**** Official Fallout 76 Thread ****

And the Seaon rewards page has been updated:


And also gives us a new timeline.

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As ever as always most of the best stuff is hidden behind a 1st membership :rolleyes:
I'm swaying as to whether I should keep mine going or not, the benefits are great but I'm just not loving the game right now. £100 for a year is a bit of a nip to the buttox.
 
I'm swaying as to whether I should keep mine going or not, the benefits are great but I'm just not loving the game right now. £100 for a year is a bit of a nip to the buttox.
Its not worth £100 a year unless its the only game you play tbh!

I paid for a full copy in 2018 at launch spent £100s on Atoms never bothered with 1st its too much money for the little differences you get over the basic version of the game.
 
Its not worth £100 a year unless its the only game you play tbh!

I paid for a full copy in 2018 at launch spent £100s on Atoms never bothered with 1st its too much money for the little differences you get over the basic version of the game.
I used to justify 1st as making the junk simulator less prevalent, I spent a LOT less time wondering where to store my junk items, what I should keep or drop and more time just playing the game. It was pretty much the only game I played for a year or so, now not so much which is why your point is very much to my thinking....is it worth it for an hour or two a day two to three times a week just doing my dailies or weeklies.

I was farming like a loony when I got the game, I recon now I must have around 4-500k of most junk items and probably a few thousand of each flux too, 4-5 of us farmed and traded this stuff like crazy for months, if I remove 1st I still have access to it but I cant add to it....I think. As I said before if anyone wants some stuff please just ask, too much junk/flux and often too many plans although I'm getting better at dumping a few hundred on random new players when I remember.

I'm going to see how this season goes, my renewal is around 5 weeks away so I'll see how I feel then.

IGN is Hung_Solo. (the. is there), add me if you need a hand or just some gear/ammo/serums etc.
 
I used to justify 1st as making the junk simulator less prevalent, I spent a LOT less time wondering where to store my junk items, what I should keep or drop and more time just playing the game. It was pretty much the only game I played for a year or so, now not so much which is why your point is very much to my thinking....is it worth it for an hour or two a day two to three times a week just doing my dailies or weeklies.

I was farming like a loony when I got the game, I recon now I must have around 4-500k of most junk items and probably a few thousand of each flux too, 4-5 of us farmed and traded this stuff like crazy for months, if I remove 1st I still have access to it but I cant add to it....I think. As I said before if anyone wants some stuff please just ask, too much junk/flux and often too many plans although I'm getting better at dumping a few hundred on random new players when I remember.

I'm going to see how this season goes, my renewal is around 5 weeks away so I'll see how I feel then.

IGN is Hung_Solo. (the. is there), add me if you need a hand or just some gear/ammo/serums etc.
Might add you mine is PC-Gamer

I have a LOT of rare plans as been playing since day 1. Let me know if you want any from my game shop you can have for nothing or maybe we can swap for junk or flux!
 
This is your reminder! New season starts tomorrow... Spend all your SCORE points asap.

I've got over 2k to get through, time to buy some mods and spend the SCORE on the 5k caps option.
 
Been sick for a few days so not managed to get on, most of my tickets are gone anyway.
Roll on Tuesday!
 
Well, I just annoyed a few traders. Dropping 30-35k caps at each trader before they could move their camp or jump server. :cry: Spent a lot of SCORE on the 5k caps option on the last page to refill me. ;)

Grabbed 20 or so 4* mods. Scrapped the lot and learnt absolutely nothing. :mad:

Also grabbed a few plans I didn't have.
 
I'm re-installing for the 1st time in a couple of years or so - the last time I played I was working through the Brotherhood of Steel quests, pretty sure I didn't finish them.
 
And the update is downladed. 7.8gb for me on Steam.

And release notes - Very long.

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: Modern Living – A modern dweller needs a modern home.

Update Version​

  • PC (Steam): 9.9 GB
  • PC (Microsoft Store): 23 GB
  • Xbox: 26.4 GB
  • PlayStation: 25.6 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:

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.

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​

Trailer:

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.
FINALLY! Item Locking! No longer will I accidentally scrap items I want to keep.

Some of the combat changes will be good for me and my flamey burny things. :D

I need to spend more time going through the perk changes. Suspect all my carefully re-done builds after the last load of perk changes are banjaxed again. :rolleyes:
 
Last edited:
Just looked at the full notes for the combat changes. :eek: Oh, that's a lot.

Spoilerd as it really is very long.

Here’s all you need to know about the combat balancing changes arriving in the Fallout 76: C.A.M.P. Revamp update.​

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.
    • Note: When first aiming down a scope, you’ll begin at the lowest zoom level. We’ve listed some general expectations for how weapons will behave below. Please note that mods can have a significant impact on weapon behavior, so these descriptions refer to the un-modded version of each weapon type.
Pistol
  • Reasonable accuracy in all situations.
  • Retains accuracy pretty well while moving.
  • Minimal recoil.
Revolver
  • Somewhat of a bridge between regular Pistols and Single-Shot rifles.
  • Accurate at long ranges but need to remain still and aim down sights for best accuracy.
  • Recoil is higher than many other weapons.
Shotgun
  • Spread improves while crouching or aiming down sights.
  • Not especially accurate and has higher recoil than most other weapons.
Submachine Gun
  • Doesn’t have the same peak accuracy in various situations as pistols or rifles, but easier to use while moving.
Semi-Auto Rifle
  • Solid accuracy at long range.
  • Strong benefits from crouching and aiming down sights.
  • Not especially accurate relative to some other weapons while moving.
Single-Shot Rifle
  • Highest overall accuracy at longest ranges.
  • Fare best while crouching and aiming down sights.
  • Not very accurate while moving, and cone of fire takes longer to recover than other weapons.
Ballistic Heavy Weapon
  • Reasonable overall accuracy and controllable recoil during sustained fire, but not as precise as other weapons.
    • Spin-up weapons fare better here.
  • Good recoil and cone of fire benefit from crouching and aiming down sights.
  • .50 Caliber Machine Gun maintains more accuracy while moving than other heavy autos.
  • The Light Machine Gun can act somewhat as a bridge between a Heavy weapon and an Automatic Rifle. It can be more precise at longer ranges than other Heavy weapon s but isn’t as accurate while moving.
Laser and Plasma Weapons
Weapons with laser projectiles typically are more accurate and have less recoil than ballistic weapons. Plasma projectiles are usually somewhere in between (same for Alien Blaster/Disintegrator).
Explosive Launcher
  • High recoil but doesn’t have a strong impact on accuracy due to the low rate of fire.
  • Not very accurate relative to other weapons.
  • Low accuracy while moving.
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.
Additional VATS Changes
  • Players can no-longer target body parts on the opposite side of enemies, such as the Ultragenetic Shield Generator through the front of the EN06 Guardian.
  • The distance-to-target calculation for large enemies now begins on the outer bounds of the creature rather than the center of the creature. This improves hit chances for many large creatures such as the Scorchbeast Queen.
  • Perception now provides a larger benefit to hit chance.
  • Recoil and cone of fire now play a more prominent role in deciding hit chance.
Explosion Changes
  • Adjusted many player weapon explosions so they lose less damage towards the outer edge of the explosion.
  • Made adjustments to the Fatman Experimental MIRV and Frag Grenade MIRV explosions to have a wider spread for the MIRV projectiles.
  • Fire Arrows no-longer have an explosion that causes nearby targets to catch fire.
  • Increased the damage dealt by Explosive Arrows.
Explosion Force Reductions
We’ve reduced the impact force of many explosions, so they no longer push corpses and objects as far. We’ve also made adjustments so the impact force of certain explosions was more appropriate to the size and scale of each explosion.
Note: This change does not affect the damage dealt by these explosions.
  • Alien Detonator Drone
  • Auto Grenade Launcher
  • Baseball Grenade
  • Brahmin Corpse (C.A.M.P. item)
  • Bug Grenade
  • Collateral Damage (Legendary Perk)
  • Cryo Arrow
  • Detonation Contagion (Legendary Perk
  • Die Bot (Test your Metal), EyeBomb
  • Dynamite and Dynamite Bundles
  • Exploding Palm (Legendary Perk)
  • Explosions that occur during Spin the Wheel
  • Explosive Arrow
  • Explosive Bait
  • Fanatic Protectron Suicider
  • Fatman Experimental MIRV
  • Flatwoods Monster beam attack
  • Floater Freezer Death
  • Floater Freezer Grenade
  • Frag Grenade
  • Frag Grenade MIRV
  • Frag Mine
  • Grafton Monster Oil Bomb
  • M79 Grenade Launcher
  • Missile strikes during Invaders from Beyond
  • Mole Rat Landminer
  • Nuka Grenade
  • Oxygen Tank explosions
  • Plasma Arrow
  • Plasma Grenade
  • Pulse Grenade
  • Pumpkin Grenade
  • Storm Goliath weapons
  • Thirst Zapper Nuka-Cola mods
  • Thunder Crab appearance (Dangerous Pastimes)
  • Turbo-Fert Fertilizer
  • Various exploding vehicles
  • Various explosions from Robots self-destructing
  • Vertibird Death
  • Workshop Artillery
Explosion Size Adjustments
  • Bug Grenade: +30%
  • Cryo Grenade: +20%
  • Cryo Mine: +20%
  • Frag Grenade MIRV (initial explosion): +40%
  • Frag Grenade MIRV (resulting projectiles): +50%
  • Thirst Zapper Nuka-Cherry Gun: +92%
  • Thirst Zapper Nuka-Cola Gun: +220%
  • Third Zapper Nuka-Quantum Gun: -43%
  • Fatman Experimental MIRV (initial explosion): +150%
  • Floater Flamer Grenade: +150%
  • Floater Freezer Grenade: +120%
  • Floater Gnasher Grenade: +120%
  • Frag Mine: +20%
Additional Explosion Adjustments
  • Explosion VFX from the Explosive Legendary mod and Ultracite Laser weapons and the V63 Laser Carbine now match the weapon’s projectile color.
  • Reduced the frequency of Grenades, Mines, and Explosive Weapon Ammo in containers and enemy loot.
  • Increased the crafting cost of Nuka and Nuka-Quantum Grenades
Weapon Base Damage
  • .50 Cal Machine Gun: 43 -> 42
  • .44 Revolver: 132 -> 161
  • 10mm Submachine Gun: 42 -> 72
  • 10mm: 45 -> 77
  • Alien Blaster: 59 -> 72
  • Alien Disintegrator: 66 -> 80
  • Assault Rifle: 66 -> 112
  • Assaultron Blade: 51 Physical -> 115 Physical, 10 Bleed per second for 10 seconds
  • Auto Axe: 24 -> 32
  • Auto Grenade Launcher: 3 Impact, 117 Explosion -> 3 Impact, 244 Explosion
  • Baseball Bat: 69 -> 182
  • Baseball Grenade: 175 -> 346
  • Baton: 47 -> 115
  • Bear Arm: 63 -> 160
  • Black Powder Blunderbuss: 347 -> 346
  • Black Powder Pistol: 347 -> 751
  • Black Powder Rifle: 449 -> 857
  • Blast Mine: 225 -> 379
  • Board: 63 -> 152
  • Bone Club: 60 Physical, 2 Bleed per second for 5 seconds -> 142 Physical, 42 Bleed per second for 15 seconds
  • Bone Hammer: 94 -> 228
  • Bow: 95 -> 194
  • Bowie Knife: 35 -> 77
  • Boxing Glove: 40 -> 124
  • Broadsider: 5 Impact, 135 Explosion -> 5 Impact, 688 Explosion
  • Cattleprod: 109 Energy -> 84 Physical, 84 Energy
  • Chainsaw: 16 -> 28
  • Chinese Officer Sword: 42 Physical -> 142 Physical, 15 Bleed per second for 12 seconds
  • Circuit Breaker: 64 -> 80
  • Combat Knife: 42 -> 87
  • Combat Rifle: 53->95
  • Combat Shotgun: 150->206
  • Commie Whacker: 5 -> 14
  • Compound Bow: 112 -> 244
  • Cremator: 100 Fire Impact, 20 Fire Explosion, 29 Fire per second for 6 seconds -> 140 Fire Impact, 32 Fire Explosion, 32 Fire per second for 6 seconds
  • Crossbow: 111 -> 253
  • Crusader Pistol: 56 -> 80
  • Cryo Grenade: 50 Cryo -> 396 Cryo
  • Cryo Mine: 175 Cryo -> 396 Cryo
  • Cryolator: 41 -> 47
  • Cultist Blade: 52 Physical -> 150 Physical, 14 Bleed per second for 12 seconds
  • Cultist Dagger: 38 -> 84
  • Death Tambo: 53 -> 133
  • Deathclaw Gauntlet: 69 -> 182
  • Dynamite: 175 -> 449
  • Dynamite Bundle: 225 -> 777
  • Explosive Bait: 200 -> 396
  • Fat Man: 5 Impact, 455 Explosion -> 5 Impact, 1386 Explosion
  • Fire Axe: 84 -> 204
  • Flamer: 29- >32
  • Floater Gnasher Grenade: 79 Poison, 40 Poison per second for 12 seconds-> 182 Poison, 140 Poison per second for 40 seconds.
  • Floater Flamer Grenade: 124 Fire, 50 Fire per second for 5 seconds->300 Fire, 257 Fire per second for 4 seconds
  • Floater Freezer Grenade: 99 Cryo->346 Cryo
  • Fragmentation Grenade: 150->300
  • Fragmentation Mine: 150->362
  • Gamma Gun: 85->115
  • Gatling Gun: 86->103
  • Gatling Laser: 25->25
  • Gatling Plasma: 31 Physical, 31 Energy->28 Physical, 28 Energy
  • Gauntlet: 63->160
  • Gauss Minigun: 50->53
  • Gauss Pistol (fully charged): 218 Impact, 33 Explosion->216 Impact, 32 Explosion
  • Gauss Rifle (fully charged): 315 Physical, 47 Explosion->309 Impact, 46 Explosion
  • Gauss Shotgun (fully charged): 285 Impact, 43 Explosion->390 impact, 59 explosion
  • Golf Club: 57->172
  • Guitar Sword: 59 Physical->142 Physical, 15 Bleed per second for 10 seconds
  • Handmade Rifle: 52->84
  • Harpoon Gun: 245->330
  • Hatchet: 51->150
  • Hellstorm Missile Launcher: 178 -> 379 Impact, 379 Explosion
    • Cryo Payload: 206 Impact, 107 Cryo Explosion -> 379 Impact, 194 Cryo Explosion
    • Napalm Payload: 206 Impact, 107 Fire Explosion, 25 Fire Damage per second for 7 seconds -> 379 Impact, 194 Fire Explosion, 25 Fire Damage per second for 7 seconds
    • Plasma Payload: 206 Impact, 178 Energy Explosion -> 379 Impact, 330 Energy Explosion
  • Hunting Rifle: 171 -> 285
  • Knuckles: 44 -> 130
  • Laser: 72 -> 64
  • Lead Pipe: 49 -> 140
  • Lever Action Rifle: 133 -> 182
  • Light Machine Gun: 42 -> 47
  • M79 Grenade Launcher: 3 Impact, 117 Explosion -> 3 Impact, 522 Explosion
  • Machete: 51 Physical -> 160 Physical, 17 Bleed per second for 11 seconds
  • Meat Cleaver: 60 -> 413
  • Meat Hook: 40 -> 115
  • Medical Malpractice: 132 -> 161
  • Minigun: 24 -> 25
  • Missile Launcher: 5 Impact, 262 Explosion->5 Impact, 968 Explosion
  • Mole Miner Gauntlet: 57->160
  • Mr. Handy Buzz Blade: 25->21
  • Multi-Purpose Axe: 87->204
  • Nuka Grenade: 250 Physical, 125 Radiation-> 257 Physical, 244 Radiation
  • Nuke Mine: 250 Physical, 125 Radiation->855 Physical, 244 Radiation
  • Nuka-Quantum Grenade: 300->968
  • Pickaxe: 76->204
  • Pipe Bolt-Action: 150->330
  • Pipe Revolver: 140->171
  • Pipe Wrench: 38->140
  • Pipe: 42->66
  • Pitchfork: 59->152
  • Plasma Caster: 76 Physical, 76 Energy->87 Physical, 87 Energy
  • Plasma Cutter: 30 Physical, 86 Energy->109 Physical, 109 Energy
  • Plasma Grenade: 200 Physical, 200 Energy->300 Physical, 300 Energy
  • Plasma Gun: 39 Physical, 39 Energy->42 Physical, 42 Energy
  • Plasma Mine: 200 Physical, 200 Energy->300 Physical, 300 Energy
  • Pole Hook: 90->194
  • Pool Cue: 58->152
  • Power Fist: 73->171
  • Pulse Grenade: 175 Physical, 175 Energy->346 Physical, 346 Energy
  • Pulse Mine: 175 Energy, 175 Energy per second for 2 seconds->257 Physical, 257 Energy per second for 2 seconds.
  • Pump Action Shotgun: 172->228
  • Pumpkin Grenade: 80 Explosion, 20 Poison per second for 5 seconds, 40 Radiation per second for 5 seconds->160 Explosion, 45 poison damage for 7 seconds, 80 Radiation damage per second for 7 seconds.
  • Radium: 42->66
  • Railway: 112->171
  • Revolutionary Sword: 56 Physical->150 Physical, 14 bleed per second for 10 seconds
  • Ripper: 20->28
  • Rolling Pin: 35->121
  • Salvaged Assaultron Head: 95->152
  • Sheepsquatch Club: 76->160
  • Sheepsquatch Shard: 75 Physical, 25 Poison, 15 Poison per second for 7 seconds->150 Physical, 112 Poison, 112 Poison per second for 35 seconds
  • Sheepsquatch Staff: 95->257
  • Shepherd's Crook: 63->231
  • Shishkebab: 34 Physical, 20 Fire->64 Physical, 64 Fire
  • Shovel: 51->182
  • Sickle: 45 Physical->130 Physical, 12 Bleed per second for 10 seconds
  • Single Action Revolver: 184->218
  • Ski Sword: 63 ->142
  • Sledgehammer: 90->218
  • Spear: 68->142
  • Submachine Gun: 47->64
  • Super Sledge: 107->271
  • Switchblade: 38->80
  • Syringer:
    • Bleedout: 3 Bleed per second for 10 seconds->65 Bled per second for 20 seconds
    • Radscorpion Venom: 16 Poison per second for 10 seconds->51 Poison per second for 40 seconds
  • Tenderizer: 95->244
  • Tesla Cannon: 175->285
  • Tesla: 112->121
  • The Dragon: 541->1145
  • The Fixer: 59->103
  • Thirst Zapper:
    • Nuka-Cola: 50 Explosion, deals 10 Radiation damage per second in the area for 30 seconds->300 Explosion, deals 12 Radiation damage per second in the area for 20 seconds
    • Nuka-Cherry: 150 Explosion->362 Explosion, deals 20 Radiation damage per second in the area for 20 seconds
    • Nuka-Quantum: 350 Explosion->547 Explosion
  • Throwing Knife: 75->315
  • Tire Iron: 37->130
  • Tomahawk: 100->506
  • Ultracite Gatling Laser: 28->29
  • Ultracite Laser: 80->87
  • Ultracite Terror Sword: 54 Physical, 32 Poison, 30 Poison per second for 10 seconds ->154 Physical, 93 Poison, 42 Poison per second for 10 seconds
  • V63 Laser Carbine: 59->47
  • V63 Zweihaender: 107->244
  • Walking Cane: 53->121
  • War Drum: 99->228
  • War Glaive: 104 Physical->231 Physical, 20 Bleed per second for 10 seconds
  • Western Revolver: 157->194
Additional Weapon Damage Changes
  • Thrown weapons such as Throwing Knives, Fragmentation Grenades, Sheepsquatch Quills, and Mines now scale with player level up to level 50.
  • Weapons which have a hold-to-charge (Gauss weapons) or wait-to-charge (Sniper Lasers) now display their un-charged damage in the Pip-Boy and Inspect menus rather than their fully-charged damage.
  • Weapons which can be fired in a partially-charged state and have an explosive projectile (primarily Gauss weapons) will now have their explosion damage scale to the amount of charge.
  • The Gauss Minigun now gains increased damage when being fired for prolonged periods of time, peaking at +60% bonus damage.
  • Bladed weapons now include a Bleed (physical) damage over time effect.
Adjusted the rate of fire for the following weapons:
  • Submachine Gun: +15%
  • 10mm SMG: -10%
Adjusted the reload animations for the following weapons:
The Assault Rifle provided the highest damage-per-shot of the rifles and had the fastest reload speed. The changes below helps to ensure that other rifles can compete and fit into their roles better. - Assault Rifle: Approx. 2.08s -> 3.02s - Radium Rifle: Approx. 3.57s -> 2.85s - Handmade: Approx. 3.03s -> 2.43s - Combat Rifle: Approx. 3.15s -> 2.68s
Cryolator Changes
  • Ammo Capacity: 25 -> 50
  • Crystallizing Barrel:
    • Range: +75% -> +200%
    • Ammo Capacity: Now -50% (resulting in 25 ammo capacity, same as before this update)
    • Damage Bonus: Now 35%
Light Machine Guns
Light Machine Guns were a highly talked about topic through the Public Test Server period for this update. We wanted to make sure it was clear where we landed with the changes made to this weapon type during the testing period.
Kicking things off, you can now craft 5.56, .308, or a .45 receiver on the weapon so you can pick the ammo the weapon uses based on your needs.
The non-prime .45 receiver is scrap-to-learn modification. The non-prime .308 and 5.56 receivers are known by default.
Light Machine Guns:
  • Base Damage: 47
  • LMGs found in the world will, by default, use the new “Standard” receiver which means the weapon uses 5.56 ammo.
    • Any existing LMG with a .308 or Prime .308 receiver will still have those receivers installed when you launch the game. They will not be switched over to 5.56.
  • Crafting a .308 receiver on an LMG will give you more damage.
  • Crafting a .45 receiver on an LMG will give you a higher rate of fire at the cost of lower damage. Prime versions of these receivers can be obtained from their usual locations. These changes will not affect your currently owned weapons.
Thrown Item Weight Adjustments
The following thrown items have had adjustments to their weight:
  • Artillery Smoke Grenade: 0.5 -> 0.1
  • Baseball Grenade: 1.0 -> 0.6
  • Blast Mine: 0.5 -> 0.55
  • Cryo Grenade: 0.5 -> 0.75
  • Cryo Mine: 0.5 -> 0.70
  • Dross (Dross Toss): 0.5 -> 0.25
  • Dynamite Bundle: 0.5 -> 0.75
  • Dynamite: 0.5 -> 0.6
  • Flare: 0.5 -> 0.1
  • Floater Flamer Grenade: 0.5 -> 0.7
  • Floater Freezer Grenade: 0.5 -> 0.7
  • Floater Gnasher Grenade: 0.5 -> 0.7
  • Fragmentation Grenade: 0.5 -> 0.6
  • Fragmentation Mine: 0.5 -> 0.55
  • HalluciGen Gas Grenade: 1.0 -> 0.8
  • Meat Cleaver: 0.25 -> 0.2
  • Molotov Cocktail: 0.5 -> 0.45
  • Nuka Grenade: 0.5 -> 0.85
  • Nuka Quantum Grenade: 0.5 -> 1.0
  • Nuke Mine: 0.5 -> 0.85
  • Orbital Strike Beacon: 0.5->0.35
  • Plasma Grenade: 0.5->0.7
  • Plasma Mine: 0.5->0.65
  • Pulse Grenade: 0.5->0.7
  • Pulse Mine: 0.5->0.35
  • Sheepsquatch Shard: 0.5->0.15
  • Throwing Knife: 0.25->0.1
  • Tomahawk: 0.7->0.25
  • Vertibot Signal Grenade: 1.0->0.1
Weapon Bash Damage
Bash damage has been increased for the following weapons, making weapon bashing much more practical. This synergizes with the changes to Stock and Bayonet mods listed below.
Note: Bash damage now scales with weapon level, so the values below are for the weapon’s maximum level. Lower levels are scaled proportionally.
  • 10mm: 10 -> 48
  • Circuit Breaker: 10 -> 54
  • 10mm Submachine Gun: 10 -> 50
  • 44 Revolver: 10 -> 51
  • .50 Cal Machine Gun: 15 -> 107
  • Alien Blaster: 10 -> 47
  • Alien Disintegrator: 15 -> 71
  • Assault Rifle: 15 -> 77
  • Auto Grenade Launcher: 15 -> 121
  • Black Powder Pistol: 10 -> 57
  • Black Powder Blunderbuss: 10 -> 57
  • Black Powder Rifle: 15 -> 63
  • The Dragon: 15 -> 63
  • Crusader Pistol: 10 -> 54
  • Hellstorm Missile Launcher: 15 -> 101
  • Broadsider: 15 -> 98
  • Combat Rifle: 15 -> 71
  • The Fixer: 15 -> 61
  • Combat Shotgun: 15 -> 71
  • Compound Bow: 10 -> 54
  • Cremator: 15 -> 108
  • Crossbow: 15 -> 63
  • Cryolator: 15 -> 75
  • Tesla: 15 -> 77
  • Harpoon Gun: 15 -> 104
  • Lever Action Rifle: 15 -> 63
  • Handmade Rifle: 15 -> 66
  • Paddle Ball: 6 -> 7
  • Western Revolver: 10 -> 61
  • Double-Barrel Shotgun: 15 -> 63
  • Cold Shoulder: 15 -> 63
  • Enclave Plasma: 10 -> 48
  • Fat Man: 15 -> 122
  • Flamer: 15 -> 104
  • Gamma Gun: 10 -> 48
  • Gatling Gun: 15 -> 121
  • Gatling Laser: 15 -> 104
  • Gatling Plasma: 15 -> 121
  • Gauss Minigun: 15 -> 121
  • Gauss Pistol: 15 -> 57
  • Gauss Rifle: 15 -> 72
  • Gauss Shotgun: 15 -> 74
  • Hunting Rifle: 15 -> 71
  • Laser: 15 -> 48
  • M79 Grenade Launcher: 15 -> 60
  • V63 Laser Carbine: 10 -> 71
  • Light Machine Gun: 15 -> 74
  • Minigun: 15 -> 104
  • Missile Launcher: 15 -> 135
  • Pepper Shaker: 15 -> 121
  • Pipe Bolt-Action: 10 -> 54
  • Pipe: 10 -> 57
  • Pipe Revolver: 10 -> 54
  • Syringer: 15 -> 19
  • Plasma Caster: 15 -> 121
  • Plasma: 15 -> 48
  • Pump Action Shotgun: 15 -> 63
  • Radium: 15 -> 71
  • Railway: 15 -> 81
  • Bow: 10 -> 57
  • Single Action Revolver: 10 -> 61
  • Submachine Gun: 15 -> 63
  • Tesla Cannon: 15 -> 98
  • Thirst Zapper: 5 -> 50
  • Ultracite Gatling Laser: 15 -> 107
  • Ultracite Laser: 10 -> 50
Weapon Ranges
We’ve adjusted the range for most player weapons to shore up some of the shortest-range weapon types such as Shotguns and to help differentiate many weapon classes that previously coalesced into about 204-288 feet of range when modded.
Note: Explosive launchers’ range is primarily derived from their projectile, so these numbers serve as a rough guide for their effective range.
Note: Mods can have a strong impact on weapon ranges, so the numbers listed here are for the base weapon/short barrel.
  • 44 Revolver: 84-> 139
  • .50 Cal Machine Gun: 204 -> 182
  • 10mm Submachine Gun: 84 -> 120
  • 10mm: 120 -> 119
  • Alien Blaster: 120 -> 143
  • Alien Disintegrator: 204 -> 214
  • Assault Rifle: 120 -> 178
  • Auto Grenade Launcher: 120 -> 219
  • Black Powder Blunderbuss: 204 -> 148
  • Black Powder Pistol: 204 -> 148
  • Black Powder Rifle: 395 -> 241
  • Bow: 204 -> 259
  • Broadsider: 204 -> 206
  • Circuit Breaker: 204 -> 123
  • Cold Shoulder: 72 -> 67
  • Combat Rifle: 120 -> 198
  • Combat Shotgun: 36 -> 95
  • Compound Bow: 204 -> 288
  • Cremator: 204 -> 180
  • Crossbow: 186 -> 245
  • Crusader Pistol: 120 -> 139
  • Cryolator: 120 -> 62
  • Double-Barrel Shotgun: 36 -> 67
  • Enclave Plasma: 120 -> 160
  • Fat Man: 117 -> 257
  • Flamer: 91 -> 62
  • Flare Gun: 147 -> 296
  • Gamma Gun: 120 -> 137
  • Gatling Gun: 120 -> 252
  • Gatling Laser: 204 -> 198
  • Gatling Plasma: 204 -> 169
  • Gauss Minigun: 204 -> 252
  • Gauss Pistol: 120 -> 174
  • Gauss Rifle: 204 -> 257
  • Gauss Shotgun: 36 -> 112
  • Handmade Rifle: 120 -> 148
  • Harpoon Gun: 120 -> 237
  • Hellstorm Missile Launcher: 204 -> 266
  • Hunting Rifle: 132 -> 245
  • Laser: 120 -> 145
  • Lever Action Rifle: 123 -> 219
  • Light Machine Gun: 174 -> 224
  • M79 Grenade Launcher: 120 -> 193
  • Minigun: 204 -> 241
  • Missile Launcher: 204 -> 245
  • Paddle Ball: 12 -> 26
  • Pepper Shaker: 96 -> 127
  • Pipe Bolt-Action: 96 -> 183
  • Pipe Revolver: 84 -> 131
  • Pipe: 84 -> 105
  • Plasma Caster: 120 -> 206
  • Plasma: 120 -> 151
  • Pump Action Shotgun: 36 -> 107
  • Radium: 120 -> 158
  • Railway: 120 -> 159
  • Salvaged Assaultron Head: 94 -> 218
  • Single Action Revolver: 204 -> 154
  • Submachine Gun: 72 -> 183
  • Syringer: 84 -> 261
  • Tesla Cannon: 204 -> 252
  • Tesla: 228 -> 186
  • The Dragon: 228 -> 209
  • The Fixer: 102 -> 198
  • Ultracite Gatling Laser: 204 -> 198
  • Ultracite Laser: 120 -> 152
  • V63 Laser Carbine: 204 -> 196
  • Western Revolver: 120 -> 151
Additional Range Changes
  • Weapons now have reduced damage when exceeding their maximum range, down to 10% at double their maximum range.
    • Previously, we had modified most weapons to scale to 50% damage at their maximum range – this is unchanged. The change mentioned above only applies as weapons exceed their maximum range.
Weapon AP Costs
AP costs have been adjusted for the following weapons:
  • Assaultron Blade: 35->26
  • Auto Axe: 4->9
  • Baseball Bat: 35->40
  • Baton: 30->26
  • Bear Arm: 40->32
  • Board: 33->34
  • Bone Club: 30->31
  • Bone Hammer: 40->49
  • Bone Tambo: 25->29
  • Bowie Knife: 20->19
  • Boxing Glove: 25->27
  • Cattleprod: 30->28
  • Chainsaw: 4->9
  • Chinese Officer Sword: 35->31
  • Combat Knife: 20->18
  • Commie Whacker: 25->12
  • Death Tambo: 25->29
  • Deathclaw Gauntlet: 40->35
  • Drill: 4->8
  • Electro Enforcer: 40->58
  • Fire Axe: 30->44
  • Gauntlet: 40->32
  • Grognak's Axe: 20->46
  • Guitar Sword: 35->32
  • Gulper Smacker: 35->45
  • Hatchet: 30->29
  • Knuckles: 25->26
  • Lead Pipe: 30->28
  • Machete: 30->31
  • Meat Hook: 30->26
  • Mole Miner Gauntlet: 40->31
  • Mr. Handy Buzz Blade: 4->8
  • Multi-Purpose Axe: 40->43
  • Pickaxe: 40->43
  • Pipe Wrench: 35->27
  • Pitchfork: 40->33
  • Plasma Cutter: 35->39
  • Pole Hook: 40->38
  • Pool Cue: 30->36
  • Power Fist: 35->33
  • Revolutionary Sword: 35->30
  • Ripper: 4->9
  • Rolling Pin: 25->26
  • Sheepsquatch Club: 30->32
  • Sheepsquatch Staff: 40->49
  • Shepherd's Crook: 40->43
  • Shishkebab: 35->38
  • Shovel: 40->39
  • Sickle: 30->26
  • Single Action Revolver: 35->24
  • Ski Sword: 30->32
  • Sledgehammer: 40->44
  • Spear: 40->31
  • Super Sledge: 45->52
  • Switchblade: 20->18
  • Tenderizer: 45->46
  • Tire Iron: 25->26
  • Ultracite Laser: 17->14
  • Ultracite Terror Sword: 35->51
  • V63 Laser Carbine: 30->40
  • V63 Zweihaender: 45->47
  • Walking Cane: 20->28
  • War Drum: 45->48
  • War Glaive: 40->45
  • Whacker Smacker: 45->52
Weapon Sneak Attack Multipliers
  • Alien Blaster: 2.25->2.5
  • Assaultron Blade: 2->2.5
  • Baseball Bat: 2->2.5
  • Baton: 2->4
  • Bear Arm: 2->4
  • Black Powder Rifle: 2->3
  • Board: 2->2.5
  • Bone Club: 2->4
  • Bone Hammer: 2->2.5
  • Bow: 2->2.75
  • Bowie Knife: 2->2.5
  • Boxing Glove: 2->4
  • Cattleprod: 2->4
  • Chinese Officer Sword: 2->2.5
  • Combat Knife: 2->2.5
  • Commie Whacker: 2->4
  • Compound Bow: 2->2.75
  • Crossbow: 2->2.25
  • Cultist Blade: 2->2.5
  • Cultist Dagger: 2->2.5
  • Death Tambo: 2->4
  • Deathclaw Gauntlet: 2->4
  • Electro Enforcer: 2->2.5
  • Fire Axe: 2->3
  • Gauntlet: 2->4
  • Golf Club: 2->2.5
  • Grognak's Axe: 2->3
  • Guitar Sword: 2->2.5
  • Gulper Smacker: 2->2.5
  • Hatchet: 2->2.5
  • Knuckles: 2->4
  • Lead Pipe: 2->4
  • Machete: 2->2.5
  • Meat Hook: 2->4
  • Mole Miner Gauntlet: 2->4
  • Multi-Purpose Axe: 2->3
  • Paddle Ball: 2->2.5
  • Pickaxe: 2->3
  • Pipe Bolt-Action: 2.75->2
  • Pipe Wrench: 2->4
  • Pitchfork: 2->3
  • Plasma Cutter: 2->2.5
  • Pole Hook: 2->3
  • Pool Cue: 2->2.5
  • Power Fist: 2->4
  • Protest Sign: 2->2.5
  • Revolutionary Sword: 2->2.5
  • Rolling Pin: 2->4
  • Sheepsquatch Club: 2->4
  • Sheepsquatch Staff: 2->2.5
  • Shepherd's Crook: 2->2.5
  • Shishkebab: 2->2.5
  • Shovel: 2->2.5
  • Sickle: 2->2.5
  • Ski Sword: 2->4
  • Sledgehammer: 2->2.5
  • Spear: 2->3
  • Super Sledge: 2->2.5
  • Switchblade: 2->4
  • Syringer: 2->3
  • Tenderizer: 2->2.5
  • Tesla Cannon: 2->3
  • Thirst Zapper: 2->2.5
  • Tire Iron: 2->4
  • Ultracite Terror Sword: 2->3
  • V63 Zweihaender: 2->2.5
  • Walking Cane: 2->4
  • War Drum: 2->2.5
  • War Glaive: 2->3
  • Whacker Smacker: 2->2.5
Weapon Critical Attack Multipliers
  • Alien Blaster: 2.25->2.5
  • Assaultron Blade: 2->3.5
  • Auto Axe: 24->32
  • Auto Grenade Launcher: 2->2.5
  • Baseball Bat: 2->3
  • Baton: 2->3
  • Bear Arm: 2->2.5
  • Black Powder Rifle: 2->3
  • Board: 2->3
  • Bone Club: 2->3
  • Bone Hammer: 2->3
  • Bow: 2->2.25
  • Bowie Knife: 2->3.5
  • Boxing Glove: 2->2.5
  • Broadsider: 2->2.5
  • Cattleprod: 2->3
  • Chinese Officer Sword: 2->3.5
  • Combat Knife: 2->3.5
  • Commie Whacker: 2->3
  • Compound Bow: 2->2.25
  • Cremator: 2->2.5
  • Croquet Mallet: 2->3
  • Crossbow: 2->2.5
  • Cultist Blade: 2->3.5
  • Cultist Dagger: 2->3.5
  • Death Tambo: 2->2.5
  • Deathclaw Gauntlet: 2->4
  • Drill: 2->2.25
  • Electro Enforcer: 2->3
  • Fat Man: 2->2.5
  • Fire Axe: 2->4
  • Flare Gun: 2->2.5
  • Gauntlet: 2->2.5
  • Golf Club: 2->3
  • Grognak's Axe: 2->4
  • Guitar Sword: 2->3.5
  • Gulper Smacker: 2->3
  • Hatchet: 2->3.5
  • Hellstorm Missile Launcher: 2->2.5
  • Knuckles: 2->2.5
  • Lead Pipe: 2->3
  • M79 Grenade Launcher: 2->2.5
  • Machete: 2->3.5
  • Meat Hook: 2->4
  • Missile Launcher: 2->2.5
  • Mole Miner Gauntlet: 2->4
  • Multi-Purpose Axe: 2->4
  • Paddle Ball: 2->2.5
  • Pickaxe: 2->3
  • Pipe Wrench: 2->3
  • Pitchfork: 2->3
  • Plasma Cutter: 2->3
  • Pole Hook: 2->3
  • Pool Cue: 2->3
  • Power Fist: 2->2.5
  • Protest Sign: 1->3
  • Revolutionary Sword: 2->3.5
  • Ripper: 2->2.25
  • Rolling Pin: 2->3
  • Salvaged Assaultron Head: 3->2.75
  • Sheepsquatch Club: 2->3
  • Sheepsquatch Staff: 2->3
  • Shepherd's Crook: 2->3
  • Shishkebab: 2->3.5
  • Shovel: 2->3
  • Sickle: 2->3.5
  • Single Action Revolver: 2->2.75
  • Ski Sword: 2->3
  • Sledgehammer: 2->3
  • Spear: 2->3
  • Super Sledge: 2->3
  • Switchblade: 2->4
  • Syringer: 2->3
  • Tenderizer: 2->3
  • Tesla Cannon: 2->3
  • The Dragon: 2->3
  • Thirst Zapper: 2->2.5
  • Tire Iron: 2->3
  • Ultracite Terror Sword: 2->4
  • V63 Zweihaender: 2->3
  • Vox Syringer: 2->3
  • Walking Cane: 2->3
  • War Drum: 2->3
  • War Glaive: 2->4
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.
Note: The effects listed per mod are relative to the base version of the weapon, and not relative to the prior version of the mod.
Stub Barrels
Stub barrels now make a weapon easier to use while moving at short range. - Increased minimum cone of fire. - Reduced maximum cone of fire. - Increased minimum recoil. - Reduced maximum recoil. - -10% AP cost. - 15% faster transition to aiming down sights. - 25% faster draw speed.
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.
  • Reduced minimum recoil.
  • Increased maximum recoil and cone of fire.
  • Increased draw time.
  • Slower transition to aiming down sights.
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%
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%
Miscellaneous Mod Changes
  • Changed a duplicate Automatic .38 receiver for the Pipe Gun to instead be an Automatic .45 Receiver.
  • Fixed an issue where Laser and Plasma weapon mods which added fire damage only had fire damage over time instead of also having fire damage on hit.
  • Damage from Sniper (charging) mods on Laser weapons has been greatly increased.
  • Bonus damage, armor penetration, increased limb damage, Bleed damage, etc. from heavy, barbed, bladed, spiked, puncturing, and other mods on melee weapons is now applied much more consistently relative to the mod’s name and appearance.
  • "True" mods now primarily improve crouching and sighted aim for weapons (highest overall precision).
  • "Stabilized" mods now increase the ability to use a weapon accurately while moving but benefit less from crouching and ADS.
  • "Aligned" mods now increase V.A.T.S. hit chance and reduce AP cost.
  • Adjusted some weapon mods to be more consistent in how they change weapon durability.
  • Fixed an unintended interaction with Plasma Gun Pulse Capacitors and Flamer Barrels.
  • Fixed some inconsistent applications of semi-auto -> auto mod damage adjustments on Plasma Flamer mods.
  • Adjusted the Brotherhood Recon Rifle to have slightly higher damage, but higher AP cost, higher recoil, higher weight, and lower durability.
  • Fixed an issue where Ultracite Laser Gun Sniper barrel mods would deal less damage than intended when fully charged.
  • Fixed incorrect VFX on the V63 Laser Carbine when using the Explosive legendary mod.
  • The Executioner's legendary mod now is an additive damage boost instead of multiplicative.
  • The Minigun Shredder mod no-longer benefits from the Radioactive Strength perk.
  • Removed an unintended damage bonus from the Laser Gun and Ultracite Laser Gun Aligned Automatic Barrel mods.
  • Fixed missing Cryo damage on the Freezing mod for the Electro Enforcer
  • Fixed the description for the Executioner's legendary mod.
  • Adjusted the Tenderizer Salty and Peppered mods:
    • Salty now adds Armor Penetration.
    • Peppered adds Limb Damage.
Ammo Changes
Gauss Weapons and 2mm EC
We’ve made a few changes with the goal of easing the high ammo cost of using a Gauss Minigun.
  • The crafting yields and contextual ammo drop rates for 2mm EC ammo have been increased.
  • Gauss Pistol now uses 2 ammo per shot and has an 18-round clip.
  • Gauss Rifle now uses 3 ammo per shot and has a 15-round clip.
  • Gauss Shotgun now uses 5 ammo per shot and has a 40-round clip. Adjustments to Large Magazines:
Note: This applies to most mods that increase ammo capacity without providing an additional effect such as quicker reloads or armor penetration.
  • Ammo Capacity: +50% -> +100%
  • Weapon Draw Time: +25% -> +35% (slower)
  • Reload Time: +20% -> +35% (slower)
  • Sighted Transition Time: +20% -> +35% (slower)
  • Weight: +35% -> +50%
  • Durability: -7.5% -> -10%
Value has been decreased to +25% on the other ammo capacity mods (the Large Magazine mods listed above will remain at +40%)
Ultracite Ammo
Ultracite Ammo received a lot of changes (along with Prime Receivers) during the early stages of the Public Test Server for this update thanks to all your feedback. We wanted to take a moment to clarify that Ultracite Ammo will remain a part of the contextual ammo pool.
Rad Storm and Glowing Creature Changes
To increase the availability of materials used for crafting Ultracite ammo, we’ve made the following changes:
  • Rad storms are slightly more common across Appalachia.
  • Nuke Flora such as Bomb Berries and Flash Ferns now have a chance to appear in Rad Storms.
  • Glowing creatures now have a chance to appear in Rad Storms.
  • Glowing creatures will often scale slightly above players’ levels, up to level 100.
  • Glowing creatures now scale more appropriately for lower-level players.
  • Glowing creatures can drop Hardened Mass and similar nuke-only materials during Rad Storms, including glowing creatures that would have spawned regardless of the Rad Storm.
Miscellaneous Combat Changes
  • The Auto Axe and Chainsaw attack speeds have been reduced from about 27 hits per second to 14 hits per second.
    • These weapons should no-longer differ in attack speeds between first and third-person views.
  • Fixed an incorrect firing sound for the 10mm Tweaked Automatic Receiver.
  • Improved loot from Petrified Corpses common in Morgantown Airport and other locations.
  • Reduced the impact of Luck on the rate at which the VATS critical attack meter fills.
    • Situations where the player would fill the meter in 2 hits will now be closer to 3-4 shots.
  • Reduced the damage of the Vox Syringer so players are less likely to kill smaller targets.
  • Sneak Damage is now multiplicative instead of additive, meaning sneak attacks can hit much harder than before.
  • Adjusted the range and flight characteristics of the Thirst Zapper Nuka mod projectiles.
  • Increased the speed of the Baseball Grenade projectile.
  • Ghoul Feral accuracy reduction now reduces VATS hit chance by 70% in addition to the (unchanged) 300% cone of fire increase.
  • Bonus limb damage from Twisted Muscles no-longer works with ranged weapons.
  • Twisted Muscles now reduces VATS chance by 30% in addition to the (unchanged) 50% cone of fire increase.
  • Vulcan Power Armor Gimbal Bracers mod:
    • Cone of Fire reduction: 60%, 80%->20%, 40%
    • Scope Stability increase: 20%, 40%->10%, 20%
  • Floater Flamer and Floater Freezer grenade explosions no-longer damage enemies through walls.
  • Fixed an issue where Enclave Plasma Gun mods weren't dropping from Enclave events.
  • Fixed an issue which prevented some thrown weapons from scaling with player level.
  • Fixed a few cases of thrown weapons not scaling with player level.
  • Changed the V63 Laser Carbine's AP cost back to 30 instead of 40.
Perk Adjustments
  • Crack Shot Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Ground Pounder Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Modern Renegade Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Stabilized Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
  • Stabilizer's 4-Star Legendary mod:
    • Cone of Fire reduction: 50%->35%
    • Scope Stability Increase: -50%->20%
      • Note: This change is a bug fix as the mode previously made stability worse instead of improving it.
Enemy Adjustments
Since many low-performing weapons have received significant damage increases, median player damage is now much higher. To account for this, we’ve adjusted the health and resistances of the following creatures. Note: These creatures also have additional contrast in their resistances to better highlight their strengths and weaknesses vs. each damage type.
  • Turret (hostile turrets – not in player camps and workshops)
  • Super Mutant
  • Mole Miner
  • Enemies in Power Armor
  • Protectron
  • Rad Scorpion
  • Robobrain
  • Assaultron
  • Fog Crawler
  • Hermit Crab
  • Sentry Bot
  • Deathclaw
  • Super Mutant Behemoth
  • Grafton Monster
  • Scorchbeast
  • Mirelurk Queen
  • Storm Goliath
  • Ultracite Abomination
  • Scorchbeast Queen
  • Ultracite Terror
Miscellaneous Enemy Changes
  • Liberator lasers now deal Energy Damage instead of Physical Damage.
  • A few Deathclaw attacks which dealt 200% damage now deal 150% damage.
  • Deathclaw move speed increased by 10%.
  • Deathclaw combat behavior modified to be slightly more aggressive and more melee-focused.
  • Most Robots are now immune to Bleed damage over time effects.
    • Robots with an organic component such as Robobrains have been excluded from this.
  • Adjusted the damage of the Volatile mutation seen in Daily Ops.
    • This effect no-longer ignores armor.
    • Now deals damage similar to other explosions rather than a percentage of players’ max health.
Oh the Auto axe nerf is going to hurt. More base damage, but uses more AP and has a slower hit rate too.
 
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Fo1st users - remember to claim the SCORE bnous for 0 tickets before you do anything.

Also, the Aid storage box needs to be claimed from the Atomic shop.
 
The aid box is welcome but could have been a lot better, I’d have loved bobble heads and mags to go in there.

What did they change btw, my stash was 1150ish before the update and 1300 after it, I’m not sure how that happened.
 
Awwww... Flaming arrows no longer go boom! Damn. That'll limit my use of the bow then.

The aid box is welcome but could have been a lot better, I’d have loved bobble heads and mags to go in there.

What did they change btw, my stash was 1150ish before the update and 1300 after it, I’m not sure how that happened.

And serums.

Just checked my stash. Yeah, it's gone up a bit, but not that much. Was around 1000 and now at 1120
 
Awwww... Flaming arrows no longer go boom! Damn. That'll limit my use of the bow then.



And serums.

Just checked my stash. Yeah, it's gone up a bit, but not that much. Was around 1000 and now at 1120
Yeah I’m hoping they increase what goes in it but I can see why no mags or bbh, deffo serums would be good. I don’t really carry much aid anyway so it’s not huge for me but it does mean I don’t have to throw stim packs away now…..that would have been great when raid farming.

120 is quite a lot to increase, did they make some things heavier or change a stat somewhere, I never saw it in the release notes but in all honesty I did mostly skim it.

Moved back to my old faithful Fixer again tonight,I’ll need to sort my build out for it again as my damage wasn’t great. I’m not sold on the damage text either, seems a bit cartoonish, a very minor gripe so I’ll get used to it soon enough.

A Quick Look through the scoreboard isn’t exactly blowing my socks off, am I missing some hidden gems?
 
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