Today’s update is a huge one for the builders!
A reworked Workshop UI makes finding the items you want to build faster. While relaxed build rules in Adventure mode gives everyone more freedom to create the C.A.M.P of their dreams.
[p align="start"]We’re also nearing the end of combat rebalancing project that kicked off last year with a significant increase to melee weapon damage, boosts to damage-over-time effects, improving the feel of manual aiming, and some changes to VATs that make the experiences more reliable.[/p][p align="start"]There’s a lot to dig into so go ahead and get started![/p][b]Update Highlights[/b]
Relaxed Build Rules – Unleash your creativity! With relaxed building rules allowing you to build new styles of C.A.M.P.S.
Reworked Workshop UI – The Workshop UI has been revamped to make it easier for you to get to the C.A.M.P. items you’re looking for.
Item Locking – Never accidentally scrap your gear again with this highly requested feature.
Combat – Improvements to manual aiming and V.A.T.S. plus a bunch of damage and range increases.
Season 22: Appalachian Modern Living – A modern dweller needs a modern home.
[b]Update Version 1.7.21.25 Sizes[/b]
[b]PC (Steam)[/b]: 9.9 GB
[b]Relaxed Build Rules[/b]
[p align="start"]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![/p][p align="start"][b]Snapping Items[/b][/p][p align="start"]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.[/p][p align="start"][b]Placement Mode Toggles[/b][/p][p align="start"]Three placement modes are available to help you place items in your C.A.M.P.:[/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.
[b]Workshop 2.0[/b]
[p align="start"]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.[/p][b]New Main and Subcategories[/b]
[p align="start"]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.[/p][p align="start"]The categories are:[/p]Quests
[list]Objectives (This category only appears when a quest is active and will disappear after the quest is completed.
Recent
Quickly find your last used items.
History
New
Recent
Blueprinted
Stored
C.A.M.P. Pieces
Foundations
Porches
Floors
Walls
Roofs
Stairs
Doors
Columns
Fences
Shelters
Defense
Barricades
Turrets
Traps
Power
Generators
Power Connectors
Lights
Candles
Ceiling Lights
Fire
Lamps
Signs
Wall Lights
Resources
Crafting
Collectors
Food
Producers
Water
Utility
Instruments
Player Benefits
Services
Vending Machines
Furniture
Appliances
Beds
Electronics
Seating
Shelves
Surfaces
Decorations
Balloons
Clutter
Crockery
Entertainment
Fauna
Holiday
Lawn and Garden
Novelties
Outdoor
Rugs
Signs
Statues
Taxidermy
Toys
Vehicles
Wall Décor
Accents
Ceiling
Holiday
Mounted
Novelties
Signs
Tapestry
Wall Art
Wall Letters
Window
Storage
Additional Storage
Displays
Stash Boxes
Structure
Farm
Frontier
Industrial
Military
Modern
Rustic
Scavenger
Dwellers (formerly Allies)
Allies
Pets
Pet Furniture
[b]Modify Menu[/b]
[p align="start"]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.[/p]Edit Mode:
[list]Pick up and move items
Scrap or store things you've already built
Wallpapers:
Add wallpaper to give your C.A.M.P. a fresh style
Remove wallpaper if you want to go back to basics
Locks:
Doors
Generators
Resource collectors
This helps prevent other players from taking your things.
Blueprints:
Save your creations
Place them again later, even if you move your C.A.M.P.
Replace:
Swap out placed items without needing to scrap and rebuild!
[b]Miscellaneous Notes[/b]
[p align="start"]We wanted to list out some neat features that we think builders will appreciate that don’t necessarily require a whole section to themselves.[/p]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.
[list]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.
[/*][/list][b]Caravans[/b]
[p align="start"]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.[/p][p align="start"]Caravans will now reward all players with the same number of Supplies, regardless of who started the event.[/p][b]Item Locking[/b]
[p align="start"]Say [b]NO[/b] to accidental scrapping because you can now protect your favorite items by locking them![/p][p align="start"]Lock your weapons, lock your armor, lock your Power Armor. Heck, you can even lock your meds too![/p][p align="start"]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.[/p][p align="start"]Add or remove a lock anywhere you can interact with items including:[/p]Pip-Boy
Stash
[list]Including 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
[/*][/list][p align="start"][b]A Few Notes[/b]: 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.[/p][b]Accessibility[/b]
[p align="start"]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. \[Link to Article][/p][b]Mischief Night Returns[/b]
[p align="start"]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.[/p][b]Ping and Emote Swap[/b]
[p align="start"]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.[/p][b]Season 22: Appalachian Modern Living[/b]
[p align="start"][/p][previewyoutube="nNqohYDCjrI;full"][/previewyoutube][hr][/hr][b]Combat Balancing[/b]
[p align="start"]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.[/p][p align="start"]Today’s update continues this process with a focus on:[/p]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.
[b]Manual Aim Improvements[/b]
[p align="start"]We’ve made changes to all ranged weapons to improve players’ ability to hit targets outside of VATS.[/p][p align="start"]These changes vary by weapon and include:[/p]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.
[list]This 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.
[/*][/list][b]V.A.T.S.[/b]
[p align="start"]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.[/p][p align="start"]Here’s a basic overview of how it works:[/p]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.
[list]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.
[/*][/list][b]Weapon Mods[/b]
[p align="start"]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.[/p][p align="start"]There are far too many changes to list (well over 1,000 mods updated), so instead here’s some highlights for common mods.[/p][p align="start"][b]Stub Barrels[/b][/p][p align="start"]Stub barrels now make a weapon easier to use while moving at short range.[/p][p align="start"][b]Medium & Long Barrels[/b][/p][p align="start"]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.[/p][p align="start"][b]Weapon Scopes & Sights[/b][/p]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.
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.
+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.
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.
Bonus Damage: +25% -> +35%
Recoil: +10% -> +15%
AP Cost: +10% -> +15%
Weight: +25% -> +30%
Durability: -7% -> -12.5%
Value: +35% -> +40%
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.
Base Damage: Now +40%
Removed +50% additive damage bonus
Base Damage: +25% -> +35%
Fire Rate: Now -40%
AP Cost: +35% -> +55%
Base Damage: Now +35%
Removed +100% additive damage bonus
AP Cost: +35% -> +55%
[b]Perk Changes[/b]
[p align="start"]In this update, we are finishing up our re-balancing of weapon Perks which include the heavy, melee, thrown, and bow weapons.[/p][p align="start"]At a high level, then Perk changes touch:[/p]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.
Scout Banner
EMT Perk
Life Saving Mod
Power Armor Reboot Perk
[b]Perk Card Changes[/b]
Slugger
[list]Rank 1: +10% melee damage vs crippled.
Rank 2: +20% melee damage vs crippled.
Rank 3: +30% melee damage vs crippled.
Slugger Expert
New name: Knee Capper
Point Cost: 2
Rank 1: Melee weapons deal +50% limb damage. (No Power Tools)
Slugger Master
New name: Heavy Hitter
Point Cost : 3
Rank 1: Melee weapons deal +25% power attack damage. (No Power Tools)
Gladiator
New name: Wound Salter
Rank 1: +10% damage against bleeding enemies
Rank 2: +20% damage against bleeding enemies
Rank 3: +30% damage against bleeding enemies
Gladiator Expert
New name: Natural Stance
Point Cost: 1
Rank 1: While equipping a melee weapon, reduce Incoming Stagger by 25%
Gladiator Master
New name: Blood Luster
Point Cost: 1
Rank 1: Your bleed effects have 35% more damage and 25% less duration.
Iron Fist
Rank 1: Your fist weapons deal more damage based on your DR.
Heavy Gunner
New name: Bullet Storm
Rank 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.
Rank 2: 6% damage per stack of Bullet Storm.
Rank 3: 9% damage per stack of Bullet Storm.
[b]Note on Bullet Storm[/b]: 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.
Heavy Gunner Expert
New name: Tightly Wound
Point Cost: 2
Rank 1: Weapons spin up 60% faster.
Heavy Gunner Master
New name: Bringing the Big Guns
Point Cost: 3
Rank 1: Your Bullet Storm stack limit is doubled.
Lock & Load
Point Cost: 2
Rank 1: You keep half of your Bullet Storm stacks when you reload. Each stack increases reload speed by 1%.
Bear Arms
Rank 1: Each stack of Bullet Storm increases your bash damage by 5%
Pain Train
Improved hit detection and limited hit rate.
Counts as a Fist Weapon.
Increased base damage and damage per rank.
Uses 5 AP per hit.
Bow Before Me
Rank 1: 20% armor pen and 5% stagger with bows or thrown melee.
Rank 2: 40% armor pen and 10% stagger with bows or thrown melee.
Archer
New name: Hat Trick
Rank 1: Arrows and thrown melee weapons bounce towards an additional target dealing 70% damage.
Rank 2: Arrows and thrown melee weapons bounce towards two additional targets dealing 70% damage.
Rank 3: Arrows and thrown melee weapons bounce towards three additional targets dealing 70% damage.
Dev Note: The damage is reduced 30% each bounce. Bounce range is based on the weapons range.
Archer Expert
New name: Deal Sealer
Point Cost: 2
Rank 1: Deal +10% damage for each impairment your target has.
Dev 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.
Archer Master
Point Cost: 3
Rank 1: Arrow and thrown melee weapons pierce targets.
Tank Killer
Rank 1: Your ranged weapons ignore 20% armor.
Rank 2: Your ranged weapons ignore 40% armor.
Fire in the Hole
New name: Strong Arm
Rank 1: Thrown weapons fly 50% further.
Dev Note: The throwing arc effect has been moved to the settings menu.
Homebody
Rank 1: Improve benefits of being well rested.
Dev 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.
Stabilized
Point Cost: 2
Rank 1: Big guns gain 30% accuracy. Double in Power Armor.
EMT
Point Cost: 2
Rank 1: Automatically revive a downed teammate once every 3 minutes and grant them increased healing for 1 minute.
Dev Note: Both players need to be in the same area or interior and within a reasonable distance.
Injector
Rank 1: Players you revive have 18 AP regen for 1 min.
Revenant
Rank 1: Players you revive have +25% damage for 2 min.
Healing Hands
Rank 1: Players you revive are fully healed.
Rad Sponge
Point Cost: 2
Rank 1: Absorb 20% of RADs taken and restore Hunger and Thirst.
Ninja
Rank 1: +50% sneak attack damage with melee and bows.
Rank 2: +100% sneak attack damage with melee and bows.
Dev Note: Extending this Perk to bows and thrown weapons.
Psychopath
Point Cost: 2
Rank 1: Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
Grim Reapers Sprint
Point Cost: 2
Rank 1: Kills in VATS restore your AP based on your LCK.
Bloody Mess
Rank 1: Bleeding enemies you kill have a chance to explode based on your LCK.
Dev 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.
Power Armor Reboot
Rank 1: Automatically Revive using a Stimpak while in Power Armor. Cooldown 10 min
Rank 2: Automatically Revive using a Stimpak while in Power Armor. Cooldown 8 min
Rank 3: Automatically Revive using a Stimpak while in Power Armor. Cooldown 6 min
Rank 4: Automatically Revive using a Stimpak while in Power Armor. Cooldown 2 min
Dev Note: The random chance was removed and a cooldown added.
Hack and Slash
Rank 1: Melee attacks deal 20% of their damage in a small area.
Rank 2: Melee attacks deal 30% of their damage in a small area.
Rank 3: Melee attacks deal 40% of their damage in a small area.
Rank 4: Melee attacks deal 60% of their damage in a small area.
Concentrated Fire
Adjusted 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%).
[b]Legendary Mods[/b]
Life Saving
[list]Chance to auto revive increased from 50% to 100% and added a 5 min cooldown that is reduced by 1 min per additional piece.
Lucky
Renamed to Lucky Hit
Rejuvenator's
Now adds HP and AP regeneration to the Hunger and Thirst abilities.
Full + Rejuvenated Perk Rank 2 provides 6 HP and AP regeneration
Full + Rejuvenated Perk Rank 1 provides 4 HP and AP regeneration
Full provides 3 HP and AP regeneration
Well provides 2 HP and AP regeneration
Normal provides 1 HP and AP regeneration
Partial provides 1 HP and AP regeneration
Choo-Choo’s
This effect has been overhauled to use the Pain Train Perk.
Each 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.
[b]Improvements and Fixes[/b]
[b]Armor[/b]
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.
[b]Books and Magazines[/b]
Tesla Science 4 now affects Ultracite Gatling Laser Ammo Count.
[b]C.A.M.P.[/b]
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!
[b]Consumables[/b]
Steeped Ash Rose Tea duration increased to 1 hour.
[b]Creatures[/b]
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.
[b]Events[/b]
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.
[list][b]Known Issue[/b]: We are aware that Jail Break is not currently counting toward this challenge.
[b]Fishing[/b]
Inspecting a fish now shows how many of it you have caught.
[list][b]Dev Note[/b]: 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.
[/*][/list][b]Gameplay[/b]
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.
[b]Menu[/b]
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.
[b]Miscellaneous[/b]
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.
[b]Outfits[/b]
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.
[b]Quests[/b]
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.
[b]Vendors[/b]
Fixed an issue where Steven Scarberry did not have the correct magazines for sale.
[b]Weapons[/b]
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.
[b]Workbench[/b]
Weapons Workbench
[list]Categories have been renamed for better sorting.
Removed bows from the MACHINED GUNS category and grouped with thrown weapons are under a new category named RANGED – SURVIVAL.
Melee has two new categories: FIST and POWER TOOLS.
Renamed the melee category for EDGED WEAPONS to SHARP WEAPONS.
Removed the Ultracite category.
Tinkers Workbench
Ammo crafting categories are now sorted together.
Fixed an issue where an empty column could appear when in the “current mods” screen at a workbench.
[/*][/list]