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thump, thump, thump
Bigfoot is coming! Put on your Power Armor and grab your favorite weapon. We have a 4-Star Legendary Creature to take down!
The Backwoods update arrives today, and it brings more rewards to all Vault Dwellers across the wasteland. Enjoy some great quality-of-life improvements to Public Events and Activities (formerly known as events), your Pip-Boy, and your Armor!
Read on below for the latest on today’s changes.
Update Highlights
- Bigfoot Has Arrived – The legendary Bigfoot has appeared and will be invading your Public Events. This 4-Star Legendary creature has a chance to drop a new, exclusive 4-Star mod, Thrillseeker.
- Uninvited Guests – Bigfoot isn’t alone with its desire to ruin your fun. Other special creatures such as a more challenging Deathclaw Matriarch, Wendigo Colossus, and more have the chance to show up and crash your party.
- Activities and Public Event Balancing – Many Activities (formerly “Events”) and Public Events have received updates to improve their rewards and event flow to keep you playing and not waiting around.
- Pip-Boy Improvements – Your Pip-Boy is now faster, smoother, and has some new menus to help you get to what you’re looking for faster than before.
- Armor Balancing – Reduced armor weight (in and out of stash) and more resistances baked into the armor itself to give you more choices on how you protect yourself.
- Vanity Lights - New Photo Mode feature. Take photos during the night or in dark interiors without worrying about how to make your character shine!
- Season 24: Rip Daring and the Cryptids From Beyond The Cosmos – Rip Daring sets off on another adventure this time facing off against extraterrestrial creatures! We hope you’re ready for another Rip Daring adventure!
Update Version
- PC (Steam): 3.9 GB
- PC (Microsoft Store): 23.2 GB
- Xbox: 24.8 GB
- PlayStation: 22.4 GB
The Arrival of Bigfoot
Bigfoot has emerged from hiding in the Appalachian wasteland!
Armed with a giant tree branch to slap you around and bloodsucking ticks to throw, Bigfoot has a chance to appear at the end of a select group of Public Events. Which ones? You’ll have to figure that out because taking this creature down gives you a chance at earning a 4-Star Legendary Item with the new 4-Star mod, “Thrillseeker” on it.
To celebrate its arrival, we’re holding a little event for this larger-than-life creature. We’re calling it “Bigfoot’s Bash”! During the first full week of the update, Bigfoot and the Public Events that spawn it will have an extremely high chance of appearing. After which, it’ll return to being its normal camera-shy self.
We hope you’re ready to take on this legendary cryptid! Do note, if it takes you too long to bring this creature down it will return to the wild! So, act fast when you see it appear.
Uninvited Guests
Bigfoot isn’t the only surprise that could be waiting for you at the end of a Public Event. The Wendigo Colossus or a Deathclaw Matriarch can appear at the end of events like “Guided Meditation” and “Distinguished Guests”.
They are not the only two that can crash your party though. Make sure to participate in all the Public Events to see who else will show up to give you more rewards.
Season 24 – Rip Daring and the Cryptids From Beyond the Cosmos
Rip Daring is back for another adventure and this time he’s hunting extraterrestrial creatures. Earn new seasonal rewards such a Pip-Boy display, Bigfoot Stien Display, and an Alien Weather Machine!?
Events
Events have been renamed to Activities
We have rebranded the variety of smaller “Event” quests as “Activities” to better represent what we felt they truly are. A quick activity to complete with a couple of friends or on your own. Public Events will retain their name.
- Activities will now be shown within the "Featured Activity" list when opening the map alongside Daily Ops and Public Events, making them much easier to find and join.
- Public Events have been given their own unique icon.
- We have adjusted the min/max levels of enemies that spawn during all Activities and Public Events to provide more of a challenge for higher level players, while still staying balanced for lower. Additionally, the difficulty labels have been removed.
How to Start an Activity
Activities will now operate on a time-based rotation which means several activities, such as Collision Course, can no longer be started by approaching the area it takes place in. There are some exceptions to this rule which we’ll detail below.
How does this work?
- Approximately every 10 minutes, and depending on available activities being completed, players can expect a new Activity to become available, chosen randomly. Activities will not repeat until they have all been completed.
- Enclave Activities, which previously required players to progress through the Main Quest to participate in, are now available to all players through this new system. (A Real Blast, Bots on Parade, Dropped Connection)
- Worry not, members, as you can expect to receive…additional rewards for your commitment.
- Powering Up will still need to be activated by approaching any of the 3 broken down Power Plants, which become available on a fresh server or 8 hours after the last repair was completed.
- Riding Shotgun will also be excluded from the time-based rotation pool. You can repeat this activity every 20 minutes upon speaking to Vinny.
- Hordes will appear as an Activity. They won’t interfere with the new Activity rotation noted above.
Reward Pools Update
All Activities and Public Events have received updated base reward pools. Any unique reward for an Activity or Public Event remains in place.
We have also removed items we felt bloated the play experience and just added weight to your inventory such as ammo/scrap/chem drops from the event rewards. These are things we feel should be found while playing and killing enemies rather than just dumped into your backpack without you choosing to get them.
- Activities will now reward 75 Caps, a chance at a Legendary Item, 1 regional item schematic or mod, 3-5 Legendary Scrip, and Experience based on player level.
- Public Events will now reward 150 Caps, 2 Legendary Items, 3-5 Legendary Modules, 3 Treasury Notes, 1-3 Improved Bait (if Fishing Main Quest is complete), 1 U-Mine-It map (if you have none), and Experience based on player level.
- A variety of Player Titles have been added for Public Events, and a variety of C.A.M.P. Titles have been added for Activities.
World Loot Updates
We’re taking this opportunity to make a pass at updating various World Loot containers too.
- The contents of lockboxes found throughout the world have had their loot improved.
- Chance to receive a legendary item, depending on lock difficulty.
- U-Mine-It Maps can now be found.
- Contextual Season Items: depending on active challenges, players will now have a chance to find a related item (such as soap) to help progress their daily/weekly goals.
- U-Mine-It Maps will now have improved loot depending on the level of the map used to activate the Lucky Strike quest.
- Caps rewards have been adjusted for each tier of map used (75 -> 150 -> 225).
Balancing Pass on Activities and Public Events
Jail Break and Dogwood Die Off, have been disabled. These two events were going to take much more time and effort to bring up to the quality we would like so we have made the decision to disable them for now.
Always Vigilant
- Additional Legendary Enemies can spawn.
- Overall timer has been reduced to 3 minutes.
- Enemies should now spawn more frequently.
- Increased Roverbot’s health pool.
AWOL Armaments
- Players can now begin the activate the recall beacon immediately after talking to Sergeant Gutsy
- We've increased the variety of robots that will appear during the waves
- Sentry Bot will now be a guaranteed Legendary enemy
Back on the Beat
- Additional loot has been added to the saferooms
- Enemy waves have been adjusted
- Steelheart's movement speed has been increased, and health decreased
Battle Bot
- Allowed time between the card swipes has been increased from 4 seconds to 10
- Sentry Bot will now spawn as a Legendary
Beasts of Burden
- Additional Legendary Enemies can spawn
- The Ogua is now always a 3-star legendary enemy, and its overall strength has been increased
Bots on Parade
- Additional Legendary Enemies can spawn
- Amount of time required for the repair sequence has been reduced
Breach and Clear
- The locked Hornwright Boxes now have a chance to drop a legendary item, and a U-Mine-It Map
- Allowed time to start the activity has been reduced from 60 minutes to 5 minutes
- Reduced the collection timer from 45 seconds to 30 seconds
Campfire Tales
- Additional Legendary Enemies can spawn
- Players can now receive Tadpole badges if they are not a Possum Scout, or Possum badges if they are. Ever upwards, scouts!
- Increased the strength of the Flatwoods Monster
Census Violence
- Additional Legendary Enemies can spawn
- The Census Taker can no longer be crippled by enemies
- Increased the Census Taker's movement speed and health
- Reduced the length of the activity from 5 minutes to 4 minutes
Collision Course
- Additional Legendary Enemies can spawn
- Reduced the overall time of this activity by 2.5 minutes
Dangerous Pastimes
- Additional Legendary Enemies can spawn
- Balance adjustments for the enemies
Death Blossoms
- Reduced the overall duration and wait times
- Increased the health of the Corpse Flowers
- Mole Rats have been replaced by Cultists
- Health Bars have been added to display status of each flower
Distinguished Guests
- Additional Legendary Enemies can spawn.
- Increased Health pools of the Wait Staff.
- The place settings and center pieces now have a glowing VFX, making them easier to spot.
- Quest targets for the Robot Waitstaff have been adjusted.
Dropped Connection
- New rewards can now appear in the final cache drop.
- Increased odds of Legendary creatures appearing.
Eviction Notice
- Slightly reduced the number of Legendary Enemies that can spawn.
- Dev Note: Eviction Notice has always been a lucrative event. Today’s changes bring it closer in line with other events, but players should still expect for the event to provide more Legendary Enemies than other events.
- Quest markers have been added to the Meat Bags
- Balance adjustments for the enemies
Feed the People
- Additional Legendary Enemies can spawn
Fertile Soil
- Farmhand Supervisors are now all guaranteed Legendary Enemies
Fly Swatter
- Increased the strength of the Vertibot
Free Range
- Additional Legendary Enemies can spawn
- The Brahmin will no longer attempt to attack
- Sheepsquatch will now always be a Legendary Enemy, and has had its strength increased
Heart of the Swamp
- Additional Legendary Enemies can spawn
- Adjusted the difficulty of the Grafton Monster
Irrational Fear
- Additional Legendary Enemies can spawn
- Quest trackers have been added to the enemies
It's a Trap
- Scorchbeast will now always spawn as a 3-Star Legendary Enemy.
Leader of the Pack
- No longer triggers a Horde upon completion. Instead, a new objective to hunt the Alpha Wolf has been added to this Activity after defeating the pack leaders.
Line in the Sand
- Adjusted spawn timers, allowing Enemies to spawn more often
- Enemies should no longer spawn outside of the Event Radius
- Pathing for the Scorched has been improved
Lode Baring
- Adjusted the rewards available from the kiosk
Manhunt
- Grafton Dam has been adjusted to make this feel more like an infiltration
- Mad Dog Malone's health and damage have been increased
- Mad Dog Malone's guards will now spawn as Legendary
Monster Mash
- Additional Legendary Enemies can spawn.
- Adjusted the rewards available in the Candy Machine.
- Fixed an issue causing the Monster Mask appearance to be stuck on a character.
Moonshine Jamboree
- Ghouls have been replaced with Floaters.
- Reduced total time of different stages.
Most Wanted
- Reduced the number of buckaroos needed to 500
- If defeated, the Golden Varmint will now provide 500 caps and a random legendary item
- Nuka Point payout has been increased to 7,500
- Additional Legendary Enemies can spawn
One Violent Night
- Additional Legendary Enemies can spawn.
- The Nightstalker is now a guaranteed 3-Star Legendary enemy.
- Increased the strength of the Night Stalker.
Path to Enlightenment
- Additional Legendary Enemies can spawn
- Cultists have been added to the attack waves
- Reduced the required amount of bioluminescent fluid from 50 to 30
Patrol Duty
- More enemies are now present during the defense stage
- The Penitentiary Guard can no longer be crippled by enemies
- Increased the Penitentiary Guard's movement speed and health
Project Beanstalk
- Reduced the overall duration
- Increased the movement speed of Pharmabot JD-7E
- Pharmabot JD-7E can no longer be crippled
Project Paradise
- Enemy waves have been adjusted for variety
- Reduced the difficulty of the ambient creatures in Arktos Pharma
- Reduced the required amount of collectables in each habitat to level the friendly creatures
Riding Shotgun
- More loot has been added along the path of this event
- Brahmin health has been balanced
Safe and Sound
- Increased the strength of the Blue Devil
Spin the Wheel
- Additional Legendary Enemies can spawn
- Increased the health of the statues
- Button timer has been adjusted from 30 seconds to 45 seconds
- Nuka Point payout has been increased to 7,500
Surface to Air
- Repairing the turret now only costs 1 steel, 1 gear, 1 oil, and 1 circuitry
- Reduced overall time to 3 minutes
- Increased amount of enemies
Tea Time
- Additional Legendary Enemies can now spawn
- Reduced overall time
Test Your Metal
- If defeated, the Golden Eyebot will now provide 500 caps and a random legendary item
- Reduced the start timer of the event to 5 minutes
- Reduced the overall time
Tunnel of Love
- Additional Legendary Enemies can now spawn
- Nuka Point payout has been increased to 7,500
Uranium Fever
- Molerats have been added to the enemy waves
- Reduced the health of the Extractors
Pip-Boy Performance Update
Substantial Pip-Boy improvements are coming along with this update too. Smother navigation, improved responsiveness and more quality-of-life improvements should make navigating your Pip-Boy a better experience.
- Performance Upgrades
- Smoother Navigation: Menus load up to 52% faster, and inventory actions are 70% quicker.
- Memory Efficiency: Up to 88% less memory usage, reducing lag and improving overall responsiveness.
- UI and Quality of Life improvements
- Clearer Tabs: Perks now have their own tab, separate from Effects, for easier management.
- Recipe Book: Find Recipes and Plans faster with the new Recipe Book in the Notes tab.
- Scrollable Text Boxes: No more shrinking text. Large Text boxes are able to be scrolled.
- Dedicated Leads Tab: Organize quest-related info more clearly with a separate tab for leads.
Seasons Visibility Improvements
- Season Flag Notification
- A new blue exclamation mark flag appears to alert players about new seasons content they can unlock.
- Disappears once the player enters the Seasons menu, it will reappear when new items are available.
- Score Widget Enhancements
- Updates to the score widget in the top corner of the screen now includes ticket balance, SCORE Progression, and a button to directly access the Seasons menu.
- Includes reward image previews on unclaimed rewards.
- Direct Navigation & UI Updates
- Dedicated button mappings (V on keyboard, Menu Button on PlayStation and Xbox) for quick access to Seasons.
- Updated flyouts for significant events (Challenge Completed, Ranking up, and Unlocking new Page).
- Added ticket balance display to the paper map for better awareness
- Reward Visibility Improvements
- Rotating reward previews integrated into the widget.
- Flyouts now highlight new page unlocks and major milestones without overwhelming players.
Vanity Lights for Photo Mode
Vanity Light is an additional feature to Photo Mode for lighting your characters. Select lighting styles and change their intensity in the Player tab to enhance your images and allow for pictures to be taken easily during nighttime hours or in interiors.
- Steps to Access Vanity Lights:
- Open Photo Mode
- Select the Player tab
- Choose from 5 light templates
- Adjust the Intensity Slider for each
- Take your picture!
Everyone is receiving one Vanity Light to use immediately.
Armor Update
Our intentions with these armor changes are to make different armors and under armors feel like they are viable options in a variety of situations you might find yourself in. We don’t want players to feel like there is only once “correct” choice when it comes to your equipment.
As you read through the notes below, please keep in mind our goals with this update:
- Provide a wider range of viable armor choices based on your build and what you’re fighting.
- Add more flexibility with how you decide to modify your armor to cover your needs.
- Allow for more synergistic balance adjustments and better difficulty tuning for all present and future content.
- We want storing items in your stash to be the ideal place to keep all your spare armor. So we’ve lowered the weight of armor across the board.
You can find all the changes to armor and related mods listed below.
General
- We have changed the equation used for calculating damage reduction to put more emphasis on armor rating. Damage you take is now reduced first by your armor and then by special damage reducing effects.
- A side effect of this change is that your armors will no longer break as quickly when you have special damage reducing effects.
- All special damage reducing effects from different sources, such as “-15% Damage from Robots”, now multiply together rather than add.
- Armors now have more elemental resistance options.
- Braced armor mods have been redesigned to give +5% blocked damage reduction.
- All under armor now share a new mod slot that controls which S.P.E.C.I.A.L. stat bonus is gained. The existing lining mods no longer grant any S.P.E.C.I.A.L. stat bonuses and instead grant more resistances.
Under Armor Mods
Standard Style
- +2 CHA +2 END +2 AGI
- Unlocked by default.
Vault Style
- +2 END +5 INT +3 LCK
- Unlocked by Gold Bullion Vendor (Foundation)
Raider Style
- +2 PER +3 AGI +5 LCK
- Unlocked from Raider Events (Moonshine Jamboree)
Secret Service Style
- +3 STR +3 PER +4 END
- Unlocked from Gold Bullion vendors (Vault 79)
Marine Style
- +4 STR +3 END +3 AGI
- Unlocked from Atlantic City quest The Most Sensational Game and Mutated Party Packs
Enclave Style
- +4 PER +2 INT +4 AGI
- Unlocked from Enclave Events
Casual Style
- +5 CHA + 3 INT +2 LCK
- Unlocked from Nuke Boss Events
Brotherhood of Steel Style
- +4 STR +3 END +3 INT
- Unlocked from Brotherhood of Steel Events (Test Your Metal, Line in the Sand)
Civil Engineer Style
- +3 STR +3 PER +4 CHA
- Unlocked from Flooded City quest The Human Condition
Default Legendary Mods and Unique Effects
Updated default Legendary Mods and added a unique effect to several armors:
Trail Warden – Metal Armor
- Default Legendary Mods: Hunter’s, Perception, Thru-hiker's
- Unique Effect: +50% Throwing Weapon Damage
- Now available from the Lode Baring Terminal
Stand Fast – Combat Armor
- Default Legendary Mods: Chameleon, Hardy, Sentinel’s
- Unique Effect: Armor Increases up to +50 as Speed Increases.
- Now drops from One Violent Night
Silver Lining – Leather Armor
- Default Legendary Mods: Life Saving, Endurance, Belted
- Unique Effect: Reflect 10% of damage.
- Now drops from Breach and Clear
Last Bastion – Urban Scout Armor
- Default Legendary Mods: Bolstering, Luck, Durability
- Unique Effect: Accuracy Increases up to +35% as Health Decreases.
- Now drops from Enclave Activities
NEW Last Stand – Brotherhood Recon Armor
- Default Legendary Mods: Zealot’s, Agility, Reflex
- Unique Effect: Gain 50% of your evade chance as Damage Reduction. You can no longer Evade.
- Drops from Nuka World on Tour Nuke Boss
NEW Bulwark – Secret Service Armor
- Default Legendary Mods: Assassin’s, Elementalist, Adamantium
- Unique Effect: This armor weighs twice as much and provides 35% more protection.
- Drops from the Storm Goliath Nuke Boss
NEW Road Kill – Trapper Left Arm
- New Default Legendary Mods: Overeater’s, Glutton, Thru-Hikers
- Unique Effect: Eat animal corpses to restore life.
- Drops from Meat Week
NEW Rage – Raider Armor
- Default Legendary Mods: Auto Stim, Pain Killer, Burning
- Unique Effect: You deal +1% damage when hit and take +1% damage, up to 100%. Stacks expire over time when not taking damage.
- Drops from Earle Nuke Boss
Power Armor
- Significantly reduced the weight of all Power Armor and the base weight of the Power Armor Chassis
- A deployed Power Armor Chassis no longer removes its weight as if you dropped it.
- Dev Note: This change was made to help indicate the item is still in your inventory and you have not dropped it.
- Power Armor Chassis weight is now derived from its contents.
- Equipped Power Armor now retains 100% of its weight.
- Equipped Power Armor that is broken no longer has reduced weight.
Radiation
- Nuke Zones will deal more radiation damage to those in Power Armor if they are not fully suited up (full set of Power Armor and using Rad-X). The damage is not immediate, and you should still expect to have time to react if you’re suddenly caught in a Nuke Zone while in your Power Armor.
- Rebalanced radiation damage from the environment. Generally, the damage you take from environmental sources is now lower.
- It is now easier to leverage mods on regular armor alongside items like Rad-X to reduce incoming radiation damage.
- Hazmat suits now have a basic spread of resistances rather than just radiation resistance.
Legendary Mods
- Mutant’s
- New Effect: Up to 5% Damage Reduction as you acquire more mutations.
- Damage reduction from “Mutant’s” now scales as you gain more mutations, capping at 5%.
- Bolstering
- New Effect: Up to 10% Damage Reduction when HP is Lower.
- Reaching 5% HP provides the 10% damage reduction.
- Vanguard’s
- New Effect: Up to 10% Damage Reduction based on Max HP.
- Having 1000 Max Health provides the 10% damage reduction.
- Overeater’s
- New Effect: Increases Max Health by up to +40 per piece.
- Aristocrat’s
- New Effect: Up to 10% Damage Reflection based on Caps held”
- Holding 40K Caps provides the 10% damage reduction.
- Elementalist
- New Effect: Increased from +5 All Res to +25 All Res
- Warming, Fireproof, HazMat, and Poisoner’s Mods
- New Effect: Increased resistance value from +25 to +50
- Defender’s
- New Effect: 40% chance to automatically block attacks for weapons and 5% chance to automatically block attacks for armor.
- Cavalier's Weapon Mod renamed to Blocker
- Damage Reduction from this effect explicitly applies to blocked damage now.
- Cavalier Armor Mod
- New Effect: -10% damage taken while sprinting.
- Riposting
- This effect now specifically reflects blocked damage. It also works with the new “auto block” effect.
- Weightless 3-Star Mod has been reworked and renamed to Heavyweight
- New Effect: Grants up to 10% reduced damage at 150% carry weight.
Armor Mod Adjustments
We’re making some adjustments to Armor Mod durability values to address instances where the rate at which how much durability was lost was inconsistent.
- Power Armor Jetpack mod durability: -15 -> -15%
- Power Armor Jetpack mod weight: +25% -> +20%
- Power Armor Calibrated shocks mod durability: -15 -> -15%
- Power Armor Calibrated Shocks mod weight: +20% -> +15%
- Power Armor Tesla Coils mod durability: -15 -> -10%
- Power Armor Stealth Boy mod durability: -15 -> -10%
- Power Armor Gimbal Bracers mod durability: -20 -> -15%
- Power Armor Reactive Plates mod durability: -15 -> -10%
- Power Armor Targeting HUD mod durability: -15 -> -10%
- Power Armor Elastic Servos mod weight: +17.5% -> +10%
- Power Armor Elastic Servos mod durability: -10 -> -10%
- Armor Custom Fitted mod durability: -15 -> -7.5%
- Armor Custom Fitted mod weight: +15% -> +10%
- Armor Muffled mod durability: -10 -> -10%
- Armor Muffled mod weight: +15% -> +10%
- Armor Cushioned mod durability: -10 -> -10%
- Armor Cushioned mod weight: +15% -> +10%
- Armor Aerodynamic mod durability: -6 -> -5%
- Armor Aerodynamic mod weight: +15% -> +10%
- Armor Pocketed mod durability: -10 -> -5%
- Armor Pocketed mod weight: +10% -> +5%
- Armor Deep Pocketed mod durability: -15 -> -15%
- Armor Deep Pocketed mod weight: +15% -> +10%
- Armor Jetpack mod durability: -15 -> -15%
- Armor Jetpack mod weight: +25% -> +20%
- Armor Pneumatic mod durability: -4 -> -5%
- Armor Pneumatic mod weight: +20% -> +15%
- Armor Braced mod durability: -6 -> -5%
- Armor Braced mod weight: +25% -> +15%
- Armor Stabilized mod durability: -10 -> -7.5%
- Armor Stabilized mod weight: +25% -> +10%
- Armor Stabilized mod Scope Stability effect: +10% -> +15%
- Armor Sleek mod durability: -15 -> -7.5%
- Armor Brawling mod durability: -4 -> -10%
- Armor Brawling mod weight: +25% -> +20%
- Armor BioCommMesh mod durability: -6 -> -10%
- Armor BioCommMesh mod weight: +30% -> +15%
- Armor BioCommMesh mod durability: -6 -> -10%
- Armor BioCommMesh mod weight: +30% -> +15%
- Armor Padded mod durability: -4 -> -5%
- Armor Padded mod weight: +15% -> +10%
- Armor Dense mod durability: -8 -> -10%
- Armor Dense mod weight: +30% -> +20%
- Armor Asbestos Lining mod weight: +30% -> +15%
- Armor Lead Lined mod weight: +30% -> +20%
- Armor Weighted mod durability: -8 -> -12.5%
- Armor Weighted mod weight: +40% -> +25%
- Armor Strengthened mod durability: -10 -> -15%
- Armor Strengthened mod weight: +30% -> +20%
- Armor Lighter Build mod durability: -4 -> -5%
- Armor Ultra-Light Build mod durability: -8 -> -12.5%
- Wood Armor Shrouded mod weight: -75% -> +10%
- Wood Armor Shrouded mod durability: +0% -> -10%
- Backpack Armor-Plated Mod Physical Resist (Level 50): 123 -> 126
- Dev Note: This is a side effect of changing some data under the hood.
- Armor Lead-Lined mod Radiation Resistance (Level 50): 38 -> 42
- Dev Note: This is a side effect of changing some data under the hood.
Perks
- Legendary Perks no longer require Perk Coins to unequip
- Perk Coin limit has been increased to accommodate very high-level players.
- Fixed an issue where the Blood Luster effect didn’t work with certain weapon’s bleed mods.
- Portable Power (New Effect)
- Increases movement speed while in Power Armor by 10% per Rank.
- Sturdy Frame (New Effect)
- Reduces the amount of stagger taken per rank.
- Blocker now reduces damage from Blocked attacks
- Rank 1: 15% more damage blocked
- Rank 2: 20% more damage blocked
- Rank 3: 25% more damage blocked
- Fireproof
- Renamed to “Hardy”
- Removed fire damage reduction
- Dev note: We have added many new sources of fire resistance and felt this perk was better suited to a single effect.
Creatures/Enemies
- Some stronger enemies' outgoing damage has been reduced (Raid bosses, etc.)
- Some enemies' poison, fire, and cryo damage has been increased a bit to account for players having much easier access to those resistances.
Weapons
- All Cursed weapons can be modified in Legendary Crafting now.
- Cursed mods now increase damage by 35% (up from 15%) and attack speed by 15% (down from 20%)
- Added new Legendary effects to some unique weapons. This does not affect existing items.
- Civil Unrest
- Assassin’s
- Inertial
- Swift
- Increased unique AP bonus from 10 to 50.
- Perfect Storm
- Black Diamond
- Anti-Armor
- Riposting
- Strength
- Bonus cryo damage
- Removed the Overheat mechanic from the Gauss Minigun and slightly lowered its damage.
- This is a temporary removal of the Overheat mechanic as we plan to reevaluate it in a later update.
- Fixed some inconsistencies with the Stabilizer's 4-Star legendary mod. It now improves Weapon Cone of Fire, Recoil, and Stability by 40%.
Armor
- 'Hellcat Helmet' PA now has the Headlamp Modification option available in Power Armor Station modify menu.
- Hellcat, Union, & Vulcan Power Armor suits now correctly produce the “jingle” footfall sounds once Northern Lights Power Armor skin has been applied.
- Makeshift Ronin Helmet now counts as a Gas Mask.
- Targeting HUD works on living targets & no longer highlights robots.
C.A.M.P.s & Workshops
- Fixed an issue where bushes wouldn’t be bulldozed when building overtop of them.
- “Hazmat Mr. Fuzzy Plushie” and “Pioneer Scouts Squirrel Mr. Fuzzy Plushie” previews face forward in the C.A.M.P. Build Menu.
- Dynamite Box now has a build limit of 25 in C.A.M.P.s and workshops
- Hollywood Floor Light now only powers on when a power source is nearby.
- Newly created blueprints will now display requirements.
- The Molerat windchime should now correctly snap to ceilings.
- Vault-Boy Santa Snow Globe Lamp now faces the right direction in the workshop menu.
- Wooden kitchen tables should now make proper wood-like sounds when destroyed
- Vulcan Power Armor now works as intended when players are under water.
Public Events & Activities
- Fixed an issue where Mischief Night did not drop Treasury Notes.
- Monster Mash mask will now be visually dropped when mask is dropped from inventory by event rules or by leaving the event.
- Patrol Duty: Emergency broadcast message will now be played when the event fails.
- Re-added missing rare rewards to Spooky Scorched Rare category recipes.
- Riding Shotgun: Blue Ridge Supplies are no longer available to loot before speaking with the Caravan guard, preventing players from being unable to progress the activity.
- The Big Bloom, Moonshine Jamboree, Tunnel of Love, and Most Wanted: Active players can now listen in on another player's conversation with an NPC when it's relevant to the Event.
Gameplay
- Adjusted how challenge completion event is triggered to be more consistent.
- Buildings in the Rust Kingdom no longer flicker when observing from nearby cliff.
- Fixed an issue that allowed the Chem Duration effect from the BioCommMesh armor mod to remain active after the armor with then modification was unequipped.
- Daily/Weekly challenge for items at a player vendor now accepts when multiple items are bought.
- Explosions will now affect the condition of limbs.
- Fixed an issue where Center Masochist was only displaying +25% increased damage rather than reflecting 50% at Rank 2 and 75% at Rank 3.
- Note: This was a display issue - the actual damage dealt was working correctly at all ranks.
- Fixed an issue where Gamma Green Tea did not produce extra ingredients when harvesting Kaleidopore Flowers.
- Fixed an issue where monsters could play knock down animation again when already knocked down.
- Fixed an issue where Turbo-Fert Fertilizer grenades had no effect on Prickeye Plants.
- Grenade throwing arc now displays correctly while holding a 2-handed projectile weapon in 1st person.
- Items with only Bounty Mods can now be scrapped.
- The armored Deathclaw will no longer turn on the Beastmaster during gearing up when no other targets are nearby.
- Fixed an issue causing damage to limbs to be higher than designed. -Increased the movement speed cap from 120% to 150%.
- The default amount of damage reduction when blocking attacks has been reduced from 100% to 60%.
- Greatly decreased the condition damage weapons take from blocking.
- The Ultragenetic Mole Miner Stalkers now deals a significant amount of physical damage and inflicts a deadly bleed instead of dealing a killing blow.]
- Players have 90% damage reduction against their own attacks.
- Rad-X radiation resistance: 200 -> 600
- Rad-X: Diluted radiation resistance: 100 -> 250
- Med-X damage resistance: 25 -> 125
Legendary Mods
- Added the missing names to the Legendary Mods introduced in Burning Springs.
- Fixed some inconsistencies with the Stabilizer's 4-star legendary mod. It now improves Weapon Cone of Fire, Recoil, and Stability by 40%.
- Wearing a full set of armor with the Reflex mod now applies the correct bonus.
- The Harpoon Gun's Barbed mod now works with its base bleed effect rather than removing it. This issue was also noticed with the following weapons that also have a base bleed and a mod that adds bleed so this change applies to them too.
- Ski Sword
- Revolutionary Sword
- Chinese Officer Sword
- Machete
- Shishkebab
- Headhunter Scythe
Perks
- Addressed an issue where the Blood Luster effect didn't work with certain weapons' bleed mods.
- Adjusted description of Homebody Perk.
- All Night Long now appropriately doubles the duration of Nuka Cola Dark.
- Hack and Slash now applies bleeding damage over time applicable melee weapons.
- Ironclad now correctly applies armor bonuses.
Miscellaneous
- Added Weight to the Giant Red Dinosaur Plan (0.25)
- Assaultron Faceplates now update with color mods.
- Challenges that previously did not have flyouts appear on completion should now properly show completion flyouts.
- Fishing: Fixed a missing sound effect when Large fish are caught.
- Fix to prevent the camera moving unexpected while speaking with The Ghoul in Highway Town if another player speaks to Rattler at the same time.
- Fixed an issue where the player could unintentionally get inside of a pipe. No weird gases here!
- Fixed several visual issues with the Legion Legate Outfit.
- Fixed an issue causing "The Ghoul" to not speak to a player in Appalachia if "Activity: Monster Mash" was active when they joined the world.
- Fixed an issue where in-world items were disappearing when looking through junk fence in Super Duper Mart.
- Fixed an issue where players were getting stuck between a crane and a set of cluster tires when exploring Rust Kingdom.
- Fixed issue where fast traveling anywhere from Chop Shop basement was free.
- Fixed the error message when transferring non-quick heal meds to be accurate.
- If you happen upon a weapon in the game before you unlock its recipe you are still allowed to repair it.
- Removed an error from the loading screen tip about The Prickeye Plant.
- The lamp in the office near C.A.M.P. retrieval room in Vault 76 now works correctly on first interaction.
- The Radhog Alpha Hide is now able to be properly auto-scrapped.
- Fixed an issue which could cause the Ghoul to not animate correctly.
Quests
- Casting Off: Fixed an issue where the "Linda-Lee Shortwave Signal" would continue to be available in the Pip-Boy after it had been listened to.
- In Quest "Insurrection", fixed an issue where "Letter to Madman" was not added to inventories when picked up.
- Insurrection: Fixed an issue where the player could no longer progress from "Return to Leonard" objective.
- Insurrection: Fixed an issue where the player could no longer progress when on "Talk to the loan shark" objective.
- Kevan Asherton should descend the tunnel to collect ore regardless of whether Kevan was interrupted by combat before reaching the locked gate.
- Wasted on Alcohol: Quest should no longer display debug text after completion.
- Welcoming Committee: Fixed a minor visual issue with the Rust Guards.
Weapons
- Black Powder Rifle's Large bayonet can now be learned by scrapping the Black Powder Weapon.
- Fancy Single Action Revolver and Fancy Pump Action Shotgun skins now display correctly.
- Feral's now should only be applied to Melee weapons.
- Fixed an issue which caused some weapon animations to not work correctly in third person while crouching.
- Light Machine Gun Prime Receiver can no longer be sold to vendors.
- Short Handmade rifles now have the correct option for Default Appearance.
- Sniper's mod should no longer be disabled for any hostile creature close to you.
- The Fatman MIRV will now correctly create a main detonation and 5 child detonations.
- Fixed an issue which caused some weapons to break again after repair at a workbench.
- The Death Tambo now correctly counts as a bladed weapon when completing “bladed” challenges.
Workbench
- Arranged the armors in Light, Sturdy, and Heavy categories.
UI
- The “Notes” category in the Pip-Boy inventory can now be sorted.
- Crafting Menus Now Correctly Refer To "Stable Flux" & Not "Raw Flux" As The Required Crafting Material.
- Fixed an issue which could cause some legendary weapons to be missing their prefix names.
- Fixed an issue on the Wiffle Bat where the blood decal was appearing incorrectly.
- Fixed instances where items would not rotate when viewed in the Pip-Boy and Workbenches.
- Fixed various typos.
- Head Hunt window preview should no longer have a repair kit icon as a potential reward
- Metallic Scrap Now Appears Correctly In Pip-Boy Junk Menu, Pip-Boy Inspect Menu & Chemistry Station Smelt Menu.
- Multiple instances of the same effect are combined for one single entry in the Pip-Boy Stat screen.
- Text in Pip-Boy for unarmed effect for Vintage and Sugar-Free Nukashine appears correctly.
- Fixed an issue which caused some events to not display in the Pip-Boy as inactive upon completions as designed.
- The V.A.T.S. accuracy bonus is now correctly displayed when the associated stock or sight mods are added to the following weapons:
- Combat Shotgun
- Double-Barrel Shotgun
- Cold Shoulder
- Crowd Control
- Crushing Blow
- Gauss Shotgun
- M79 Grenade Launcher
- Pump Action Shotgun
- Salt of the Earth"
- The unique effect of an item now takes priority over the 1-star effect in the Pip-boy Item Card.
- Underarmor is now shown under the Armor tab in the Pip-Boy
- Armor and clothing not equipable by the player is now sorted under “Misc”.
Visuals
- Fixed several visuals issue where armored Burning Deathclaw displayed incorrect textures.
- Fixed various misplaced objects in the world.
- Improved frame rate when moving large workshop structures.
- The Character Select Photo window displays its content correctly in Super Ultra Wide 32:9.
- The visual artifact causing part of the Rusted Coat of Arms Outfit to appear in first-person view has been resolved.
- Various Mini Season Challenges missing completion flyout now have a completion flyout.
- Vault Boy Elf Lawn Gnome properly bursts into a cloud of dust when destroyed...Stop shooting the gnomes!