)

  • Gladiator

    • New name: Wound Salter

    • Rank 1: +10% damage against bleeding enemies

    • Rank 2: +20% damage against bleeding enemies

    • Rank 3: +30% damage against bleeding enemies

    • Gladiator Expert

    • New name: Natural Stance

    • Point Cost: 1

    • Rank 1: While equipping a melee weapon, reduce Incoming Stagger by 25%

  • Gladiator Master

    • New name: Blood Luster

    • Point Cost: 1

    • Rank 1: Your bleed effects have 35% more damage and 25% less duration.

  • Iron Fist

    • Rank 1: Your fist weapons deal more damage based on your DR.

  • Heavy Gunner

    • New name: Bullet Storm

    • Rank 1: Gain 1 stack of Bullet Storm for every 30 ammo spent up to 10 stacks. Each stack increases damage by 3%. Resets when you reload or change weapons.

    • Rank 2: 6% damage per stack of Bullet Storm.

    • Rank 3: 9% damage per stack of Bullet Storm.

    • Note on Bullet Storm: Bullet Storm grants the ability to gain a stacking buff based on ammo spent. This buff increases the damage you deal, and other Perks can add additional effects. You can have up to 10 stacks of Bullet Storm and they last until you change weapons or reload.

  • Heavy Gunner Expert

    • New name: Tightly Wound

    • Point Cost: 2

    • Rank 1: Weapons spin up 60% faster.

  • Heavy Gunner Master

    • New name: Bringing the Big Guns

    • Point Cost: 3

    • Rank 1: Your Bullet Storm stack limit is doubled.

  • Lock & Load

    • Point Cost: 2

    • Rank 1: You keep half of your Bullet Storm stacks when you reload. Each stack increases reload speed by 1%.

  • Bear Arms

    • Rank 1: Each stack of Bullet Storm increases your bash damage by 5%

  • Pain Train

    • Improved hit detection and limited hit rate.

    • Counts as a Fist Weapon.

    • Increased base damage and damage per rank.

    • Uses 5 AP per hit.

  • Bow Before Me

    • Rank 1: 20% armor pen and 5% stagger with bows or thrown melee.

    • Rank 2: 40% armor pen and 10% stagger with bows or thrown melee.

  • Archer

    • New name: Hat Trick

    • Rank 1: Arrows and thrown melee weapons bounce towards an additional target dealing 70% damage.

    • Rank 2: Arrows and thrown melee weapons bounce towards two additional targets dealing 70% damage.

    • Rank 3: Arrows and thrown melee weapons bounce towards three additional targets dealing 70% damage.

    • Dev Note: The damage is reduced 30% each bounce. Bounce range is based on the weapons range.

  • Archer Expert

    • New name: Deal Sealer

    • Point Cost: 2

    • Rank 1: Deal +10% damage for each impairment your target has.

    • Dev Note: Impairments are Crippled, Bleeding, Burning, Poisoned. This info is shown in the Pipboy Effects tab. We will be adding Freezing from cryo to count towards this in a later patch.

  • Archer Master

    • Point Cost: 3

    • Rank 1: Arrow and thrown melee weapons pierce targets.

  • Tank Killer

    • Rank 1: Your ranged weapons ignore 20% armor.

    • Rank 2: Your ranged weapons ignore 40% armor.

  • Fire in the Hole

    • New name: Strong Arm

    • Rank 1: Thrown weapons fly 50% further.

    • Dev Note: The throwing arc effect has been moved to the settings menu.

  • Homebody

    • Rank 1: Improve benefits of being well rested.

    • Dev Note: Well Rested grants +2 AGI, Kindred Spirit grants +2 PER, Lovers Embrace grants +2 CHA. This is in addition to what the Perk currently grants.

  • Stabilized

    • Point Cost: 2

    • Rank 1: Big guns gain 30% accuracy. Double in Power Armor.

  • EMT

    • Point Cost: 2

    • Rank 1: Automatically revive a downed teammate once every 3 minutes and grant them increased healing for 1 minute.

    • Dev Note: Both players need to be in the same area or interior and within a reasonable distance.

  • Injector

    • Rank 1: Players you revive have 18 AP regen for 1 min.

  • Revenant

    • Rank 1: Players you revive have +25% damage for 2 min.

  • Healing Hands

    • Rank 1: Players you revive are fully healed.

  • Rad Sponge

    • Point Cost: 2

    • Rank 1: Absorb 20% of RADs taken and restore Hunger and Thirst.

  • Ninja

    • Rank 1: +50% sneak attack damage with melee and bows.

    • Rank 2: +100% sneak attack damage with melee and bows.

    • Dev Note: Extending this Perk to bows and thrown weapons.

  • Psychopath

    • Point Cost: 2

    • Rank 1: Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.

  • Grim Reapers Sprint

    • Point Cost: 2

    • Rank 1: Kills in VATS restore your AP based on your LCK.

  • Bloody Mess

    • Rank 1: Bleeding enemies you kill have a chance to explode based on your LCK.

    • Dev Note: Added damage to the gore explosion that scales with player level. This explosion does not damage you. Chance to proc increases with Luck. Bloody Mess has a small chance to proc without the Perk equipped based on your Luck.

  • Power Armor Reboot

    • Rank 1: Automatically Revive using a Stimpak while in Power Armor. Cooldown 10 min

    • Rank 2: Automatically Revive using a Stimpak while in Power Armor. Cooldown 8 min

    • Rank 3: Automatically Revive using a Stimpak while in Power Armor. Cooldown 6 min

    • Rank 4: Automatically Revive using a Stimpak while in Power Armor. Cooldown 2 min

    • Dev Note: The random chance was removed and a cooldown added.

  • Hack and Slash

    • Rank 1: Melee attacks deal 20% of their damage in a small area.

    • Rank 2: Melee attacks deal 30% of their damage in a small area.

    • Rank 3: Melee attacks deal 40% of their damage in a small area.

    • Rank 4: Melee attacks deal 60% of their damage in a small area.

  • Concentrated Fire

    • Adjusted the Concentrated Fire Perk to increase VATS hit chance for non-automatic weapons by 4/8/12% per shot (automatic is still 1/2/3%).

Legendary Mods

  • Life Saving

    • Chance to auto revive increased from 50% to 100% and added a 5 min cooldown that is reduced by 1 min per additional piece.

  • Lucky

    • Renamed to Lucky Hit

  • Rejuvenator's

    • Now adds HP and AP regeneration to the Hunger and Thirst abilities.

    • Full + Rejuvenated Perk Rank 2 provides 6 HP and AP regeneration

    • Full + Rejuvenated Perk Rank 1 provides 4 HP and AP regeneration

    • Full provides 3 HP and AP regeneration

    • Well provides 2 HP and AP regeneration

    • Normal provides 1 HP and AP regeneration

    • Partial provides 1 HP and AP regeneration

  • Choo-Choo’s

    • This effect has been overhauled to use the Pain Train Perk.

    • Each item equipped with this mod grants +1 rank to Pain Train. This can go beyond the max rank of 3 and works even if you do not have the Perk equipped. It also adds an on-hit bleeding effect to Pain Train that scales with more Choo-Choo mods equipped.


Improvements and Fixes

Armor

  • Fixed an issue where the Power Armor HUD UI did not display while underwater.

  • Fixed an issue where players could no longer craft or modify the Civil Engineer Armor Jetpack.

  • The Gladiator Helmet now uses the correct crafting materials.

  • Fixed several issues with armor names displaying incorrectly when modified.

Books and Magazines

  • Tesla Science 4 now affects Ultracite Gatling Laser Ammo Count.

C.A.M.P.

  • Updated the Fire Hazard C.A.M.P. kit to have the correct health values.

  • Fixed an issue where the "Americana Pennant" and its variants remained after destruction.

  • Fixed an issue where the "Floating Dock" was unable to be built on water from a blueprint.

  • Updated the Drowned Signal Lantern and Drowned Box Lamp icon to faces the correct direction.

  • Fixed an issue where Watoga Robots could become hostile to C.A.M.P. allies or turrets (& vice versa) after completing "Mayor For A Day".

  • Fixed an issue where multiple walls of the Tiki C.A.M.P. Kit had the wall texture showing through the applied wallpaper.

  • The Tiki C.A.M.P. Kit Doorway no longer exhibits issues after having a wallpaper applied to it. The wall and wallpaper can now be moved, stored, scrapped as expected.

  • Fixed an issue where the Tiki C.A.M.P. Porch Kit pieces were unable to be placed without being snapped to an existing piece.

  • Fixed an issue where the Tiki C.A.M.P. Porch Kit Porch Railings appeared off center when attached to certain sides of the Tiki Porch Corners.

  • Fixed an issue with Tiki C.A.M.P. Kit Left Fascia Wall piece flipping horizontally when wallpaper was applied.

  • Fixed an issue where the Tiki C.A.M.P. Porch Kit Tiki Porch Corner ceiling beam clipped through the roof seam.

  • Updated the Tiki C.A.M.P. Kit to use the correct construction and destruction SFX.

  • Fixed Tiki C.A.M.P. Kit workshop menu descriptions.

  • Updated the destruction and repair sound effects of multiple C.A.M.P. items to match their building materials.

  • Fixed multiple C.A.M.P. items with inconsistent names in workshop mode.

  • Counterfeit Bottlecap Press SFX now play again. No more sneakily counterfeiting!

Consumables

  • Steeped Ash Rose Tea duration increased to 1 hour.

Creatures

  • Fixed an issue where Stunted Yao Guai were not immune to Radiation damage.

  • Fixed an issue where Alien Invaders may not fire their weapons under certain conditions.

  • Fixed an issue where the Lost would not attack with batons.

  • Spooky Scorched now keep their pirate hats on when dismembered. Arrr.

Events

  • Fixed an issue where the public event Jail Break was not awarding Improved Bait.

  • Powering up Power plant events will no longer count toward public event challenges.

    • Known Issue: We are aware that Jail Break is not currently counting toward this challenge.

Fishing

  • Inspecting a fish now shows how many of it you have caught.

    • Dev Note: This stat is unfortunately not retroactive and will only count fish from this patch forward.

  • Fixed an issue that could cause the Fishing Rod to become invisible after catching a fish.

  • Fixed an issue where players could enter V.A.T.S. while fishing

  • Fixed an issue that could cause highlighting of the whole fishing rod in the modify menu when changing skins.

Gameplay

  • Floating damage number now have a random offset.

  • Damage over time effects now display floating damage numbers.

  • Reduced the size of the visual radius of the explosions for the Hack and Slash legendary perk effect (This does not affect the damage radius for the perk, only visuals).

  • Blood Worms now increases explosion damage correctly.

  • Fixed an issue where the Covert Operative bonuses would not trigger as expected.

Menu

  • Help entries are now sorted alphabetically in all languages.

  • Help menu entry for Impairments added.

  • Fixed an issue where players could scroll through certain popup menus while in the Inspect/Repair screens.

Miscellaneous

  • Fixed an issue where tattoos on male faces could appear warped.

  • Fixed multiple typos found throughout your Appalachian adventure.

  • Fixed various localization issues.

  • A light source now shows in the free camera mode camera if the player's Pip-Boy light is turned on.

  • Added Descriptions to Bobblehead effects for Small Guns, Melee, Medicine, Lockpicking.

  • Fixed an issue where Repair Bobbleheads were not functioning as intended with certain weapons.

  • Fixed an issue where players were unable to access the paper map or change camera view mode under certain conditions.

  • Updated the description of Popcorn to include its' duration of granted effects.

  • You can now buy Season Rank Ups in Private World.

Outfits

  • Fixed an issue where the Sawtooth Mask could be worn alongside other face apparel.

  • The crafted Veil of Secrets is now under the Headwear section in the Armor Workbench.

  • Fixed an issue where the Fasnacht Sun Mask and its glowing counterpart could appear stretched on moving male players.

  • Fixed issue where the Mummy Costume could clip through other outfits.

  • The Antiquated Veil headwear now uses accurate crafting materials.

  • Fixed an issue where the Mistress of Mystery equipment could not be sold or traded.

Quests

  • The Powerhouse of the Cell: Fixed an issue that could cause "Serum Alpha" to reappear in the player's inventory when relogging during the quest.

  • Fixed an issue where Shadows would reappear upon relog during Powerhouse of the Cell Quest, despite administering the serum.

Vendors

  • Fixed an issue where Steven Scarberry did not have the correct magazines for sale.

Weapons

  • Unarmed tag renamed to Fist.

  • Fist weapons now include either the Blunt or Sharp tags.

  • Automatic Melee has been renamed Power Tool.

  • Clarified the Cursed description.

  • Fixed an issue where the 10mm Pistol Tweaked Automatic Receiver was using an incorrect firing sound.

  • Fixed an issue with the Tomahawk's sound volume being inconsistent with other throwing weapons.

  • Fixed an issue where weapons and armor could be repaired while at 100% condition.

  • Fixed several issues with weapons names displaying incorrectly when modified.

  • Fixed an issue where the Free States skin for Combat Knife was not listed in the Modify appearance menu.

Workbench

  • Weapons Workbench

    • Categories have been renamed for better sorting.

    • Removed bows from the MACHINED GUNS category and grouped with thrown weapons are under a new category named RANGED – SURVIVAL.

    • Melee has two new categories: FIST and POWER TOOLS.

    • Renamed the melee category for EDGED WEAPONS to SHARP WEAPONS.

    • Removed the Ultracite category.

  • Tinkers Workbench

    • Ammo crafting categories are now sorted together.

  • Fixed an issue where an empty column could appear when in the “current mods” screen at a workbench.

Fallout 76 - GhostlyRich_Bethesda

Ready to get your post-apocalyptic Martha Stewart on? Fallout 76’s latest update and Season are coming soon to bring some color and class to your C.A.M.P.!

Season 22 kicks off September 2 and features a host of brand-new items and accessories to make your C.A.M.P. even more homey and inviting. Take a gander at the latest issue of everyone’s favorite wasteland catalogue, Appalachian Modern Living, in this brand-new Season 22 trailer!

Appalachian Modern Living Rewards

Ready to do some decorating? Season 22’s rewards have you covered. Complete the season’s challenges and rack up Season Tickets that can be redeemed for items like these classic pink kitchen appliances!

Want to invite some new furry friends to your C.A.M.P.? Say hi to the new Sable Shepherd and Ragdoll Cat C.A.M.P. Pets! Season 22 also has some new pet accessories to keep your buddies busy.

Hungry for more? Keep your belly full with the SoulSoup Server. There’s no such thing as a bad time for soup.

New Fallout 1st Membership Bonus

We’ve also got a very special new item for Fallout 1st members! Are you sick of lugging all those aid items around? We know you’ve got a mountain of them in your pack and taking up room at your camp.

Maybe it’s time to toss them in the brand-new Doctor Bag Aid Box, a special storage box for your C.A.M.P.!

Join Fallout 1st now!

Get started in Fallout 76 today!

Fallout 76 - GhostlyRich_Bethesda

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

Join Creative Director Jon Rush in the latest 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, this workshop update aims to make building simpler for players of all skill levels!

Rush also revealed a new series of monthly camp-building competitions coming later this year! Stay tuned for more details on how you can participate.

Fallout 76 - JessBethesda

Watch the latest teaser for Season 2 of Fallout on Prime.

Fallout 76 - GhostlyRich_Bethesda

Ready to reel in something sweet? Venture out on Marshal Mallow’s Marvelous Fishing Excursion, an all-new Mini Season starting August 12 in Fallout 76!

A bite-sized version of the game’s Seasons, players can earn rewards during the Mini Season by completing challenges - all they need is their trusty official Marshal Mallow Fisherman's Hat! Available free from the Seasons menu, players can complete challenges while equipped with this snazzy piece of headgear to earn tickets.

Tickets can then be exchanged for wonderous prizes, including Marshal Mallow-themed cosmetics, Legendary Modules, Gold Bullion or even a Weather Control Station (Light Rain) fixture for your C.A.M.P.!

Be sure to put on your free Fisherman’s Hat and earn those rewards before Marshal Mallow’s Marvelous Fishing Excursion ends August 26!

As always, be sure to visit https://Fallout.com for all the latest news, updates and other goings-on in Appalachia.

Fallout 76 - GhostlyRich_Bethesda

Take to the streets with your procession of Proctectrons and ring in Appalachia’s latest seasonal public event with a roaring bonfire: Fasnacht has come to Fallout 76!

Starting July 29, players can find the Master of Ceremonies waiting for them at the top of every hour in Helvetia. This spiffed-up Mr. Handy robot is your ticket to kicking off the Fasnacht celebration, tasking you with recruiting five festive Protectrons for the Fasnacht parade!

You’ll need to complete a task for each Protectron, from collecting wood for the bonfire to putting up decorations, before they’ll join the parade – an event that also needs protecting from any nasty little critters that may interfere (and occasionally, not-so-little creatures like a Super Mutant Behemoth!) The more parading Protectrons you and your crew keep functioning, the more successful the Fasnacht celebration and the better your rewards will be!

Complete Fasnacht events to earn rewards such as unique plans and recipes, as well as wearable Fasnacht Masks – including designs from past Fasnacht events, plus some brand-new ones!

Join the Fasnacht festivities before this event ends August 12. Visit the Fallout 76 Seasons page for our Community Calendar of upcoming in-game events, including Double S.C.O.R.E. from July 31 – August 4 for a boost during Season 21: Gone Fission!

Fallout 76 is included with Xbox Game Pass and is available for purchase on Xbox, PlayStation, PC and Steam. For more information, please visit

https://Fallout.com

.

Fallout 76 - GhostlyRich_Bethesda

Our Atomic Shop Articles are taking on a new form.

With a new monthly format, these articles will show you the latest featured content available in the Atomic Shop today and what will be coming later in the month!

This format replaces the previous Weekly Atomic Shop articles with a refreshed focus on giving you a look at upcoming items and bundles.


Fallout 1st – July

From July 8 – August 5, claim your free Mix-o-Matic in the Atomic Shop. Available for Fallout 1st members only. Learn how to become a Fallout 1st Member here.


Featured Offers – Week of July 22

From July 22 – August 12, the Tiki C.A.M.P. Bundle and the Grandma Junko At Home Bundle are available in the shop! Get it while you can!

Item

Atom Price

Tiki C.A.M.P. Bundle

1800

Grandma Junko At Home Bundle

1800

Lite Ally: Grandma Junko

1500 1050 (30% off!)

Tiki Kit

700

Tiki Porch Kit

500

Tiki Canopy Bed

300

Tiki Couch

250

Tiki Fan

300

Shaken Emote

250

The Tiki C.A.M.P. Bundle includes:

  • Tiki Kit

  • Tiki Porch Kit

  • Wood Stilt Foundation

  • Tiki Canopy Bed

  • Tiki Couch

  • Tiki Fan

  • "Tiki" Player Title Prefix

  • Shaken Emote

The Grandma Junko At Home Bundle includes:

  • Lite Ally: Grandma Junko

  • Wine Rack

  • Hanging Phone

  • Chems Signs

  • Fight For Freedom: Revolution Painting

  • Trophy Set


Featured Offers – Week of July 29

From July 29 – August 19, the Fasnacht Summer Bundle and the Presidential Power Bundle are available in the shop! Get it while you can!

Item

Atom Price

Fasnacht Summer Bundle

1200

Presidential Power Bundle

1800

Beezlebub Plushie

250

Brewery Fermenter

500

Jewelry Stand Flair Display

500

Presidential Paint (.50 Cal Machine Gun)

500

Barn Mailbox

500

Carry Weight Booster x15

500 400 (20% off!)

Scout's Banner x15

500 400 (20% off!)

The Fasnacht Summer Bundle includes:

  • Winter Man Fasnacht Mask Flair

  • Hag Fasnacht Mask Flair

  • Demon Fasnacht Mask Flair

  • Scorchbeast Fasnacht Mask Flair

  • Minotaur Fasnacht Mask Flair

  • Beezlebub Plushie

  • Brewery Fermenter

  • Barn Mailbox

  • "Conductor" Player Title Suffix

The Presidential Power Bundle includes:

  • Presidential Power Armor Paint Suite

  • Presidential Paint (.50 Cal Machine Gun)

  • Fight For Freedom: Storming the Beach Painting

  • Fight For Freedom: Alaska Liberation Painting

  • Oval Office Rug

  • Oval Office Wallpaper

  • Oval Office Long Curtains

  • Eagle Balloon Player Icon

Fallout 76 - GhostlyRich_Bethesda

Today's update to Fallout 76 brings improvements and bug fixes to Appalachia.

Note: At the time of posting, servers are not back online. We'll update this article when servers return.

C.A.M.P.
  • Reduced the wood cost to build the Fire Watch Tower from 25 to 5.

  • Fixed a missing textures issue with the Atomic Ceiling Light.

  • Corrected several typos for buildable and craftable items.

  • Increased the build limit of several flag variants from 3 to 25.

  • Covered Bridge Cap and Covered Bridge Deck have been updated to correctly cost wood instead of steel.

  • Canoe Planter now plays the correct destruction effects.

  • Fixed an issue with the Tool Shed's radiant powered area not extending to the top.

  • Fixed an issue where the Seaweed Scrapbox did not show as a premium item.

  • Fixed an issue with the Industrial Fusion Recharger which caused it to become unresponsive in certain circumstances.

  • Updated the Sphynx Cat and Bombay Cat beds to use separate models to avoid a cat fight.

  • Caged Owl now grants the correct materials upon destruction.

  • Updated the placement and destruction SFX for the Pointing Cappy Signs.

Combat
  • Fixed an issue where Daily Ops Alien enemies could drop stacks of unusable Alien Blaster Rounds.

  • Fixed an issue where the Imposter Assaultron Head weapon did not play SFX when firing.

  • Fixed an issue where the Electro Enforcer's name did not change when applying the "Overcharged" weapon mod.

  • Fixed an issue where sometimes corpses, meat piles, ash piles, and loot bags disappear before the player can loot them.

Ghoul
  • Fixed an issue where the Bomb Scientist perk incorrectly applied damage over time.

  • Fixed an issue where Ghouls could contract diseases.

  • Fixed an issue where certain headwear would become stretched when worn by Ghouls.

Fishing
  • Fixed an issue where fish were slightly offset when displayed in the Curved Fish Display.

  • Fixed an issue where fishing in rainy weather in Skyline Valley did not progress the "catch a fish in the rain" challenge.

Weapons
  • Fixed an issue where sound would get stuck on Chainsaw and Auto axe when attacking after AP was drained.

  • Fixed an issue where the Industrial Paint for the Plasma Caster did not apply to the barrel.

  • The Death Tambo, Cattle Prod, and Plasma Cutter weapons no longer make cloth and several other objects bleed when striking them.

  • Fixed an issue with the M-16 style Handmade Skins' alignments for glow and iron sights.

Outfits
  • Updated the Snorkel Mask to prevent damage from airborne hazards.

  • Fixed an issue with the Mothman Wing Clipper Backpack not correctly displaying its dynamic name in crafting.

  • Fixed an issue where certain masks and bandanas clip through female faces when equipped.

UI
  • Fixed an issue where the Mods List text would overlap with the crafting or modification menu.

  • Updated the Help Menu "Feral" section.

  • Addressed typos within the Help menu.

  • Updated all Ghoul perk cards to have the green border and burnt card textures on their cards.

  • Mr. Fuzzy Antennae Ball Backpack Flair has been correctly renamed Mr. Fuzzy Antennae Ball Backpack Flair. Apologies for not putting the correct amount of respect onto Mr. Fuzzy's name.

  • Fixed an issue where the Item Stats box could overlap other menus.

  • The Gun Runner perk animation will not have the Vault Boy flipped mid animation.

  • Updated the Vault Storage Facility Shelter Entrance to correctly identify the item as an entrance.

  • Fixed an issue where the transfer menu would fail to show all items when using "take all" from Nearby Corpses.

  • Fixed an issue where the Ice Breaker's Cryo Cold Harbor description could appear in the Pip-Boy.

Miscellaneous Fixes
  • Updated various premium item names to display their missing their Atomic Shop symbol.

  • Fixed an issue where the player's character appears gloved in 1st person when the 'Nurse Outfit' is equipped.

  • Fixed an issue where the player can see inside their arms when sitting on "Tiki Bar Stool".

  • Fixed an issue where the "No Mic" emote continued to play after the action was canceled.

  • Fixed an issue where players could not fast travel to Old Danielson Cabin.

  • Fixed an issue where too many caps would be charged to respawn if you became over encumbered during death.

  • Fixed an issue where Ginseng Root was not affected by Verdant Season & Backwoodsman 4.

  • Fixed an issue where the Power Armor headlamp was misaligned in 3rd person when the "Hydro Tech Exo Power Armor Paint" was applied.

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.

---

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.
  • 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.
...

Search news
Archive
2025
Sep   Aug   Jul   Jun   May   Apr  
Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002