The irradiated Appalachian waters now play host to a variety of different fish of different rarities.
Remember. Anywhere you can swim, you can fish.
Update Highlights
- Casting Off – Make your way over to The Mire to start your fishing adventure!
- Mystery of the Axolotol – Every month an axolotl will be available to catch in two zones around Appalachia.
- Local Legends – Big game awaits! Haul them in and show them off in your C.A.M.P.
- Season 21: Gone Fission – A brand new season with rewards that are fishtacular.
Casting Off – New Questline
Head over to Fisherman’s Rest, a new location in the Mire where you’ll begin your fishing journey. Here you will meet a new trio of new characters. The disoriented Captain Raymond Clark, a mysterious new figure who goes by the name The Fisherman, and Linda-Lee, the Fisherman’s adorable pet hermit crab.
During the “Casting Off” questline you’ll receive a working Fishing Rod - allowing you to walk up to any body of water and start fishing. When deciding where you can fish, remember the mantra: “If you can swim in it, you can fish in it.”
Do note that the Fishing Rod won’t appear in your Pip-Boy menu as it’s not an item you need to equip. When you’re standing next to and looking at a body of water, the “Fish” command will appear on your screen. The Fishing Rod will show up in your Tinkers Workbench menu so you can modify it though.
Upgrading your Fishing Rod
You can find the pieces needed to upgrade your fishing rod by completing the new fishing challenges and daily fishing quests. These will reward you with rod styles, bobbers, and linear reels to fine tune your fishing experience and help you catch the mysterious creatures living in the irradiated waters of the wasteland.
It’s important to know that some fish will be near impossible to catch until you upgrade your fishing rod, so get out there and complete those fishing challenges!
Catching Fish (Bait and Weather)
You can have the best-looking fishing rod in Appalachia, but it won’t help you catch any fish if you’re not using bait.
There are three types of bait to gather, and each one increases your chances of enticing rarer fish to bite down on your hook.
Common Bait
Gives you the chance to catch generic fish, scrapable junk, and common regional fish.
Common Bait is purchasable from The Fisherman and Captain Raymond Clark in Fisherman’s Rest. You also have a chance to receive this bait after completing the daily fishing quest.
Improved Bait
This bait gives you an increased chance of catching uncommon fish. While it’s not purchasable from any vendor, you can trade Improved Bait with other players. You can also get more from the daily fishing quest, public events, and finding it in lootable containers around the world.
Superb Bait
Earnable as rewards in Season 21, this bait gives you the best chance to catch very rare fish.
Weather
Weather also influences your odds of catching specific types of fish. Naturally occurring weather, as well as modified weather from a Weather Control Station in your C.A.M.P. will affect the type of fish that bite down on your hook.
Clear Weather:
Best suited for catching common fish that can be found in any region.
Rainy Weather:
Rainy weather has an increased chance of catching region-specific fish, as well as the elusive Axolotls.
Radstorm/Nuke Weather:
Radstorms and weather caused by nukes increase the chance of catching Glowing Fish.
We’ll leave it to you all to figure out which combination of bait and weather will give you the highest chance of helping you find the fish you want.
Food and More Adventures
Now that you’ve captured a few fish, what can you do with them?
Of course, you can eat them directly out of your inventory to restore some Hunger and Health. The larger the fish, the more you’ll regain.
You can also turn fish into...
Fish Bits
When you obtain a fish by fishing or trading with players, you immediately learn the recipe to convert that fish into Fish Bits at a Cooking Station. Fish Bits can restore small amounts of Hunger/Health on their own, but that’s not the best way to utilize this new material.
When at a cooking station, you’ll notice a new food recipe. The Grilled Fish recipe becomes available after completing the main fishing questline. When eaten it provides you with an effect that reduces the time to hook a fish for 20 minutes, which is perfect because you’re about to do a whole lot of fishing.
Completing fishing daily quests will give you the chance to earn other food recipes that utilize Fish Bits such as Fish and Tatos and Fish Chowder.
There’s one other location where you can use Fish Bits. If you feed Linda-Lee Fish Bits she’ll give you a random Legendary item- just don’t ask where it came from.
Time to Explore
With the addition of fishing there is now a lot of aquatic life for you to find.
Common fish can be found across the map, but there are a ton of region-specific fish to discover along with their glowing variants.
There are also 12 adorable Axolotls to find. One of these glorious amphibians will be available for you to catch every month throughout the year. Keep an eye on our social channels for hints on where they’re located every month.
Lastly, Local Legends. These are the fish you’ll be bragging about catching. That’s all we’ll say about them for now.
Flaunting the Catch
Completing fishing challenges and dailies will reward you with new C.A.M.P. items along with upgrades for your fishing rod. One of these items is a curved fish display so you can show off that rare local legend or Axolotl you were able to catch!
Season 21: Gone Fission
[previewyoutube=xxEvXeylL50;full][/previewyoutube]
Speaking of flaunting. Season 21 brings a whole suite of new fishing-themed rewards for you to unlock.
Watch the trailer above and then head over to our Season 21: Gone Fission article for more information.
Starting today, unused Season Tickets will be turned into Gold Bullion when the next season starts. This retroactively applies to your unused tickets from the previous three seasons.
When you log in after today’s update, you’ll be greeted with a message asking you to confirm the transfer of Gold Bullion to your character inventory. If you’re not sure you have the space, deny the transfer and check your character. The next time you launch the game you’ll be greeted with the same message.
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. [list]
- reduce the need for “tag the mob” play styles.
[/list]
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 [list]
- 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.
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 [list]
- Now ~3.333 shots per second when semi-automatic, instead of 4
- Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
- Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5
- Note: Now fires 2.5 times per second instead ~3.57 times per second
- Note: Now fires 2.5 times per second instead ~3.57 times per second
- Note: Now deals 33% damage instead of 50% damage when uncharged
- Note: Now deals 33% damage instead of 50% damage when uncharged
- Note: Now deals 33% damage instead of 50% damage when uncharged
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 [list]
- Note: this weapon is always automatic but still had its AP cost reduced by its receivers.
[/list]
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%[list]
- Note: for a base Plasma Gun, this would result in 150 capacity.
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. [list]
- Note: This only applies when using the Quad legendary mod.
- Note: This only applies when using the Quad legendary mod.
[/list]
---
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[list]
- Rank 1: Gun bashing does +35% limb damage.
- Rank 2: Gun bashing does +75% limb damage.
- 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.
- 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.
- 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.
- 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
- 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.
[/list]
Mutations
- Twisted Muscles[list]
- 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.
[/list]
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) [list]
- Includes related enemies
- Includes Drones and Invaders
- Includes related enemies
---
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 [list]
- No longer required to make the Flamethrower Trap
- Workshop traps no longer require Home Defense to make
[/list]
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[list]
- Reduced to a single rank
- Reduced to a single rank
- Rank 1: All food satisfies hunger by an additional 50%.
- Rank 2: All food satisfies hunger by an additional 100%.
- Removed Rank 3
- Rank 1: All drinks quench thirst by an additional 50%.
- Rank 2: All drinks quench thirst by an additional 100%.
- Removed Rank 3
- Rank 1: Chems restore thirst.
- Rank 2: Chems restore twice as much thirst.
- Rank 1: Chems restore hunger.
- Rank 2: Chems restore twice as much hunger.
- Rank 1: Any chems you take last 100% longer.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3
- Rank 1: You can Fast Travel while over encumbered at an increased cost.
- 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
- Removed Ranks 2 and 3
- Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills.
- Now only one rank
- Rank 1: Increase energy damage based on your INT.
- Point Cost increased from 1 to 2
- Now only one rank
- Rank 1: Increase fire damage based on your INT.[list]
- Point Cost increased from 1 to 2
- Rank 1: Increase cryo damage based on your INT.[list]
- Point Cost increased from 1 to 2
- 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
- Rank 1: Guns break 20% slower.
- Rank 2: Guns break 35% slower.
- Rank 3: Guns break 50% slower.
- Removed Ranks 4 and 5
- Moved from AGI to INT
- 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.
- Rank 1: Your scoped weapons have 50% more range when aiming.[list]
- Point Cost increased from 1 to 2
- Rank 1: Deal +25% weak spot damage while aiming a scoped weapon.[list]
- Point Cost increased from 1 to 3
- Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes.
- Removed Ranks 2 and 3.
- Rank 1: Your scoped weapons have 30% more range and accuracy when aiming.
- Removed Ranks 2 and 3.
- 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.
- Rank 1: Your movement speed bonus is also applied to your reload speed.[list]
- Point Cost increased from 1 to 2
- Rank 1: Weapon damage is increased by AP cost.
- Point Cost increased from 1 to 3
- Removed Ranks 2 and 3.
- 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.
- Rank 1: Your small guns have improved accuracy and spread.
- Removed Ranks 2 and 3.
- Rank 1: +25% ranged damage to crippled targets.
- Rank 2: +50% ranged damage to crippled targets.
- Rank 3: +75% ranged damage to crippled targets.
- Rank 1: Weapons that fire 3 or more projectiles gain 30% range.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3.
- 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.
- 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.
- 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)
- Rank 1: Take no damage from falling.
- Removed Rank 2.
- 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.
- 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.
[/list]
---
Legendary Mods
- Conductor’s[list]
- Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius
- Weapon: +50% Damage while Cloaked
- Armor: +4 Perception and Agility while Cloaked
- Increased peak damage bonus from 95% to 130%
- Changed to +25% damage per crippled limb the target has
- Increased limit from 50% to 100%
- Now increases all resistances by 500 when reloading
- Increased damage buff from 25% to 75%
- Now increases sneak attack damage by 100%
- Increased limit from 25% to 50%
- Increased limit from 24% to 40%
- Increased bonus from 25% to 35%
- +50% Damage Against Targets above 60% Health
- Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
- Changed to +20% Weak Spot Damage
[/list]
Mutations
- Adrenal Reaction[list]
- Now grants +5% damage per kill (6.25% with Stranger in Numbers)
[/list]
Workbench
- Moved the following into the Heavy Guns group at the Weapon workbench[list]
- Gauss Minigun
- Plasma Caster
- Tesla Cannon
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. [list]
- 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.
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.