Fallout 76 has released a new update, and one of the main changes is a major revamp of the CAMP system. Bethesda has shared patch notes detailing all the new CAMP features available to Fallout 76 players, along with a wide range of balance changes that also came as part of the update.
CAMP is the Fallout 76 feature that allows players to settle in different locations in the game world by building bases. In August, Bethesda announced that Fallout 76‘s CAMP would be overhauled, receiving several improvements to make the process of creating a base more creative and direct for the community. Since then, Fallout 76 players have been very excited about the arrival of these changes, which are now available in the game.
Fallout 76 released a new update on September 2, making the anticipated CAMP revamp official. Now, players will find more relaxed rules when building a base in Fallout 76, the most notable being the three new placement modes. With Snap Mode, players can place items as they are used to. Meanwhile, in Collision Mode, items will not auto-snap automatically but will consider collisions. Free Mode lives up to its name, ignoring snapping and collisions. As a result, it is now possible to do things like over-snapping walls to get wallpaper on both sides.
The CAMP revamp has also loosened the rules, and while some items still require ground to be placed, such as items that require water to be set, others will not follow the same conditions. With that, these items can be used freely and even be placed in the air, which will be ideal for creating floating bases in Fallout 76. Power cables can be built even if they intersect other objects, and the Modify Menu has a new look that gives direct access to key editing features. Another major change available after the update is item locking, which lets Fallout 76 players protect their items from being accidentally sold, traded, scrapped, or dropped. It is important to note that, despite this, the feature does not prevent items from being lost upon death or used in crafting.
Simultaneously with the CAMP revamp, Fallout 76 has made combat balance changes. The focus of the changes is on improving the manual aiming experience, with adjustments including reduced recoil and a smaller firing cone. Bethesda has made significant improvements to melee and ranged weapon damage, as well as damage-over-time effects. Legendary Mods and Fallout 76’s Perks have been modified, and a variety of issues with CAMP, creatures, and armor have been fixed.
Fallout 76 C.A.M.P Revamp Update Patch Notes
Relaxed Build Rules
For those of you who like to build C.A.M.P.S. in Fallout Worlds, you already know the benefits that relaxed build rules provides. Let’s go over some of the more common situations where you’ll experience these relaxed build rules and talk about how they’ll change what you’ll be able to do!
Snapping Items
Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap. Over-snapping your walls to get wallpaper on both sides is also possible now. Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.
Placement Mode Toggles
Three placement modes are available to help you place items in your C.A.M.P.:
Snap Mode (Normal) – Place items the way you’re used to.
Collision Mode – Items will not auto-snap but will consider collisions.
Free Mode – No snapping and no collisions.
Placement Restrictions
While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.
Foundations
Items that used to require a foundation to be placed no longer have that requirement. Also, when removing an item, you no longer have to worry about part of your structure being inaccessible.
Power Cables
Can now be built even if the cable intersects with another object!
Blueprints
No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it.
Workshop 2.0
Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.
New Main and Subcategories
One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.
The categories are:
Quests
ㄴObjectives (This category only appears when a quest is active and will disappear after the quest is completed.
ㄴQuickly find your last used items.
ㄴNew
ㄴRecent
ㄴBlueprinted
ㄴStored
ㄴFoundations
ㄴPorches
ㄴFloorsㄴ
ㄴWalls
ㄴRoofs
ㄴStairs
ㄴDoors
ㄴColumns
ㄴFences
ㄴShelters
ㄴBarricades
ㄴTurrets
ㄴTraps
ㄴGenerators
ㄴPower Connectors
Lights
ㄴCandles
ㄴCeiling Lights
ㄴFire
ㄴLamps
ㄴSigns
ㄴWall Lights
ㄴCrafting
ㄴCollectors
ㄴFood
ㄴProducers
ㄴWater
ㄴInstruments
ㄴPlayer Benefits
ㄴServices
ㄴVending Machines
ㄴAppliances
ㄴBeds
ㄴElectronics
ㄴSeating
ㄴShelves
ㄴSurfaces
ㄴBalloons
ㄴClutter
ㄴCrockery
ㄴEntertainment
ㄴFauna
ㄴHoliday
ㄴLawn and Garden
ㄴNovelties
ㄴOutdoor
ㄴRugs
ㄴSigns
ㄴStatues
ㄴTaxidermy
ㄴToys
ㄴVehicles
ㄴAccents
ㄴCeiling
ㄴHoliday
ㄴMounted
ㄴNovelties
ㄴSigns
ㄴTapestry
ㄴWall Art
ㄴWall Letters
ㄴWindow
ㄴAdditional Storage
ㄴDisplays
ㄴStash Boxes
ㄴFarm
ㄴFrontier
ㄴIndustrial
ㄴMilitary
ㄴModern
ㄴRustic
ㄴScavenger
Dwellers (formerly Allies)
ㄴAllies
ㄴPets
ㄴPet Furniture
Modify Menu
The Modify Menu is your main tool for customizing your C.A.M.P. This feature has received a major facelift. Now giving you more direct access to crucial editing features.
Edit Mode:
ㄴPick up and move items
ㄴScrap or store things you’ve already built
ㄴAdd wallpaper to give your C.A.M.P. a fresh style
ㄴRemove wallpaper if you want to go back to basics
ㄴDoors
ㄴGenerators
ㄴResource collectors
ㄴThis helps prevent other players from taking your things.
ㄴSave your creations
ㄴPlace them again later, even if you move your C.A.M.P.
ㄴSwap out placed items without needing to scrap and rebuild!
Miscellaneous Notes
We wanted to list out some neat features that we think builders will appreciate that don’t necessarily require a whole section to themselves.
Build/Modify Mode: On keyboards you can change modes by pressing Q. On a controller you can click the Left Stick.
New Navigation Option: Use Shift + WSAD to move around menus faster. On controller the left and right bumpers allow you to quickly navigate the categories.
You can filter by Buildable, Unlockable, and Known items.
Social Menu is blocked while in Workshop menus giving you more space to work with. Quest Markers and Team List are also hidden while building.
The menu will remember which mode you were in when you re-enter it.
In the Options Menu, you can minimize or maximize the Variants panel as well as expand the info card.
Caravans
We’re restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.
Caravans will now reward all players with the same number of Supplies, regardless of who started the event.
Item Locking
Say NO to accidental scrapping because you can now protect your favorite items by locking them!
Lock your weapons, lock your armor, lock your Power Armor. Heck, you can even lock your meds too!
This new feature will prevent locked items from being sold, scrapped, traded, and even dropped. Item Locking has been a long-requested quality-of-life request from many in the community. We’re really excited about bringing this feature to you.
Add or remove a lock anywhere you can interact with items including:
Pip-Boy
Stash
ㄴIncluding looking at your stash through the My C.A.M.P. device.
Workbench
Ammo Box
Player to player trading
NPC vendors
Vending machines
Allies
Display cases
Corpses and loot bags
A Few Notes: Locking an item will not prevent loss of junk on death or prevent items from being used as a material for crafting (cooking etc.). Also, by default, locking consumables will prevent their use. You may adjust this in your settings.
Accessibility
We’ve made strong strides towards making sure Fallout 76 is more accessible to more players. If you would like a look at all the accessibility features offered at the time of this update you can find that listed out here.
Mischief Night Returns
Mischief Night returns on October 7! Prepare to head over to Rapidan Camp in Skyline Valley to enjoy this refreshed take on a fun and chaotic event.
Ping and Emote Swap
Thanks to community feedback we’ve decided to flip the Press (currently set to Ping in the live game) and Press and Hold (currently set to bring up the Emote wheel in the live game) command for Ping and Emote. With this update, when playing with a controller, Ping can be activated by Pressing and Holding the Down D-Pad button. Emote is now set to Press on the Down D-Pad button.
Season 22: Appalachian Modern Living
Combat Balancing
In the Gone Fission release notes, we shared an update on how we felt the combat rebalancing project we kicked off during Skyline Valley was going. We mentioned that we’ve seen a significant improvement in the variety of ranged weapons being used, fewer difficulty spikes in the early to mid-game experience, and increased build diversity amongst the player base.
Today’s update continues this process with a focus on:
Improving the manual aiming experience.
Improvements to the V.A.T.S. formula.
Providing significant buffs to melee and ranged weapon damage.
Boosts to damage-over-time effects.
Increases to weapon ranges.
There’s a lot to dig into. If you’re interested, head over to our Fallout 76: C.A.M.P. Revamp Combat Release Notes article for all the nitty and gritty details.
We’re going to keep things high-level here.
Manual Aim Improvements
We’ve made changes to all ranged weapons to improve players’ ability to hit targets outside of VATS.
These changes vary by weapon and include:
Smaller cone of fire.
Reduced recoil.
Additional shots can be fired before reaching peak recoil.
Cone of fire now increases less as a result of moving.
Reduced cone of fire while crouching/sneaking.
Reduced cone of fire while aiming down sights.
Spin-up weapons such as the Minigun and Gatling Laser now have reduced recoil after firing for a short period of time.
Reduced camera movement for many weapons’ actions in First Person view.
ㄴThis includes firing, reloading, and post-fire actions such as bolt-action animations.
Medium and long scopes have additional zoom levels. Press the VATS button to toggler between 2 or 3 zoom levels, depending on the scope.
V.A.T.S.
The formula for calculating hit chances in VATS has been rewritten to be more consistent and intuitive. Overall, hit chances with most weapons will be higher. Distant, smaller, and more difficult enemies will sometimes be harder to hit.
Here’s a basic overview of how it works:
The formula begins with an assumption of max hit chance (95%).
Various factors reduce your hit chance, such as distance to the target, visibility of the target, difficulty of hitting each of the target’s body parts, your weapon’s range, cone of fire, recoil, fire rate, etc. Perks, weapon mods, etc. can improve each of these factors or directly increase your hit chance.
Perception reduces some of the penalties of a large cone of fire and long distance to the target relative to your weapon’s maximum range.
Beyond about half of a weapon’s range, hit chance steadily decreases to 0%.
Below about half of a weapon’s range, penalties to hit chance are reduced. As you close in on point blank range, hit chance will increase until you have a very high chance of hitting the target.
Weapon Mods
The vast majority of melee and ranged weapon mods have been updated to have more consistent and intuitive effects, and to offer additional choices for a variety of play styles.
There are far too many changes to list (well over 1,000 mods updated), so instead here’s some highlights for common mods.
Stub Barrels
Stub barrels now make a weapon easier to use while moving at short range.
Medium & Long Barrels
While the longer range for Medium and Long barrels makes it easier to hit targets both in manual aim and VATS and preserve more of your damage when firing at distant targets, they’re now a bit more difficult to use on the go.
Weapon Scopes & Sights
Glow sights now increase VATS accuracy and reduce a weapon’s AP cost by 20%.
Front sight rings now make a weapon more precise while aiming and reduce the weapon’s maximum cone of fire.
Muzzle Mods
Compensators now reduce a weapon’s initial recoil and greatly increase the amount of shots that can be fired before reaching maximum recoil.
Muzzle Brakes reduce a weapon’s minimum and maximum recoil and reduce the amount of lateral movement from recoil.
Along with reducing the volume of each shot and slightly reducing recoil, Suppressors now grant a 50% bonus to sneak attack damage.
Bleed, Fire, and Poison Mods
Changes have been made to Fire and Poison mods to offer better damage over time. We’ve also made changes to some of these mods to convert more of their original damage to Fire or Poison.
Mods that add blades to weapons now more consistently have a Bleed (physical) damage over time effect. The damage from this effect has been greatly increased.
Receiver Mods
Mods which change the ammo type of a weapon have been modified to better reflect the increase or decrease in ammo strength. Stronger ammo will typically have higher AP costs, lower durability, and be harder to control in manual aim. Weaker ammo will typically have lower AP costs and be easier to control and maintain. Now the choice of which ammo to use on a weapon is more about whether you want a more comfortable, lower-maintenance experience with a weaker ammo type – or instead push the weapon further with stronger ammo at the cost of increased difficulty of use and more expensive maintenance.
Similar to ammo type conversion mods which use a stronger ammo type, Hardened receivers now have additional recoil and higher AP costs. Critical receivers now also increase a weapon’s AP cost.
Stocks and Bayonets
Paired with the damage increases on the weapons themselves, switching from a Grip to a Stock or adding a Bayonet (or both!) will greatly improve Bash Damage.
Prime Receivers
Prime Receivers went through a lot of changes during the Public Test Server. We wanted to outline where we landed for these mods.
Prime Receivers provide the following in addition to their increased damage to Scorched enemies:
+35% bonus damage
20% longer range
+15% AP cost
+30% Weight
+50 Value
Higher recoil and maximum cone of fire.
10% slower rate of fire.
Semi-Automatic to Automatic Weapon Mods
In addition to the earlier Base Damage, Sneak Damage, and VATS Critical Attack damage changes from the Gone Fission update, Automatic mods for Semi-Automatic weapons also have the following changes (relative to the un-modded weapon):
50% higher ammo capacity.
17.5% reduced range.
7.5% increased weight.
7.5% reduced durability.
30% increased value.
10% reduction to reload speed
Higher maximum recoil and cone of fire.
Adjustments to Hardened Receivers:
Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)
Bonus Damage: +25% -> +35%
Recoil: +10% -> +15%
AP Cost: +10% -> +15%
Weight: +25% -> +30%
Durability: -7% -> -12.5%
Value: +35% -> +40%
Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes:
Base Damage: Now +40%
Removed 25% additive damage bonus
Fire Rate: Now -35%
Range: Set to 59 -> Reduce by 35%
Durability: -7.5% -> -15%
Fire Rate: Now -35% Adjustments to Cone of Fire, Recoil, etc. now are relative to the weapon’s base properties rather than set to specific values regardless of weapon.
Laser Gun and Ultracite Laser Gun Splitter mod changes:
Base Damage: Now +40%
Removed +50% additive damage bonus
Laser Gun and Ultracite Laser Gun Sniper mod changes:
Base Damage: +25% -> +35%
Fire Rate: Now -40%
AP Cost: +35% -> +55%
Plasma Gun and Enclave Plasma Gun Sniper mod changes:
Base Damage: Now +35%
Removed +100% additive damage bonus
AP Cost: +35% -> +55%
This is all we’re going to cover here, but the Fallout 76: C.A.M.P. Revamp Combat Notes article has a LOT more detail. So please check that article out for more information.
Perk Changes
In this update, we are finishing up our re-balancing of weapon Perks which include the heavy, melee, thrown, and bow weapons.
At a high level, then Perk changes touch:
Heavy Gunner Perks are being replaced with Perks that focus on spending ammo to gain bonuses along with a highly requested Perk to decrease the spin up time on weapons.
Melee Perks are moving away from 1-hand and 2-hand designations and instead these Perks will lean into more general properties of melee weapons, such as bleed and power attacks.
Bow Perks will be benefiting thrown melee as well as the bow weapons with new ways to take down groups of enemies.
We are also standardizing Perks and Mods that grant the ability to automatically revive. Perks with these effects now bypass going into the downed state, have a 100% chance to occur, have a cooldown, and require the use of a healing item such as a Stimpak.
In addition, all effects that apply buffs to other players you revive will apply to yourself when self-reviving. The order in which these effects can occur is fixed:
Scout Banner
EMT Perk
Life Saving Mod
Power Armor Reboot Perk
Perk Card Changes
Slugger
ㄴRank 1: +10% melee damage vs crippled.
ㄴRank 2: +20% melee damage vs crippled.
ㄴRank 3: +30% melee damage vs crippled.
ㄴNew name: Knee Capper
ㄴPoint Cost: 2
ㄴRank 1: Melee weapons deal +50% limb damage. (No Power Tools)
ㄴNew name: Heavy Hitter
ㄴPoint Cost : 3
ㄴRank 1: Melee weapons deal +25% power attack damage. (No Power Tools)
ㄴNew name: Wound Salter
ㄴRank 1: +10% damage against bleeding enemies
ㄴRank 2: +20% damage against bleeding enemies
ㄴRank 3: +30% damage against bleeding enemies
ㄴNew name: Natural Stance
ㄴPoint Cost: 1
ㄴRank 1: While equipping a melee weapon, reduce Incoming Stagger by 25%
ㄴNew name: Blood Luster
ㄴPoint Cost: 1
ㄴRank 1: Your bleed effects have 35% more damage and 25% less duration.
ㄴRank 1: Your fist weapons deal more damage based on your DR.
ㄴNew name: Bullet Storm
ㄴRank 1: Gain 1 stack of Bullet Storm for every 30 ammo spent up to 10 stacks. Each stack increases damage by 3%. Resets when you reload or change weapons.
ㄴRank 2: 6% damage per stack of Bullet Storm.
ㄴRank 3: 9% damage per stack of Bullet Storm.
ㄴNote on Bullet Storm: Bullet Storm grants the ability to gain a stacking buff based on ammo spent. This buff increases the damage you deal, and other Perks can add additional effects. You can have up to 10 stacks of Bullet Storm and they last until you change weapons or reload.
ㄴNew name: Tightly Wound
ㄴPoint Cost: 2
ㄴRank 1: Weapons spin up 60% faster.
ㄴNew name: Bringing the Big Guns
ㄴPoint Cost: 3
ㄴRank 1: Your Bullet Storm stack limit is doubled.
ㄴPoint Cost: 2
ㄴRank 1: You keep half of your Bullet Storm stacks when you reload. Each stack increases reload speed by 1%.
ㄴRank 1: Each stack of Bullet Storm increases your bash damage by 5%
ㄴImproved hit detection and limited hit rate.
ㄴCounts as a Fist Weapon.
ㄴIncreased base damage and damage per rank.
ㄴUses 5 AP per hit.
ㄴRank 1: 20% armor pen and 5% stagger with bows or thrown melee.
ㄴRank 2: 40% armor pen and 10% stagger with bows or thrown melee.
ㄴNew name: Hat Trick
ㄴRank 1: Arrows and thrown melee weapons bounce towards an additional target dealing 70% damage.
ㄴRank 2: Arrows and thrown melee weapons bounce towards two additional targets dealing 70% damage.
ㄴRank 3: Arrows and thrown melee weapons bounce towards three additional targets dealing 70% damage.
ㄴDev Note: The damage is reduced 30% each bounce. Bounce range is based on the weapons range.
ㄴNew name: Deal Sealer
ㄴPoint Cost: 2
ㄴRank 1: Deal +10% damage for each impairment your target has.
ㄴDev Note: Impairments are Crippled, Bleeding, Burning, Poisoned. This info is shown in the Pipboy Effects tab. We will be adding Freezing from cryo to count towards this in a later patch.
ㄴPoint Cost: 3
ㄴRank 1: Arrow and thrown melee weapons pierce targets.
ㄴRank 1: Your ranged weapons ignore 20% armor.
ㄴRank 2: Your ranged weapons ignore 40% armor.
ㄴNew name: Strong Arm
ㄴRank 1: Thrown weapons fly 50% further.
ㄴDev Note: The throwing arc effect has been moved to the settings menu.
ㄴRank 1: Improve benefits of being well rested.
ㄴDev Note: Well Rested grants +2 AGI, Kindred Spirit grants +2 PER, Lovers Embrace grants +2 CHA. This is in addition to what the Perk currently grants.
ㄴPoint Cost: 2
ㄴRank 1: Big guns gain 30% accuracy. Double in Power Armor.
EMT
ㄴPoint Cost: 2
ㄴRank 1: Automatically revive a downed teammate once every 3 minutes and grant them increased healing for 1 minute.
ㄴDev Note: Both players need to be in the same area or interior and within a reasonable distance.
ㄴRank 1: Players you revive have 18 AP regen for 1 min.
ㄴRank 1: Players you revive have +25% damage for 2 min.
ㄴRank 1: Players you revive are fully healed.
ㄴPoint Cost: 2
ㄴRank 1: Absorb 20% of RADs taken and restore Hunger and Thirst.
ㄴRank 1: +50% sneak attack damage with melee and bows.
ㄴRank 2: +100% sneak attack damage with melee and bows.
ㄴDev Note: Extending this Perk to bows and thrown weapons.
ㄴPoint Cost: 2
ㄴRank 1: Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
ㄴPoint Cost: 2
ㄴRank 1: Kills in VATS restore your AP based on your LCK.
ㄴRank 1: Bleeding enemies you kill have a chance to explode based on your LCK.
ㄴDev Note: Added damage to the gore explosion that scales with player level. This explosion does not damage you. Chance to proc increases with Luck. Bloody Mess has a small chance to proc without the Perk equipped based on your Luck.
ㄴRank 1: Automatically Revive using a Stimpak while in Power Armor. Cooldown 10 min
ㄴRank 2: Automatically Revive using a Stimpak while in Power Armor. Cooldown 8 min
ㄴRank 3: Automatically Revive using a Stimpak while in Power Armor. Cooldown 6 min
ㄴRank 4: Automatically Revive using a Stimpak while in Power Armor. Cooldown 2 min
ㄴDev Note: The random chance was removed and a cooldown added.
ㄴRank 1: Melee attacks deal 20% of their damage in a small area.
ㄴRank 2: Melee attacks deal 30% of their damage in a small area.
ㄴRank 3: Melee attacks deal 40% of their damage in a small area.
ㄴRank 4: Melee attacks deal 60% of their damage in a small area.
ㄴAdjusted the Concentrated Fire Perk to increase VATS hit chance for non-automatic weapons by 4/8/12% per shot (automatic is still 1/2/3%).
Legendary Mods
ㄴChance to auto revive increased from 50% to 100% and added a 5 min cooldown that is reduced by 1 min per additional piece.
ㄴRenamed to Lucky Hit
ㄴNow adds HP and AP regeneration to the Hunger and Thirst abilities.
ㄴFull + Rejuvenated Perk Rank 2 provides 6 HP and AP regeneration
ㄴFull + Rejuvenated Perk Rank 1 provides 4 HP and AP regeneration
ㄴFull provides 3 HP and AP regeneration
ㄴWell provides 2 HP and AP regeneration
ㄴNormal provides 1 HP and AP regeneration
ㄴPartial provides 1 HP and AP regeneration
ㄴThis effect has been overhauled to use the Pain Train Perk.
ㄴEach item equipped with this mod grants +1 rank to Pain Train. This can go beyond the max rank of 3 and works even if you do not have the Perk equipped. It also adds an on-hit bleeding effect to Pain Train that scales with more Choo-Choo mods equipped.
Improvements and Fixes
Armor
Fixed an issue where the Power Armor HUD UI did not display while underwater.
Fixed an issue where players could no longer craft or modify the Civil Engineer Armor Jetpack.
The Gladiator Helmet now uses the correct crafting materials.
Fixed several issues with armor names displaying incorrectly when modified.
Books and Magazines
Tesla Science 4 now affects Ultracite Gatling Laser Ammo Count.
C.A.M.P.
Updated the Fire Hazard C.A.M.P. kit to have the correct health values.
Fixed an issue where the “Americana Pennant” and its variants remained after destruction.
Fixed an issue where the “Floating Dock” was unable to be built on water from a blueprint.
Updated the Drowned Signal Lantern and Drowned Box Lamp icon to faces the correct direction.
Fixed an issue where Watoga Robots could become hostile to C.A.M.P. allies or turrets (& vice versa) after completing “Mayor For A Day”.
Fixed an issue where multiple walls of the Tiki C.A.M.P. Kit had the wall texture showing through the applied wallpaper.
The Tiki C.A.M.P. Kit Doorway no longer exhibits issues after having a wallpaper applied to it. The wall and wallpaper can now be moved, stored, scrapped as expected.
Fixed an issue where the Tiki C.A.M.P. Porch Kit pieces were unable to be placed without being snapped to an existing piece.
Fixed an issue where the Tiki C.A.M.P. Porch Kit Porch Railings appeared off center when attached to certain sides of the Tiki Porch Corners.
Fixed an issue with Tiki C.A.M.P. Kit Left Fascia Wall piece flipping horizontally when wallpaper was applied.
Fixed an issue where the Tiki C.A.M.P. Porch Kit Tiki Porch Corner ceiling beam clipped through the roof seam.
Updated the Tiki C.A.M.P. Kit to use the correct construction and destruction SFX.
Fixed Tiki C.A.M.P. Kit workshop menu descriptions.
Updated the destruction and repair sound effects of multiple C.A.M.P. items to match their building materials.
Fixed multiple C.A.M.P. items with inconsistent names in workshop mode.
Counterfeit Bottlecap Press SFX now play again. No more sneakily counterfeiting!
Consumables
Steeped Ash Rose Tea duration increased to 1 hour.
Creatures
Fixed an issue where Stunted Yao Guai were not immune to Radiation damage.
Fixed an issue where Alien Invaders may not fire their weapons under certain conditions.
Fixed an issue where the Lost would not attack with batons.
Spooky Scorched now keep their pirate hats on when dismembered. Arrr.
Events
Fixed an issue where the public event Jail Break was not awarding Improved Bait.
Powering up Power plant events will no longer count toward public event challenges.Known Issue: We are aware that Jail Break is not currently counting toward this challenge.
Fishing
Inspecting a fish now shows how many of it you have caught.Dev Note: This stat is unfortunately not retroactive and will only count fish from this patch forward.
Fixed an issue that could cause the Fishing Rod to become invisible after catching a fish.
Fixed an issue where players could enter V.A.T.S. while fishing
Fixed an issue that could cause highlighting of the whole fishing rod in the modify menu when changing skins.
Gameplay
Floating damage number now have a random offset.
Damage over time effects now display floating damage numbers.
Reduced the size of the visual radius of the explosions for the Hack and Slash legendary perk effect (This does not affect the damage radius for the perk, only visuals).
Blood Worms now increases explosion damage correctly.
Fixed an issue where the Covert Operative bonuses would not trigger as expected.
Menu
Help entries are now sorted alphabetically in all languages.
Help menu entry for Impairments added.
Fixed an issue where players could scroll through certain popup menus while in the Inspect/Repair screens.
Miscellaneous
Fixed an issue where tattoos on male faces could appear warped.
Fixed multiple typos found throughout your Appalachian adventure.
Fixed various localization issues.
A light source now shows in the free camera mode camera if the player’s Pip-Boy light is turned on.
Added Descriptions to Bobblehead effects for Small Guns, Melee, Medicine, Lockpicking.
Fixed an issue where Repair Bobbleheads were not functioning as intended with certain weapons.
Fixed an issue where players were unable to access the paper map or change camera view mode under certain conditions.
Updated the description of Popcorn to include its’ duration of granted effects.
You can now buy Season Rank Ups in Private World.
Outfits
Fixed an issue where the Sawtooth Mask could be worn alongside other face apparel.
The crafted Veil of Secrets is now under the Headwear section in the Armor Workbench.
Fixed an issue where the Fasnacht Sun Mask and its glowing counterpart could appear stretched on moving male players.
Fixed issue where the Mummy Costume could clip through other outfits.
The Antiquated Veil headwear now uses accurate crafting materials.
Fixed an issue where the Mistress of Mystery equipment could not be sold or traded.
Quests
The Powerhouse of the Cell: Fixed an issue that could cause “Serum Alpha” to reappear in the player’s inventory when relogging during the quest.
Fixed an issue where Shadows would reappear upon relog during Powerhouse of the Cell Quest, despite administering the serum.
Vendors
Fixed an issue where Steven Scarberry did not have the correct magazines for sale.
Weapons
Unarmed tag renamed to Fist.
Fist weapons now include either the Blunt or Sharp tags.
Automatic Melee has been renamed Power Tool.
Clarified the Cursed description.
Fixed an issue where the 10mm Pistol Tweaked Automatic Receiver was using an incorrect firing sound.
Fixed an issue with the Tomahawk’s sound volume being inconsistent with other throwing weapons.
Fixed an issue where weapons and armor could be repaired while at 100% condition.
Fixed several issues with weapons names displaying incorrectly when modified.
Fixed an issue where the Free States skin for Combat Knife was not listed in the Modify appearance menu.
Workbench
ㄴCategories have been renamed for better sorting.
ㄴRemoved bows from the MACHINED GUNS category and grouped with thrown weapons are under a new category named RANGED – SURVIVAL.
ㄴMelee has two new categories: FIST and POWER TOOLS.
ㄴRenamed the melee category for EDGED WEAPONS to SHARP WEAPONS.
ㄴRemoved the Ultracite category.
Tinkers WorkbenchAmmo crafting categories are now sorted together.
Fixed an issue where an empty column could appear when in the “current mods” screen at a workbench.