Fallout 76 Adds Fishing In Latest Gone Fission Update
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Fallout 76 Adds Fishing In Latest Gone Fission Update

Fallout 76 Adds Fishing In Latest Gone Fission Update

Fallout 76’s newest replace marks the beginning of Season 21: Gone Fission and unsurprisingly, it is all about fish. The replace provides a brand new questline, new recipes, uncommon fish to gather and show in your C.A.M.P., and naturally, a chill new pastime that may be loved anyplace throughout the map.

Fishing might be unlocked by means of the brand new Casting Off questline, which might be accessed by means of a brand new location within the Mire often known as Fisherman’s Relaxation. The questline will give gamers the base-level fishing rod, which might then be upgraded by means of Tinker’s Workbench.

Now Enjoying: Fallout 76 Season 21 Gone Fission Official Trailer

The fishing rod is not an merchandise that must be manually geared up; as a substitute, simply go as much as any physique of water and choose the “Fish” command when it reveals up on display. Fishing is not contained to only the brand new space. You possibly can fish anyplace throughout the map with a useful mantra: When you can swim in it, you may fish in it.

There are a variety of fish to be caught in Fallout 76, from generic fish to regional fish which have differing ranges of rarity from widespread to tremendous uncommon. The rarest catch is a super-cute axolotl–there are twelve of them to be caught, with one distinctive axolotl accessible to be caught each month.

You will must improve each your bait and your rod to have an opportunity at catching rarer fish, and the climate will play a component in what you may catch, too. Fish you catch might be eaten as is, damaged down into Fish Bits that can be utilized in recipes, or saved and displayed in your C.A.M.P. with a brand new fish-display merchandise.

The Gone Fission season additionally provides a heap of recent fishing-related gadgets. Try every part new in seasonal content material right here.

Whereas the fishing additions make up nearly all of the most recent patch, Bethesda is continuous with main fight steadiness modifications first initiated in final yr’s Skyline Valley replace. You possibly can try the full patch notes for modifications and fixes beneath.

Update Model 1.7.20.12

Fight Steadiness

  • Harpoon Gun
  • Base Injury has elevated from 175 -> 245
  • Barbed Mod: Vary now matches base weapon and Bleed size lasts 15 seconds. Injury per tick has additionally elevated as effectively.
  • Fletchettes Mod: Vary now matches the bottom weapon and Fletchettes now get a 20% buff to wreck.
  • Reload Pace elevated by 10%
  • Ammo Capability elevated from 1 to three
  • Delay between pictures elevated by 25%
  • Crit Mult elevated from 2 to 2.5
  • Sneak Mult elevated from 2 to 2.25
  • Weight Decreased from 16 to 14

Adjusted the Out-of-Vary Injury Multiplier for the Following Weapons

These weapons now preserve extra of their harm at longer ranges.

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

Lowered Base AP Prices for the Following Weapons

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

Elevated Base Injury for the Following Weapons

These values symbolize the weapons at their most degree – all decrease ranges are scaled proportionally.

  • Alien Disintegrator: 40 -> 66
  • Handmade Rifle: 45 -> 52
  • Assault Rifle: 33 -> 66
  • Now ~3.333 pictures per second when semi-automatic, as a substitute of 4
  • Fight Rifle: 40 -> 53
  • The Fixer: 40 -> 59
  • Word: this weapon no-longer has an extra 20% harm bonus over the Fight Rifle.
  • Radium Rifle: 37 bodily, 15 radiation -> 42 Bodily, 17 Radiation
  • Submachine Gun: 29 -> 47
  • Railway Rifle: 95 -> 112
  • Laser Gun: 44 -> 72
  • Ultracite Laser Gun: 40 -> 80
  • Word: now fires 4 pictures a second when semi-automatic (similar as Laser Gun), as a substitute of 5
  • Plasma Gun: 29 Bodily, 29 Vitality -> 39 Bodily, 39 Vitality
  • Enclave Plasma Gun: 32 Bodily, 32 Vitality -> 57 Bodily, 57 Vitality
  • 10mm SMG: 34 -> 42
  • Fight Shotgun: 97 -> 150
  • Tesla Rifle: 78 -> 112
  • Lever-Motion Rifle: 88 -> 133
  • Double-Barrel Shotgun: 140 -> 204
  • Word: Now fires 2.5 instances per second as a substitute ~3.57 instances per second
  • Chilly Shoulder: 91 Bodily, 91 Cryo -> 122 Bodily, 122 Cryo
  • Word: Now fires 2.5 instances per second as a substitute ~3.57 instances per second
  • Looking Rifle: 140 -> 171
  • Gauss Pistol: 115 -> 218
  • Word: Now offers 33% harm as a substitute of fifty% harm when uncharged
  • Gauss Rifle: 146 -> 279
  • Word: Now offers 33% harm as a substitute of fifty% harm when uncharged
  • Gauss Shotgun: 187 -> 285
  • Word: Now offers 33% harm as a substitute of fifty% harm when uncharged
  • V63 Laser Carbine: 44 -> 59
  • Pump-Motion Shotgun: 102 -> 172
  • Pipe Bolt-Motion: 94 -> 150
  • Pipe Revolver: 85 -> 140
  • Pipe Gun: 28 -> 42
  • Pepper Shaker: 75 -> 95
  • Black Powder Rifle: 217 -> 449
  • The Dragon: 255 -> 541

The Following Weapons No-longer Obtain an AP Price Discount from Their Automated Receivers

  • Alien Disintegrator
  • Handmade Rifle
  • Assault Rifle
  • Fight Rifle
  • The Fixer
  • Radium Rifle
  • Submachine Gun
  • Word: this weapon is all the time automated however nonetheless had its AP price lowered by its receivers.

Adjusted the Base Important Assault Injury Bonuses for the Following Weapons

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

Adjusted the Base Sneak Assault Injury Bonuses for the Following Weapons

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

Automated Receivers for Semi-Automated Weapons Now Have the Following

  • 20% discount in Important assault harm
  • 20% discount in Sneak assault harm
  • 30% discount in base harm (as a substitute of a ten% additive discount in harm for many automated receivers)

Fight Shotgun Automated Receivers

  • No-longer will increase AP price by 10%.
  • Now has a 30% improve in assault velocity (up from 10%).
  • Now has a ten% discount to Base harm, Important assault harm, and Sneak harm.

Elevated Base Injury for the Following Melee Weapons

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

Weapon Mod Changes

Plasma Gun Mod Modifications

  • Eliminated the cone of fireside improve on Plasma Gun Sniper mods
  • Eliminated the motion level discount on Plasma Gun Customary and Bruising Grip mods.
  • Plasma Gun Flamer mods now scale back motion level price by 10%.

Gatling Plasma Beam Splitter Mod Changes

  • Fireplace charge discount: -20% -> -35%
  • Injury bonus: 20% -> 35%
  • Cone of Fireplace and Recoil elevated
  • Vary lowered
  • Projectile Depend: 4 -> 5
  • Ammo capability lowered by 50%
  • AP price elevated by 50%

Eliminated the AP Price Enhance on the Following Mods

  • Mild Machine Gun Customary/Prime Receivers
  • Tesla Automated Barrel

Eliminated the Vitality Injury Lower on the Following Mods

Plasma and Enclave Plasma Gun Splitter Mod Changes

  • Fireplace charge lowered by 35%
  • Vary lowered
  • Ammo capability lowered by 50%
  • Injury Bonus: 15.5% -> 35%
  • Cone of fireside lowered
  • Recoil lowered
  • AP price: +100% -> +50%

Plasma and Enclave Plasma Gun Flamer Mod Changes

  • Ammo capability: Set to 300 -> Enhance by 400%
    • Word: for a base Plasma Gun, this may end in 150 capability.
  • Eliminated 40% harm bonus

Plasma and Enclave Plasma Gun Automated Mod Changes

  • Eliminated improve to cone of fireside
  • Eliminated improve to AP price
  • Eliminated 10% ammo capability penalty

Base Injury Changes for the Following Weapon

  • Gatling Plasma: 35 Bodily, 35 Vitality -> 31 Bodily, 31 Vitality

Eliminated an Unintended Extra Injury Bonus on the Following Mods for the Western Revolver

The harm faraway from these mods was already accounted for with prior base harm will increase.

  • Calibrated Receiver
  • Vicious Receiver
  • Extreme Receiver
  • Refined Receiver

Miscellaneous Fight Modifications

  • Mounted a problem the place the automated receivers for the Assault Rifle and Ultracite Laser Gun did not embrace the fireplace charge lower seen of their semi-auto variants.
  • Diminished the utmost cone of fireside for the Gatling Plasma.
  • Diminished recoil for the Gatling Plasma.
  • Added lacking textual content for Sneak Assault Injury when modifying weapons.
  • Reimplemented melee weapon harm changes that have been lacking within the Gleaming Depths replace. For reference, these modifications are listed beneath:
  • Diminished the harm of the Auto Axe: 31 > 24
  • Adjusted the harm of the V63 Zweihaender: 85/45 > 64/64
  • Adjusted the non-VATS aiming habits (recoil, cone of fireside, and many others.) for the Submachine Gun to be simpler to make use of.
  • Railway Rifle AP price elevated from 15 to 17.
  • Ultracite Laser Gun AP price elevated from 14 to 17.
  • The Submachine Gun Armor Piercing Receiver no-longer has an additional 40% armor penetration along with the meant 20% armor penetration.
  • Elevated sturdiness for many weapons.
  • Mounted a problem the place the multi-shot canister and Quad legendary mods for the Broadsider would end in extra reload animations (one per Cannonball).
  • Mounted a problem the place the Black Powder Pistol/Blunderbuss, Black Powder Rifle, and The Dragon would repeat their reload animations for every .50 Caliber Ball when these weapons have the Quad legendary mod.
  • Elevated the delay after firing (between pictures) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second.
  • Word: This solely applies when utilizing the Quad legendary mod.
  • Elevated the delay after firing (between pictures) for The Dragon from 0.5 seconds to 1.5 seconds.
  • Word: This solely applies when utilizing the Quad legendary mod.

Limb Injury and Crippling Modifications

We’re making modifications to the way in which that enemy limbs are affected by varied results. The mods, perks, and weapons talked about beneath beforehand had an opportunity to immediately cripple a goal, however now they deal a proportion improve to the quantity of limb harm dealt.

Limb Perk Modifications

  • Bashers
  • Rank 1: Gun bashing does +35% limb harm.
  • Rank 2: Gun bashing does +75% limb harm.
  • Enforcer
  • Rank 1: Your shotguns acquire a 5% stagger probability and deal +25% limb harm.
  • Rank 2: Your shotguns acquire a ten% stagger probability and deal +50% limb harm.
  • Rank 3: Your shotguns acquire a 15% stagger probability and deal +75% limb harm.
  • Fashionable Renegade
  • Rank 1: Small weapons acquire +15% hip fireplace accuracy and +25% limb harm.
  • Rank 2: Small weapons acquire +30% hip fireplace accuracy and +50% limb harm.
  • Rank 3: Small weapons acquire +45% hip fireplace accuracy and +75% limb harm.
  • One Gun Military
  • Rank 1: Heavy weapons acquire 4% stagger probability and a +25% limb harm.
  • Rank 2: Heavy weapons acquire 8% stagger probability and +50% limb harm.
  • Rank 3: Heavy weapons acquire 12% stagger probability and +75% limb harm.
  • Tormentor
  • Moved from LCK to PER
  • Rank 1: You deal 20% extra harm per crippled limb your goal has.
  • Level Price elevated from 1 to 2
  • Eliminated Ranks 2 and three
  • Bone Shatterer
  • Rank 1: Your melee weapon assaults deal +25% limb harm.
  • Rank 2: Your melee weapon assaults deal +50% limb harm.
  • Rank 3: Your melee weapon assaults deal +75% limb harm.

Mutations

  • Twisted Muscle tissue
  • Customary: +25% melee, unarmed and bashing harm and +50% limb harm.
  • With Unusual in Numbers: +35% melee, unarmed and bashing harm and + 62% limb harm.

Weapons

These weapons all now have +50% limb harm as a substitute of an opportunity to cripple.

  • Black Powder Rifle
  • Bone Hammer
  • The Dragon

Weapon Mods

These weapon mods now have +50% limb harm as a substitute of probability to cripple the goal.

  • Baseball Bat – Bladed
  • Baseball Bat – Bladed Rocket
  • Baseball Bat – Heated Rocket
  • Baseball Bat – Puncturing Rocket
  • Baseball Bat – Rocket
  • Baseball Bat – Searing Puncturing Rocket
  • Baseball Bat – Spiked Rocket
  • Bear Arm – Heavy
  • Boxing Glove – Lead Lining
  • Golf Membership – Heavy Membership
  • Golf Membership – Spiked Golf Membership
  • Lead Pipe – Heavy
  • Pipe Wrench – Additional Heavy
  • Pipe Wrench – Heavy
  • Sheepsquatch Membership – Heavy
  • Sheepsquatch Employees – Heavy
  • Sledgehammer – Heavy
  • Sledgehammer – Heavy Rocket
  • Sledgehammer – Heavy Searing Sharp Rocket
  • Sledgehammer – Heavy Sharp Rocket
  • Sledgehammer – Heavy Spiked
  • Sledgehammer – Heavy Spiked Rocket
  • The Tenderizer – Salty

Enemies No-Longer Proof against Crippling

  • Grimm Bot
  • Dr. Blackburn
  • Sheepsquatch Imposterling
  • Imposter Sheepsquatch
  • Blue Satan
  • Ogua
  • Jersey Satan
  • Lesser Satan
  • Trog Fledgling
  • Glowing Trog
  • Trog
  • Trog Superior
  • Strangler Grafton Monster
  • Cultists (Day by day Ops)
  • Consists of associated enemies
  • Fanatics (Day by day Ops)
  • Overgrown (Day by day Ops)
  • Aliens (Day by day Ops)
  • Consists of Drones and Invaders
  • Robots [all types] (Day by day Ops)
  • Blood Eagles (Day by day Ops)
  • Mole Miners (Day by day Ops)
  • Communists (Day by day Ops)
  • Scorched (Day by day Ops)
  • Consists of associated enemies
  • Tremendous Mutants (Day by day Ops)

Perks

We’re eradicating the Perk necessities from crafting. Because you already have to have realized the plan, we really feel that requiring you to alter your Perk loadout to craft is cumbersome.

  • Ghoul Perks are not capable of be picked when leveling up as Human
  • Human particular Perks are not capable of be picked when leveling up as a Ghoul
  • When leveling up, Perk Playing cards now kind alphabetically in all languages
  • Up to date the loading display suggestions for Perks
  • Added a Assist entry for Kill Streak
  • Fireproof
  • Not required to make the Flamethrower Lure
  • Residence Protection
  • Workshop traps not require Residence Protection to make

Renamed Perks

  • Science -> Science!
  • Science Knowledgeable -> Pyro-Technical
  • Science Grasp -> Cryologist
  • Rifleman -> Down Ranger
  • Rifleman Knowledgeable -> Scoped-up
  • Rifleman Grasp -> Sensible Shot
  • Commando -> Heart Masochist
  • Commando Knowledgeable -> Quick Fighter
  • Commando Grasp -> Quantity Cruncher
  • Shotgunner -> Straightforward Goal
  • Shotgunner Knowledgeable -> Love the Unfold
  • Shotgun Grasp -> Shotgun Champ

Perk Balancing

  • Armorer
  • Diminished to a single rank
  • Energy Smith
  • Diminished to a single rank
  • Sluggish Metabolizer
  • Rank 1: All meals satisfies starvation by an extra 50%.
  • Rank 2: All meals satisfies starvation by an extra 100%.
  • Eliminated Rank 3
  • Dromedary
  • Rank 1: All drinks quench thirst by an extra 50%.
  • Rank 2: All drinks quench thirst by an extra 100%.
  • Eliminated Rank 3
  • Hydro Repair
  • Rank 1: Chems restore thirst.
  • Rank 2: Chems restore twice as a lot thirst.
  • Munchy Resistance
  • Rank 1: Chems restore starvation.
  • Rank 2: Chems restore twice as a lot starvation.
  • Chem Fiend
  • Rank 1: Any chems you’re taking final 100% longer.
  • Level Price elevated from 1 to 2
  • Eliminated Ranks 2 and three
  • Journey Agent
  • Rank 1: You possibly can Quick Journey whereas over encumbered at an elevated price.
  • Dodgy
  • Rank 1: Evade now prices AP and not has a cooldown. Acquire +5% probability to Evade.
  • Level Price elevated from 1 to 2
  • Dev Word: The AP price is 10x the cooldown time. The cooldown scales with harm prevented, which means increased harm assaults price extra AP to keep away from. If you wouldn’t have sufficient AP to pay for the evade, it can’t happen.
  • Eliminated Ranks 2 and three
  • Adrenaline
  • Rank 1: Acquire +10% harm for 30s per kill. Period refreshes with kills.
  • Now just one rank
  • Science! (Outdated Title: Science)
  • Rank 1: Enhance power harm primarily based in your INT.
  • Level Price elevated from 1 to 2
  • Now just one rank
  • Pyro-Technical (Outdated Title: Science Knowledgeable)
  • Rank 1: Enhance fireplace harm primarily based in your INT.
  • Level Price elevated from 1 to 2
  • Now just one rank
  • Cryologist (Outdated Title: Science Grasp)
  • Rank 1: Enhance cryo harm primarily based in your INT.
  • Level Price elevated from 1 to 2
  • Now just one rank
  • Makeshift Warrior
  • Rank 1: Melee weapons break 40% slower.
  • Rank 2: Melee weapons break 60% slower.
  • Rank 3: Melee weapons break 80% slower.
  • Eliminated Ranks 4 and 5
  • Gunsmith
  • Rank 1: Weapons break 20% slower.
  • Rank 2: Weapons break 35% slower.
  • Rank 3: Weapons break 50% slower.
  • Eliminated Ranks 4 and 5
  • White Knight
  • Moved from AGI to INT
  • Down Ranger (Outdated Title: Rifleman)
  • Rank 1: You do +10% ranged harm to far enemies.
  • Rank 2: You do +15% ranged harm to far enemies.
  • Rank 3: You do +20% ranged harm to far enemies.
  • Scoped-up (Outdated Title: Rifleman Knowledgeable)
  • Rank 1: Your scoped weapons have 50% extra vary when aiming.
  • Level Price elevated from 1 to 2
  • Eliminated Ranks 2 and three.
  • Sensible Shot (Outdated Title: Rifleman Grasp)
  • Rank 1: Deal +25% weak spot harm whereas aiming a scoped weapon.
  • Level Price elevated from 1 to three
  • Eliminated Ranks 2 and three.
  • Sniper
  • Rank 1: Acquire improved management and maintain your breath 75% longer whereas aiming scopes.
  • Eliminated Ranks 2 and three.
  • Longshot
  • Rank 1: Your scoped weapons have 30% extra vary and accuracy when aiming.
  • Eliminated Ranks 2 and three.
  • Heart Masochist (Outdated Title: Commando)
  • Rank 1: +25% ranged harm when concentrating on the torso.
  • Rank 2: +50% ranged harm when concentrating on the torso.
  • Rank 3: +75% ranged harm when concentrating on the torso.
  • Quick Fighter (Outdated Title: Commando Knowledgeable)
  • Rank 1: Your motion velocity bonus can also be utilized to your reload velocity.
  • Level Price elevated from 1 to 2
  • Eliminated Ranks 2 and three.
  • Quantity Cruncher (Outdated Title: Commando Grasp)
  • Rank 1: Weapon harm is elevated by AP price.
  • Level Price elevated from 1 to three
  • Eliminated Ranks 2 and three.
  • Floor Pounder
  • Rank 1: Your small weapons reload 10% sooner and have higher hip fireplace accuracy.
  • Rank 2: Your small weapons reload 20% sooner and have higher hip fireplace accuracy.
  • Rank 3: Your small weapons reload 30% sooner and have higher hip fireplace accuracy.
  • Skeet Shooter
  • Rank 1: Your small weapons have improved accuracy and unfold.
  • Eliminated Ranks 2 and three.
  • Straightforward Goal (Outdated Title: Shotgunner)
  • Rank 1: +25% ranged harm to crippled targets.
  • Rank 2: +50% ranged harm to crippled targets.
  • Rank 3: +75% ranged harm to crippled targets.
  • Love the Unfold (Outdated Title: Shotgunner Knowledgeable)
  • Rank 1: Weapons that fireside 3 or extra projectiles acquire 30% vary.
  • Level Price elevated from 1 to 2
  • Eliminated Ranks 2 and three.
  • Shotgun Champ (Outdated Title: Shotgunner Grasp)
  • Rank 1: Every projectile your weapon fires will increase your harm towards crippled targets by 10%.
  • Level Price elevated from 1 to three
  • Eliminated Ranks 2 and three.
  • Scattershot
  • Rank 1: 20% of the harm delt to a limb is utilized to all limbs in your goal.
  • Level Price elevated from 1 to 2
  • Eliminated Ranks 2 and three.
  • Transferring Goal
  • Rank 1: Acquire +5% probability to Evade whereas sprinting. (No Energy Armor)
  • Rank 2: Acquire + +10% probability to Evade whereas sprinting. (No Energy Armor)
  • Rank 3: Acquire +15% probability to Evade whereas sprinting. (No Energy Armor)
  • Goat Legs
  • Rank 1: Take no harm from falling.
  • Eliminated Rank 2.
  • Blood Sacrifice
  • Rank 1: Utilizing AP in VATS now consumes HP as a substitute at 150% extra price.
  • Rank 2: AP in VATS now consumes HP as a substitute at 125% extra price.
  • Rank 3: Utilizing AP in VATS now consumes HP as a substitute at 100% extra price.
  • Rank 4: Utilizing AP in VATS now consumes HP as a substitute at 50% extra price.
  • Nerd Rage
  • Diminished to a single rank
  • Now prices 2 factors at rank 1
  • Eliminated the Injury Resist impact
  • Rank 1: Whereas your Well being is low, acquire elevated Injury and AP regen.

Legendary Mods

  • Conductor’s
  • Important Hits Restore 10 Well being & Motion Factors immediately and 100 extra over 5 seconds for Participant & Teammates Inside a 100ft Radius
  • Nocturnal – New Results
  • Weapon: +50% Injury whereas Cloaked
  • Armor: +4 Notion and Agility whereas Cloaked
  • Bloodied
  • Elevated peak harm bonus from 95% to 130%
  • Bully’s
  • Modified to +25% harm per crippled limb the goal has
  • Junkies
  • Elevated restrict from 50% to 100%
  • Resilient
  • Now will increase all resistances by 500 when reloading
  • Two Shot
  • Elevated harm buff from 25% to 75%
  • Stalkers – New Impact
  • Now will increase sneak assault harm by 100%
  • Mutants
  • Elevated restrict from 25% to 50%
  • Gourmand
  • Elevated restrict from 24% to 40%
  • V.A.T.S. Optimized
  • Elevated bonus from 25% to 35%
  • Instigating
  • +50% Injury In opposition to Targets above 60% Well being
  • Juggernaut’s
  • Now scales primarily based in your HP immediately, not a proportion. Elevated the cap to 100% harm at 1000 HP.
  • Pin Pointer’s
  • Modified to +20% Weak Spot Injury

Mutations

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

Workbench

  • Moved the next into the Heavy Weapons group on the Weapon workbench
  • Gauss Minigun
  • Plasma Caster
  • Tesla Cannon
  • Moved Fusion Core from the Chemistry Bench to the Tinker Bench
  • Now you can restore gadgets at 100% well being you probably have the proper perks

Gameplay

  • Added setting to alter Fast Heal precedence
  • Diminished the price to Quick Journey by 25%

Accessibility

  • We’ve got re-enabled Speech-to-Textual content and Textual content-to-Speech features.

Armor and Outfits

  • The Liberty Prime Silent Mode Helmet now correctly suppresses noise.
  • Mounted a problem the place the Vault Tec Yellow Hazmat Swimsuit was lacking its face visor.
  • Mounted a problem with the Nuclear Waste Backpack Aptitude having damaged textures.
  • Mounted a problem the place the Chinese language Stealth Helmet clips when positioned on Male & Feminine Mannequins.
  • Mounted a problem the place the Vacation Belle Outfit would clip behind participant below sure circumstances.
  • Mounted a problem the place the Escaped Affected person Outfit clips when positioned on Feminine Mannequins.
  • Mounted a problem the place the Blue Ridge Scout Outfit clips when positioned on Feminine Mannequins.
  • Mounted a problem that prevented gamers from making Switchback, V63, Deep Area, Heartbreaker, and Darkish Star variations of the Union Energy Armor Jet Pack in the event that they realized the Union Energy Armor Jetback from a recipe.
  • Mounted a problem the place the Feral Meter was not seen when in Energy Armor.
  • Mounted a problem the place Energy Armor was greyed out within the Pip-Boy when a disguise was geared up for Ghoul gamers.
  • Attire is correctly geared up again on Ghoul characters after eradicating the disguise.

C.A.M.P. & Workshop

  • Up to date the Apothecary Signal Construct mode preview to match its constructed merchandise look.
  • Mounted a problem the place the Concrete Extractor energy wire now appropriately hooks to the facility connector.
  • Up to date the Potted Succulent Construct mode preview to match its constructed merchandise look.
  • Poisonous Tinctures Chemistry Station now permits gadgets to be positioned onto it.
  • Mounted a problem the place the Wasteland Wealth Door didn’t have sound results when opening or closing.
  • Up to date the outline of the Radiation Glove Field to incorporate its results.
  • The Tip Jar Stash Field not collides with gadgets positioned on prime of it.
  • All Nuka-Cola Rockets now play the proper sound when destroyed.
  • Mounted a problem the place a Slime Cake in a C.A.M.P. or workshop couldn’t be constructed if you have already got a Birthday Cake constructed.
  • Mounted a problem the place the Pavillion Partitions couldn’t be destroyed.
  • Mounted a problem the place the Enclave Restore Collectron may very well be incorrectly constructed at different gamers’ C.A.M.P.s.
  • Mounted a problem the place the audio performed by the “Cosmic Seize” continued after you stopped enjoying.
  • Mounted a problem the place it may very well be tough to put gadgets on Ohio River Journey Dock objects.
  • Mounted a problem inflicting some gadgets to look within the incorrect C.A.M.P. Class.
  • Repair points with FETCH, Junkyard Canine and Pink Rocket Collectrons reverting to default useful resource assortment kind. Moreover, the Pink Rocket Collectron now appropriately helps newer useful resource sorts after auto elements.
  • Mounted a problem the place Massive Fred’s Trailer couldn’t be faraway from some C.A.M.P.s
  • Mounted a problem the place the Door from Fort Fortress bundle was not accessible and couldn’t be constructed, eliminated, or repaired.
  • Dev Word: A inexperienced variant of the Fort Fortress Door has been added. Now gamers with this door could have each the bottom and inexperienced variant. They’re each named appropriately.
  • Explosions and projectiles from participant camp turrets ought to not harm one other participant’s camp gadgets if not PVP flagged towards one another.
  • Wooden Efficiency Stage can now be positioned on varied terrains and participant made constructions.
  • Mounted a problem the place the “Poisonous Tinctures Chemistry Station” wouldn’t appropriately play its SFX whereas characters have been in proximity.

Miscellaneous Fixes

  • Up to date lacking Spanish localizations within the crafting menu.
  • Mounted a problem with lacking French localization on some Season 4 gadgets.
  • Mounted a number of typos within the Assist menu.
  • Scrap kits will not transfer Legendary Mod Packing containers to the Stashbox.
  • Mr. Helpful Fuels tanks will now rely in the direction of the Day by day and Weekly Problem: “Accumulate a Gasoline Tank or Fuel Canister”.
  • Mounted a problem the place non-perishable meals may very well be positioned into the Cryo Freezer.
  • Nuka-Orange in-game labels now match its art work.
  • Seasonings are actually again to spawning appropriately in The Brown Home – get to cookin!
  • Mounted a problem that triggered the Ghoulification load display to look on Atlantic Metropolis’s loading display.
  • Mounted a problem the place the Eagle tattoo wouldn’t show on masculine our bodies for Ghouls.
  • Resuming from droop on PlayStation 4/5 not ends in backed up audio playback.
  • Mounted a problem the place Easy Ghoul Females might have wounds mirrored on their temple.
  • Frag grenade and mine explosions not have a delayed brilliant flash.
  • Gamers not on a crew can now appropriately observe Cannibalism to those that are.
  • Mounted situation the place Ghoul gamers could generally seem as default look characters on load.
  • Poisonous Water can not be mistakenly purchased from the seller on the Skyline Valley Buying and selling Put up.
  • Mounted a problem the place Pumpkin Pie and Carnival Pie meals gadgets didn’t rely for Herbivores.
  • Mounted a problem the place the Nukashine participant icon was not accessible to gamers.
  • Mounted a problem the place there was no audio on the Participant Title tab of the Pip-Boy.
  • Double Mutated Day by day Ops now correctly show “Legendary Modules” as a reward.

Mods

  • Mounted a problem the place the Scrap Rat and Canteen mods didn’t change the identify of the backpack after being utilized.
  • Mounted a problem the place the Scrap Rat Backpack excluded some Junk gadgets from the burden discount advantages.

Perk Playing cards

  • Mounted a problem the place the Evasive perk flyout animation would activate when a participant takes harm from environmental hazards.
  • Mounted a problem with Ghoul Perk Playing cards lacking their glowing inexperienced define and scorch marks.
  • Up to date the outline for the “Breathe It In” Perk to appropriately show that it may be as much as 0 rad resistance.
  • “Bomb Scientist” ought to now appropriately work on solely grenades.
  • “Bomb Scientist” now correctly drains Glow upon use of grenade weapon.
  • “Rad Specialist” Pip-Boy description now accommodates correct results.
  • Up to date our humorousness with new jokes on the Perk Bubblegum Packs.
  • Mounted a problem with “Radioactive Power” making use of incorrectly to Automated Melee Weapons.

Quests

  • Mounted a problem the place gamers could get caught needing to speak to Pennington throughout Wayward Souls.

UI

  • Mounted a problem the place the textual content for gadgets within the workbench that don’t produce supplies have been misaligned.
  • Mounted a problem the place Entry Titles would lose shade whereas scrolling up and down within the Assist Menu.
  • Mounted a problem the place the Gumball Machine Planter Construct mode thumbnail was incorrectly zoomed in.
  • Mounted a problem with the Motorbike Construct mode icon being misaligned.
  • Mounted a problem with the R.I.P. Roof Construct mode icon being misaligned.
  • Mounted a problem with the Apothecary Signal Construct mode icon being misaligned.
  • Mounted a problem the place the ‘Again’ button might skip sections after deciding on Outfits possibility on the Armor Workbench.
  • Mounted a problem the place the Glowing Robotic Fasnacht Masks was lacking its description.
  • Mounted a problem the place debug textual content might seem above the favorites wheel when altering favorites.
  • Mounted a problem the place some merchandise stats tables would overlap when viewing.
  • Mounted a problem the place enemy well being bars had a sliver of well being left within the well being bar after they died.
  • Mounted a problem the place gadgets in workbenches would have a zoomed in preview.
  • Explosive Mod harm is now added as a modifier on the bottom harm show of weapons within the Pip-Boy.
  • Mounted a problem the place vendor historical past button was seen within the pets customization menu.

Weapons

  • Mounted a problem the place gamers weren’t capable of restore the V63 Laser Carbine on the workbench.
  • The Fortunate Piece Paint for the Pepper Shaker will now appropriately change the identify of the weapon after being utilized.
  • Mounted a problem with results not animating on the Gauss Shotgun.
  • The Nuka-Darkish Paint for the Pump-Motion Shotgun will now appropriately change the identify of the weapon after being utilized.

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