
Fallout 76 patch notes and how to start the fishing questline in the new season
The Gone Fission update for Fallout 76 is here with a new fishing questline, new Season 21 rewards, and a whole host of patch notes to check out
Whether you want to spruce up your C.A.M.P with some soggy, seaweed-riddled furniture or head out to the wasteland to get some fishing challenges under your belt, you can get as wet and wild as you like in the Gone FIssion update.
Fallout 76 Season 21 has washed up alongside the Gone Fission update, bringing with it the fresh fishing gameplay mechanic, a new questline, new rewards and a ton of combat and Perk tweaks, after a longer-than-usual downtime.
Kick off the Casting Off questline to get a rod, and you can start catching, eating and displaying fish to your heart's content. We'll get into how to start the quest before we share the patch notes, which are long, but highlights include a fast travel cost reduction of 25%, removing the Perk requirements from crafting, and the ability to repair items to 100% if you have the correct perks.
How to start the Fallout 76 Casting Off quest
Fishy adventure awaits in the Mire, where a new location has appeared. Make a beeline for Fishernan's Rest to kick things off and here, you'll encounter three fresh NPCs. There's Linda-Lee, a hermit crab who belongs to The Fisherman – not his birthname, presumably – as well as Captain Raymond Clark.
You'll unlock the fishing rod during the quest which you can use any place you can swim, basically. The rod won't show up in your PipBoy so you can't confuse it with junk rods. You'll find and earn upgrades for it which you can apply at the Tinkers Workbench to tweak your tackle.
Caught fish can be eaten straight from your inventory or you can use a recipe to whip up something like Fish Bits (unlocked as soon as you catch a fish or trade with a player) that restores a little bit of health and hunger, or Grilled Fish, which reduces the time it takes to hook a fish for 20 minutes – and there'll be more to unlock.
Fallout 76 patch notes
Here's the full Fallout 76 patch notes taken from Bethesda blog. The update weighs in at 15GB ( Steam) or 32GB ( Microsoft Store) on PC, 32.6GB on Xbox, and 8.2gb on PlayStation, although my PS5 download was just under 126GB because apparently I hit the bug that makes you reinstall the entire game. It's okay, I hadn't gotten that far into Oblivion Remastered...
Combat Rebalance – A Year in Update
Last year we kicked off our long-term combat rebalancing project with the Skyline Valley update. We started this work wanting to make sure:
combat felt interesting and engaging.
most/if not all weapons felt satisfying to use.
all builds and weapons should have a reasonable amount of viability.
manual aim should be satisfying and effective while still allowing VATS to perform well in specialized builds.
majority of players should have an opportunity to participate in group content. reduce the need for 'tag the mob' play styles.
With the changes made so far, we've seen significant improvement in the variety of ranged weapons being used. There are also fewer difficulty spikes in early to mid-game locations which makes the leveling experience smoother for our newer players. Build diversity has also increased as we see people exploring the new opportunities that the Perk card changes have provided.
While we've already made significant progress, the next few updates will include a few larger and more impactful changes and represent the culmination of much of the balancing work we've done. This gives us a solid new foundation for the future content we have planned.
After these updates, we plan on slowing down to let things settle and evaluate how things shake out.
Combat Balance
Harpoon Gun Base Damage has increased from 175 -> 245 Barbed Mod: Range now matches base weapon and Bleed length lasts 15 seconds. Damage per tick has also increased as well. Fletchettes Mod: Range now matches the base weapon and Fletchettes now get a 20% buff to damage.
Reload Speed increased by 10%
Ammo Capacity increased from 1 to 3
Delay between shots increased by 25%
Crit Mult increased from 2 to 2.5
Sneak Mult increased from 2 to 2.25
Weight Decreased from 16 to 14
Adjusted the Out-of-Range Damage Multiplier for the Following Weapons
These weapons now keep more of their damage at longer ranges.
Black Powder Pistol: 0.1 -> 0.5
Black Powder Rifle: 0.1 -> 0.5
Combat Shotgun: 0.1 -> 0.5
Crossbow: 0.1 -> 0.5
Double-Barrel Shotgun: 0.1 -> 0.5
Cold Shoulder: 0.1 -> 0.5
Gauss Shotgun: 0.1 -> 0.5
Pump-Action Shotgun: 0.1 -> 0.5
Pepper Shaker: 0.25 -> 0.5
Pipe Bolt-Action: 0.25 -> 0.5
Pipe Gun: 0.25 -> 0.5
Pipe Revolver: 0.25 -> 0.5
Lowered Base AP Costs for the Following Weapons
Alien Disintegrator: 25 -> 17
Handmade Rifle: 32 -> 16
Assault Rifle: 32 -> 17
Combat Rifle: 25 -> 15
The Fixer: 25 -> 16
Radium Rifle: 25 -> 16
Submachine Gun: 35 -> 15
Tesla Rifle: 30 -> 17
V63 Laser Carbine: 40 -> 30
Increased Base Damage for the Following Weapons
These values represent the weapons at their maximum level - all lower levels are scaled proportionally.
Alien Disintegrator: 40 -> 66
Handmade Rifle: 45 -> 52
Assault Rifle: 33 -> 66 Now ~3.333 shots per second when semi-automatic, instead of 4
Combat Rifle: 40 -> 53
The Fixer: 40 -> 59 Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
Radium Rifle: 37 physical, 15 radiation -> 42 Physical, 17 Radiation
Submachine Gun: 29 -> 47
Railway Rifle: 95 -> 112
Laser Gun: 44 -> 72
Ultracite Laser Gun: 40 -> 80 Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5
Plasma Gun: 29 Physical, 29 Energy -> 39 Physical, 39 Energy
Enclave Plasma Gun: 32 Physical, 32 Energy -> 57 Physical, 57 Energy
10mm SMG: 34 -> 42
Combat Shotgun: 97 -> 150
Tesla Rifle: 78 -> 112
Lever-Action Rifle: 88 -> 133
Double-Barrel Shotgun: 140 -> 204 Note: Now fires 2.5 times per second instead ~3.57 times per second
Cold Shoulder: 91 Physical, 91 Cryo -> 122 Physical, 122 Cryo Note: Now fires 2.5 times per second instead ~3.57 times per second
Hunting Rifle: 140 -> 171
Gauss Pistol: 115 -> 218 Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Rifle: 146 -> 279 Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Shotgun: 187 -> 285 Note: Now deals 33% damage instead of 50% damage when uncharged
V63 Laser Carbine: 44 -> 59
Pump-Action Shotgun: 102 -> 172
Pipe Bolt-Action: 94 -> 150
Pipe Revolver: 85 -> 140
Pipe Gun: 28 -> 42
Pepper Shaker: 75 -> 95
Black Powder Rifle: 217 -> 449
The Dragon: 255 -> 541
The Following Weapons No-longer Receive an AP Cost Reduction from Their Automatic Receivers
Alien Disintegrator
Handmade Rifle
Assault Rifle
Combat Rifle
The Fixer
Radium Rifle
Submachine Gun Note: this weapon is always automatic but still had its AP cost reduced by its receivers.
Adjusted the Base Critical Attack Damage Bonuses for the Following Weapons
Alien Disintegrator: 2.0 -> 2.25
Handmade Rifle: 2.0 -> 2.25
Assault Rifle: 2.0 -> 2.25
Combat Rifle: 2.0 -> 2.25
Radium Rifle: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Gamma Gun: 2.75 -> 2.5
Railway Rifle: 2.0 -> 2.25
Laser Gun: 2.0 -> 2.5
Ultracite Laser Gun: 2.0 -> 2.5
Plasma Gun: 2.0 -> 2.5
Enclave Plasma Gun: 2.0 -> 2.5
Submachine Gun: 2.0 -> 2.25
10mm SMG: 2.0 -> 2.25
Combat Shotgun: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Lever-Action Rifle: 2.0 -> 3.0
Double-Barrel Shotgun: 2.0 -> 2.25
Cold Shoulder: 2.0 -> 2.25
Hunting Rifle: 2.0 -> 3.0
Gauss Rifle: 2.0 -> 3.0
Gauss Shotgun: 2.0 -> 2.25
V63 Laser Carbine: 2.0 -> 2.25
Pump-Action Shotgun: 2.0 -> 2.25
Adjusted the Base Sneak Attack Damage Bonuses for the Following Weapons
Alien Disintegrator: 2.0 -> 2.25
Handmade Rifle: 2.0 -> 2.25
Assault Rifle: 2.0 -> 2.25
Combat Rifle: 2.0 -> 2.25
The Fixer: 2.0 -> 2.75
Radium Rifle: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Gamma Gun: 2.0 -> 2.5
Railway Rifle: 2.0 -> 2.25
Laser Gun: 2.0 -> 2.5
Ultracite Laser Gun: 2.0 -> 2.5
Plasma Gun: 2.0 -> 2.5
Enclave Plasma Gun: 2.0 -> 2.5
Submachine Gun: 2.0 -> 2.25
10mm SMG: 2.0 -> 2.25
Tesla Rifle: 2.0 -> 2.25
Lever-Action Rifle: 2.0 -> 3.0
Hunting Rifle: 2.0 -> 3.0
Gauss Rifle: 2.0 -> 3.0
V63 Laser Carbine: 2.0 -> 2.25
Automatic Receivers for Semi-Automatic Weapons Now Have the Following
20% reduction in Critical attack damage
20% reduction in Sneak attack damage
30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers)
Combat Shotgun Automatic Receivers
No-longer increases AP cost by 10%.
Now has a 30% increase in attack speed (up from 10%).
Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damage.
Increased Base Damage for the Following Melee Weapons
Assaultron Blade: 40 > 51
Baseball Bat: 55 > 69
Baton: 40 > 47
Bear Arm: 50 > 63
Blade of Bastet: 52 > 61
Board: 50 > 68
Bone Club: 51 > 60
Bone Hammer: 80 > 94
Bowie Knife: 30 > 35
Boxing Glove: 34 > 40
Cattle Prod: 54 > 68
Chinese Officer Sword: 36 > 42
Combat Knife: 33 > 52
Cultist Blade: 41 > 52
Cultist Dagger: 32 > 38
Death Tambo: 45 > 53
Deathclaw Gauntlet: 55 > 69
Electro Enforcer: 35 > 44
Fire Axe: 72 > 84
Gauntlet: 50 > 63
Golf Club: 45 > 57
Grognak Axe: 85 > 107
Guitar Sword: 50 > 59
Gulper Smacker: 62 > 88
Hatchet: 40 > 51
Knuckles: 35 > 44
Lead Pipe: 39 > 49
Machete: 40 > 51
Meat Hook: 34 > 40
Mole Miner Gauntlet: 45 > 57
Multi-Purpose Axe: 69 > 87
Pickaxe: 60 > 76
Pitchfork: 47 > 59
Pipe Wrench: 30 > 38
Plasma Cutter: 26/68 > 30/86
Pole Hook: 71 > 90
Pool Cue: 46 > 58
Power Fist: 58 > 73
Revolutionary Sword: 44 > 56
Rolling pin: 28 > 35
Sheepsquatch Club: 60 > 76
Sheepsquatch Staff: 75 > 95
Shepherd's Crook: 50 > 63
Shishkebab: 27 > 34
Shovel: 40 > 70
Sickle: 36 > 45
Ski Sword: 50 > 63
Sledgehammer: 71 > 90
Spear: 58 > 68
Super Sledge: 85 > 107
Switchblade: 30 > 38
Tenderizer: 75 > 95
Tire Iron: 29 > 37
Walking Cane: 42 > 53
War Drum: 78 > 99
War Glaive: 82 > 104
Weapon Mod Adjustments
Plasma Gun Mod Changes
Removed the cone of fire increase on Plasma Gun Sniper mods
Removed the action point reduction on Plasma Gun Standard and Bruising Grip mods.
Plasma Gun Flamer mods now reduce action point cost by 10%.
Gatling Plasma Beam Splitter Mod Adjustments
Fire rate reduction: -20% -> -35%
Damage bonus: 20% -> 35%
Cone of Fire and Recoil increased
Range reduced
Projectile Count: 4 -> 5
Ammo capacity reduced by 50%
AP cost increased by 50%
Removed the AP Cost Increase on the Following Mods
Light Machine Gun Standard/Prime Receivers
Tesla Automatic Barrel
Removed the Energy Damage Decrease on the Following Mods
Tesla Automatic Barrel
Plasma and Enclave Plasma Gun Splitter Mod Adjustments
Fire rate reduced by 35%
Range reduced
Ammo capacity reduced by 50%
Damage Bonus: 15.5% -> 35%
Cone of fire reduced
Recoil reduced
AP cost: +100% -> +50%
Plasma and Enclave Plasma Gun Flamer Mod Adjustments
Ammo capacity: Set to 300 -> Increase by 400% Note: for a base Plasma Gun, this would result in 150 capacity.
Removed 40% damage bonus
Plasma and Enclave Plasma Gun Automatic Mod Adjustments
Removed increase to cone of fire
Removed increase to AP cost
Removed 10% ammo capacity penalty
Base Damage Adjustments for the Following Weapon
Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy
Removed an Unintended Additional Damage Bonus on the Following Mods for the Western Revolver
The damage removed from these mods was already accounted for with prior base damage increases.
Calibrated Receiver
Vicious Receiver
Severe Receiver
Refined Receiver
Miscellaneous Combat Changes
Fixed an issue where the automatic receivers for the Assault Rifle and Ultracite Laser Gun didn't include the fire rate decrease seen in their semi-auto variants.
Reduced the maximum cone of fire for the Gatling Plasma.
Reduced recoil for the Gatling Plasma.
Added missing text for Sneak Attack Damage when modifying weapons.
Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. For reference, those changes are listed below: Reduced the damage of the Auto Axe: 31 > 24 Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64
Adjusted the non-VATS aiming behavior (recoil, cone of fire, etc.) for the Submachine Gun to be easier to use.
Railway Rifle AP cost increased from 15 to 17.
Ultracite Laser Gun AP cost increased from 14 to 17.
The Submachine Gun Armor Piercing Receiver no-longer has an extra 40% armor penetration in addition to the intended 20% armor penetration.
Increased durability for most weapons.
Fixed an issue where the multi-shot canister and Quad legendary mods for the Broadsider would result in additional reload animations (one per Cannonball).
Fixed an issue where the Black Powder Pistol/Blunderbuss, Black Powder Rifle, and The Dragon would repeat their reload animations for each .50 Caliber Ball when these weapons have the Quad legendary mod.
Increased the delay after firing (between shots) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second. Note: This only applies when using the Quad legendary mod.
Increased the delay after firing (between shots) for The Dragon from 0.5 seconds to 1.5 seconds. Note: This only applies when using the Quad legendary mod.
Limb Damage and Crippling Changes
We are making changes to the way that enemy limbs are affected by various effects. The mods, perks, and weapons mentioned below previously had a chance to instantly cripple a target, but now they deal a percentage increase to the amount of limb damage dealt.
We expect that these changes will make most enemies easier to cripple while making limb damage more consistent and predictable. It will also result in making crippling enemies like Region Bosses more difficult, requiring more focused fire.
These changes will also allow us to remove cripple immunity from many creatures and leverage limb and crippling in more engaging ways moving forward.
Limb Perk Changes
Bashers Rank 1: Gun bashing does +35% limb damage. Rank 2: Gun bashing does +75% limb damage.
Enforcer Rank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage. Rank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage. Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage.
Modern Renegade Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage. Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage. Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage.
One Gun Army Rank 1: Heavy guns gain 4% stagger chance and a +25% limb damage. Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage. Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage.
Tormentor Moved from LCK to PER Rank 1: You deal 20% more damage per crippled limb your target has. Point Cost increased from 1 to 2 Removed Ranks 2 and 3
Bone Shatterer Rank 1: Your melee weapon attacks deal +25% limb damage. Rank 2: Your melee weapon attacks deal +50% limb damage. Rank 3: Your melee weapon attacks deal +75% limb damage.
Mutations
Twisted Muscles Standard: +25% melee, unarmed and bashing damage and +50% limb damage. With Strange in Numbers: +35% melee, unarmed and bashing damage and + 62% limb damage.
Weapons
These weapons all now have +50% limb damage instead of a chance to cripple.
Black Powder Rifle
Bone Hammer
The Dragon
Weapon Mods
These weapon mods now have +50% limb damage instead of chance to cripple the target.
Baseball Bat – Bladed
Baseball Bat - Bladed Rocket
Baseball Bat - Heated Rocket
Baseball Bat - Puncturing Rocket
Baseball Bat - Rocket
Baseball Bat - Searing Puncturing Rocket
Baseball Bat - Spiked Rocket
Bear Arm - Heavy
Boxing Glove - Lead Lining
Golf Club - Heavy Club
Golf Club - Spiked Golf Club
Lead Pipe - Heavy
Pipe Wrench - Extra Heavy
Pipe Wrench - Heavy
Sheepsquatch Club - Heavy
Sheepsquatch Staff - Heavy
Sledgehammer - Heavy
Sledgehammer - Heavy Rocket
Sledgehammer - Heavy Searing Sharp Rocket
Sledgehammer - Heavy Sharp Rocket
Sledgehammer - Heavy Spiked
Sledgehammer - Heavy Spiked Rocket
The Tenderizer – Salty
Enemies No-Longer Immune to Crippling
Grimm Bot
Dr. Blackburn
Sheepsquatch Imposterling
Imposter Sheepsquatch
Blue Devil
Ogua
Jersey Devil
Lesser Devil
Trog Fledgling
Glowing Trog
Trog
Trog Superior
Strangler Grafton Monster
Cultists (Daily Ops) Includes related enemies
Fanatics (Daily Ops)
Overgrown (Daily Ops)
Aliens (Daily Ops) Includes Drones and Invaders
Robots [all types] (Daily Ops)
Blood Eagles (Daily Ops)
Mole Miners (Daily Ops)
Communists (Daily Ops)
Scorched (Daily Ops) Includes related enemies
Super Mutants (Daily Ops)
Perks
We're removing the Perk requirements from crafting. Since you already need to have learned the plan, we feel that requiring you to change your Perk loadout to craft is cumbersome.
Ghoul Perks are no longer able to be picked when leveling up as Human
Human specific Perks are no longer able to be picked when leveling up as a Ghoul
When leveling up, Perk Cards now sort alphabetically in all languages
Updated the loading screen tips for Perks
Added a Help entry for Kill Streak
Fireproof No longer required to make the Flamethrower Trap
Home Defense Workshop traps no longer require Home Defense to make
Renamed Perks
Science -> Science!
Science Expert -> Pyro-Technical
Science Master -> Cryologist
Rifleman -> Down Ranger
Rifleman Expert -> Scoped-up
Rifleman Master -> Smart Shot
Commando -> Center Masochist
Commando Expert -> Fast Fighter
Commando Master -> Number Cruncher
Shotgunner -> Easy Target
Shotgunner Expert -> Love the Spread
Shotgun Master -> Shotgun Champ
Perk Balancing
Armor Reduced to a single rank
Power Smith Reduced to a single rank
Slow Metabolizer Rank 1: All food satisfies hunger by an additional 50%. Rank 2: All food satisfies hunger by an additional 100%. Removed Rank 3
Dromedary Rank 1: All drinks quench thirst by an additional 50%. Rank 2: All drinks quench thirst by an additional 100%. Removed Rank 3
Hydro Fix Rank 1: Chems restore thirst. Rank 2: Chems restore twice as much thirst.
Munchy Resistance Rank 1: Chems restore hunger. Rank 2: Chems restore twice as much hunger.
Chem Fiend Rank 1: Any chems you take last 100% longer. Point Cost increased from 1 to 2 Removed Ranks 2 and 3
Travel Agent Rank 1: You can Fast Travel while over encumbered at an increased cost.
Dodgy Rank 1: Evade now costs AP and no longer has a cooldown. Gain +5% chance to Evade. Point Cost increased from 1 to 2 Dev Note: The AP cost is 10x the cooldown time. The cooldown scales with damage avoided, meaning higher damage attacks cost more AP to avoid. If you would not have enough AP to pay for the evade, it cannot occur. Removed Ranks 2 and 3
Adrenaline Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills. Now only one rank
Science! (Old Name: Science) Rank 1: Increase energy damage based on your INT. Point Cost increased from 1 to 2 Now only one rank
Pyro-Technical (Old Name: Science Expert) Rank 1: Increase fire damage based on your INT. Point Cost increased from 1 to 2 Now only one rank
Cryologist (Old Name: Science Master) Rank 1: Increase cryo damage based on your INT. Point Cost increased from 1 to 2 Now only one rank
Makeshift Warrior Rank 1: Melee weapons break 40% slower. Rank 2: Melee weapons break 60% slower. Rank 3: Melee weapons break 80% slower. Removed Ranks 4 and 5
Gunsmith Rank 1: Guns break 20% slower. Rank 2: Guns break 35% slower. Rank 3: Guns break 50% slower. Removed Ranks 4 and 5
White Knight Moved from AGI to INT
Down Ranger (Old Name: Rifleman) Rank 1: You do +10% ranged damage to far enemies. Rank 2: You do +15% ranged damage to far enemies. Rank 3: You do +20% ranged damage to far enemies.
Scoped-up (Old Name: Rifleman Expert) Rank 1: Your scoped weapons have 50% more range when aiming. Point Cost increased from 1 to 2 Removed Ranks 2 and 3.
Smart Shot (Old Name: Rifleman Master) Rank 1: Deal +25% weak spot damage while aiming a scoped weapon. Point Cost increased from 1 to 3 Removed Ranks 2 and 3.
Sniper Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes. Removed Ranks 2 and 3.
Longshot Rank 1: Your scoped weapons have 30% more range and accuracy when aiming. Removed Ranks 2 and 3.
Center Masochist (Old Name: Commando) Rank 1: +25% ranged damage when targeting the torso. Rank 2: +50% ranged damage when targeting the torso. Rank 3: +75% ranged damage when targeting the torso.
Fast Fighter (Old Name: Commando Expert) Rank 1: Your movement speed bonus is also applied to your reload speed. Point Cost increased from 1 to 2 Removed Ranks 2 and 3.
Number Cruncher (Old Name: Commando Master) Rank 1: Weapon damage is increased by AP cost. Point Cost increased from 1 to 3 Removed Ranks 2 and 3.
Ground Pounder Rank 1: Your small guns reload 10% faster and have better hip fire accuracy. Rank 2: Your small guns reload 20% faster and have better hip fire accuracy. Rank 3: Your small guns reload 30% faster and have better hip fire accuracy.
Skeet Shooter Rank 1: Your small guns have improved accuracy and spread. Removed Ranks 2 and 3.
Easy Target (Old Name: Shotgunner) Rank 1: +25% ranged damage to crippled targets. Rank 2: +50% ranged damage to crippled targets. Rank 3: +75% ranged damage to crippled targets.
Love the Spread (Old Name: Shotgunner Expert) Rank 1: Weapons that fire 3 or more projectiles gain 30% range. Point Cost increased from 1 to 2 Removed Ranks 2 and 3.
Shotgun Champ (Old Name: Shotgunner Master) Rank 1: Each projectile your weapon fires increases your damage against crippled targets by 10%. Point Cost increased from 1 to 3 Removed Ranks 2 and 3.
Scattershot Rank 1: 20% of the damage delt to a limb is applied to all limbs on your target. Point Cost increased from 1 to 2 Removed Ranks 2 and 3.
Moving Target Rank 1: Gain +5% chance to Evade while sprinting. (No Power Armor) Rank 2: Gain + +10% chance to Evade while sprinting. (No Power Armor) Rank 3: Gain +15% chance to Evade while sprinting. (No Power Armor)
Goat Legs Rank 1: Take no damage from falling. Removed Rank 2.
Blood Sacrifice Rank 1: Using AP in VATS now consumes HP instead at 150% more cost. Rank 2: AP in VATS now consumes HP instead at 125% more cost. Rank 3: Using AP in VATS now consumes HP instead at 100% more cost. Rank 4: Using AP in VATS now consumes HP instead at 50% more cost.
Nerd Rage Reduced to a single rank Now costs 2 points at rank 1 Removed the Damage Resist effect Rank 1: While your Health is low, gain increased Damage and AP regen.
Legendary Mods
Conductor's Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius
Nocturnal – New Effects Weapon: +50% Damage while Cloaked Armor: +4 Perception and Agility while Cloaked
Bloodied Increased peak damage bonus from 95% to 130%
Bully's Changed to +25% damage per crippled limb the target has
Junkies Increased limit from 50% to 100%
Resilient Now increases all resistances by 500 when reloading
Two Shot Increased damage buff from 25% to 75%
Stalkers – New Effect Now increases sneak attack damage by 100%
Mutants Increased limit from 25% to 50%
Gourmand Increased limit from 24% to 40%
V.A.T.S. Optimized Increased bonus from 25% to 35%
Instigating +50% Damage Against Targets above 60% Health
Juggernaut's Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
Pin Pointer's Changed to +20% Weak Spot Damage
Mutations
Adrenal Reaction Now grants +5% damage per kill (6.25% with Stranger in Numbers)
Workbench
Moved the following into the Heavy Guns group at the Weapon workbench Gauss Minigun Plasma Caster Tesla Cannon
Moved Fusion Core from the Chemistry Bench to the Tinker Bench
You can now repair items at 100% health if you have the correct perks
Gameplay
Added setting to change Quick Heal priority
Reduced the cost to Fast Travel by 25%
Accessibility
We have re-enabled Speech-to-Text and Text-to-Speech functions.
Armor and Outfits
The Liberty Prime Silent Mode Helmet now properly suppresses noise.
Fixed an issue where the Vault Tec Yellow Hazmat Suit was missing its face visor.
Fixed an issue with the Nuclear Waste Backpack Flair having broken textures.
Fixed an issue where the Chinese Stealth Helmet clips when placed on Male & Female Mannequins.
Fixed an issue where the Holiday Belle Outfit would clip behind player under certain conditions.
Fixed an issue where the Escaped Patient Outfit clips when placed on Female Mannequins.
Fixed an issue where the Blue Ridge Scout Outfit clips when placed on Female Mannequins.
Fixed an issue that prevented players from making Switchback, V63, Deep Space, Heartbreaker, and Dark Star versions of the Union Power Armor Jet Pack if they learned the Union Power Armor Jetback from a recipe.
Fixed an issue where the Feral Meter was not visible when in Power Armor.
Fixed an issue where Power Armor was greyed out in the Pip-Boy when a disguise was equipped for Ghoul players.
Apparel is properly equipped back on Ghoul characters after removing the disguise.
C.A.M.P. & Workshop
Updated the Apothecary Sign Build mode preview to match its built item appearance.
Fixed an issue where the Concrete Extractor power wire now correctly hooks to the power connector.
Updated the Potted Succulent Build mode preview to match its built item appearance.
Toxic Tinctures Chemistry Station now allows items to be placed onto it.
Fixed an issue where the Wasteland Wealth Door did not have sound effects when opening or closing.
Updated the description of the Radiation Glove Box to include its effects.
The Tip Jar Stash Box no longer collides with items placed on top of it.
All Nuka-Cola Rockets now play the correct sound when destroyed.
Fixed an issue where a Slime Cake in a C.A.M.P. or workshop could not be built if you already have a Birthday Cake built.
Fixed an issue where the Pavillion Walls could not be destroyed.
Fixed an issue where the Enclave Repair Collectron could be incorrectly built at other players' C.A.M.P.s.
Fixed an issue where the audio played by the "Cosmic Capture" continued after you stopped playing.
Fixed an issue where it could be difficult to place items on Ohio River Adventure Dock objects.
Fixed an issue causing some items to appear in the incorrect C.A.M.P. Category.
Fix issues with FETCH, Junkyard Dog and Red Rocket Collectrons reverting to default resource collection type. Additionally, the Red Rocket Collectron now correctly supports newer resource types after auto parts.
Fixed an issue where Big Fred's Trailer could not be removed from some C.A.M.P.s
Fixed an issue where the Door from Fort Fortress bundle was no longer accessible and couldn't be built, removed, or repaired. Dev Note: A green variant of the Fort Fortress Door has been added. Now players with this door will have both the base and green variant. They are both named appropriately.
Explosions and projectiles from player camp turrets should no longer damage another player's camp items if not PVP flagged against each other.
Wood Performance Stage can now be placed on various terrains and player made structures.
Fixed an issue where the "Toxic Tinctures Chemistry Station" would not correctly play its SFX while characters were in proximity.
Miscellaneous Fixes
Updated missing Spanish localizations in the crafting menu.
Fixed an issue with missing French localization on some Season 4 items.
Fixed multiple typos in the Help menu.
Scrap kits will no longer move Legendary Mod Boxes to the Stashbox.
Mr. Handy Fuels tanks will now count towards the Daily and Weekly Challenge: "Collect a Fuel Tank or Gas Canister".
Fixed an issue where non-perishable food could be placed into the Cryo Freezer.
Nuka-Orange in-game labels now match its artwork.
Seasonings are now back to spawning correctly in The Brown House - get to cookin!
Fixed an issue that caused the Ghoulification load screen to appear on Atlantic City's loading screen.
Fixed an issue where the Eagle tattoo would not display on masculine bodies for Ghouls.
Resuming from suspend on PlayStation 4/5 no longer results in backed up audio playback.
Fixed an issue where Smooth Ghoul Females could have wounds mirrored on their temple.
Frag grenade and mine explosions no longer have a delayed bright flash.
Players not on a team can now correctly practice Cannibalism to those who are.
Fixed issue where Ghoul players may sometimes appear as default appearance characters on load.
Toxic Water can no longer be mistakenly bought from the vendor at the Skyline Valley Trading Post.
Fixed an issue where Pumpkin Pie and Carnival Pie food items did not count for Herbivores.
Fixed an issue where the Nukashine player icon was no longer available to players.
Fixed an issue where there was no audio on the Player Title tab of the Pip-Boy.
Daily Ops now properly displays "Legendary Cores" as a reward.
Mods
Fixed an issue where the Scrap Rat and Canteen mods did not change the name of the backpack after being applied.
Fixed an issue where the Scrap Rat Backpack excluded some Junk items from the weight reduction benefits.
Perk Cards
Fixed an issue where the Evasive perk flyout animation would activate when a player takes damage from environmental hazards.
Fixed an issue with Ghoul Perk Cards missing their glowing green outline and scorch marks. Updated the description for the 'Breathe It In' Perk to correctly display that it can be up to 0 rad resistance.
'Bomb Scientist' should now correctly work on only grenades.
'Bomb Scientist' now properly drains Glow upon use of grenade weapon.
'Rad Specialist' Pip-Boy description now contains accurate effects.
Updated our sense of humor with new jokes on the Perk Bubblegum Packs.
Fixed an issue with 'Radioactive Strength' applying incorrectly to Automatic Melee Weapons.
Quests
Fixed an issue where players may get stuck needing to talk to Pennington during Wayward Souls.
UI
Fixed an issue where the text for items in the workbench that do not produce materials were misaligned.
Fixed an issue where Entry Titles would lose color while scrolling up and down in the Help Menu.
Fixed an issue where the Gumball Machine Planter Build mode thumbnail was incorrectly zoomed in.
Fixed an issue with the Motorcycle Build mode icon being misaligned.
Fixed an issue with the R.I.P. Roof Build mode icon being misaligned.
Fixed an issue with the Apothecary Sign Build mode icon being misaligned.
Fixed an issue where the 'Back' button could skip sections after selecting Outfits option at the Armor Workbench.
Fixed an issue where the Glowing Robot Fasnacht Mask was missing its description.
Fixed an issue where debug text could appear above the favorites wheel when changing favorites.
Fixed an issue where some item stats tables would overlap when viewing.
Fixed an issue where enemy health bars had a sliver of health left in the health bar when they died.
Fixed an issue where items in workbenches would have a zoomed in preview.
Explosive Mod damage is now added as a modifier on the base damage display of weapons in the Pip-Boy.
Fixed an issue where vendor history button was visible in the pets customization menu.
Weapons
Fixed an issue where players were not able to repair the V63 Laser Carbine at the workbench.
The Lucky Piece Paint for the Pepper Shaker will now correctly change the name of the weapon after being applied.
Fixed an issue with effects not animating on the Gauss Shotgun.
The Nuka-Dark Paint for the Pump-Action Shotgun will now correctly change the name of the weapon after being applied.
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