Annotated Gleaming Depths PTS Patch Notes

The Gleaming Depths Raid
The Gleaming Depths raid is a new endgame activity designed to be faced by a party of four highly leveled and geared players. Each encounter is going to require your party to work together to overcome unique coop mechanics to overcome the bosses within. These bosses may also punish some types of character builds and we’re sure you’ll figure out which builds are more advantageous for each fight.
Unlike Daily Ops and Expeditions, which can be cleared solo if you have the correct build, the Gleaming Depths will require you and your squad to take on unique roles during the encounters and communicate with each other. To help facilitate communication, we’re also introducing a contextual Ping system to allow those who may not feel comfortable with being on voice comms to assist the team. When pointed towards a target, the ping system will mark hostile and friendly targets, points of interest, and containers.
When designing this activity, the team laid out five core features that will make raids different than other repeatable content like Daily Ops, Expeditions or World Bosses:
We’ve covered the first three bullet points in the opening paragraphs so now let’s cover the last two.
No time gating. Raids can be completed back-to-back without having to wait for a reset timer. With each encounter you clear you get rewards. This is important because completing these raid encounters will be your primary source of 4-Star Legendary Mods/Items as well as other raid related rewards.
To start the questline, go to the Gleaming Depths location in the Ash Heap (there’s a new Raid Map Marker to help guide you). Form your party of four and then enter the raid through the Ultracite Fissure.
Miner Note: 4 players are not explictly required to start a raid, your mileage may vary.
If you run into any issues and need to restart the questline follow these steps: Pip Boy > Data > Gleaming Depths > Reject. After that, reenter the Gleaming Depths to pick the quest back up.
P.S. We’re aware that we’ve said nothing about the ACTUAL raid bosses. That’s because we want you to experience that for yourself!
If you’re someone who likes to record their gameplay, we’d love to see your first experience. Record it and tag @Fallout on X (formerly Twitter) so we can watch your clear. Surely, you’re going to one-shot it, right?
4-Star Legendary Items (And ENEMIES!)
With the release of the Gleaming Depths, we are expanding the current legendary system to take your 3-Star items and allow you turn them into 4-Star items. Opening a whole new avenue for you to modify your weapons and armor in ways that amplify your playstyle.
These 4-Star Legendary items will be obtainable as drops during the raid and they also have a chance to drop from the new 4-Star Legendary Creatures that will spawn around Appalachia.
4-Star Legendary Creatures are deadlier, faster, and tougher than the Legendary enemies that you’re used to. If you’re lucky (unlucky?) enough to come across one, you’ll also notice that they have new unique modifiers applied to them.
Miner Note: There are 11 unique modifiers for 4 star legendary enemies See:
WIP4_DebugLegendarySpellFormList [FLST:007AD469]
To give you an idea of the new mods that await you, here’s a 4-Star Legendary mod from the Weapon, Power Armor, and Armors category:
Miner Note: To give you an idea of the new mods that await you, here's a full list.
All listed crafting requirements are in addition to 120x Legendary Modules.
4* legendary mods can be added to Blue Moon weapons.

Armor legendary effects

Weapon legendary effects

This all ties into the Legendary Crafting system that was introduced in Milepost Zero. If you have 4-Star Legendary Weapons and Armor, you’ll have a chance at obtaining a loose mod or learning the recipe when you scrap the item. Like Three-Star Mods, loose 4-Star Mods can be traded with other players. But the second you craft it on an item, that item becomes untradeable and you cannot drop it.
Combine the introduction of 4-Star Legendary items with the introduction of Raids and this is the largest expansion to our endgame yet!
Player Titles
Player Titles are a new way to express what’s unique about your Vault Dweller. Through your Pip-Boy, you can combine different prefixes and suffixes to come up with a nickname that suits you! Earnable from participating in Public Events, Limited Time Events, completing Main Quests, and Seasons, these unique titles will help you stand out from the crowd. The Gleaming Depths raid will also have its own set of titles that will be tied to Challenges.
For long-time players, any titles that are associated to content that you’ve already completed will be automatically granted to your account.
What you’ll see during the PTS and at Gleaming Depths release is just the start journey. Expect to see new titles in the future!
Please Note: You may need to reassign your title when you relog into the game. We have a fix in the works for this that will arrive in a future PTS update.
Miner Note:

Base game player titles:

Prefixes:

Suffixes:

Atomic Shop player titles:

Prefixes:

  • Gleaming
  • Ice
  • Midnight
  • Nuka-Cola

Suffixes:

  • Cat
  • Cold
  • Dog
  • Gulper
  • Speakeasy
  • Technician

Season player titles:

Prefixes:

  • Hellfire
  • Mad

Suffixes:

  • Delver
  • Experimenter
  • Science Officer
  • Scientist
  • Trooper

Fallout First player titles:

Prefixes:

Suffixes:

Raid titles still need to be datamined
Patch Notes
Weapons and Armors
Combat and Creatures
C.A.M.P. Pets
· Known Issue: We're aware of C.A.M.P. Cats not following Vault Dwellers after interacting with them.
Perks
C.A.M.P. Pets
Say hello to two new fuzzy friends who will help bring your C.A.M.P, to life! We’re excited to bring C.A.M.P. Pets to Fallout 76 starting with a Cat and a Dog. And yes, you can pet them.
You can find your C.A.M.P. Pet in the newly updated DWELLERS workshop tab and spawn them by placing the corresponding spawning furniture for the cat or dog - a cat bed and a doghouse.
Once placed, the animals will follow you around your C.A.M.P., idly walk, sit in their furniture and use their own cat scratcher or digging in their doggy bone mound. The latter furniture items must be placed before they will use them, and currently are found in the MISC workshop tab.
C.A.M.P. Pets will not follow you in the world - they are just that - a C.A.M.P. pet! You cannot have more than one at a time, but you can have one pet and one ally in your C.A.M.P.. They will not, however, be available in your Shelter.
To interact with your new friend, walk up to them and press the interaction buttons that you see when they are close. "Interact" for Pet Commands, "Customize" for Dress Up, and "Edit Name" to call them what you'd like (other players will NOT see your pet's name).
Through Pet Commands you can have them sit, speak, and of course, pet them through an emote style window.
Dress up your pet by crafting their collars at the Armor Workbench in the Headwear section, then use the "Customize" interaction to place them on your friend.
As well as being a cute dweller in your C.A.M.P., they will also bring you an item every so often! This Pet Treasure system allows your fuzzy friend to show their love for you by bringing you a little treat!
Miner Note: Gifts currently include random 1* legendary gear, 1* legendary mods, and 2-5 legendary scrip.
See:
CAMPPets_LL_PetTreasurePlayerGift_Cat01 [LVLI:0079B108]

or
CAMPPets_LL_PetTreasurePlayerGift_Dog01 [LVLI:0079B109]
We hope you enjoy the C.A.M.P. Pet feature as much as we did creating it!
Keep an eye out for more pets in the future!

Mutated Public Events Update
We’re making a change to the Mutated Public Events playlist by adding five public events each with two mutations to the playlist.
These events are:
During the PTS, these events will be on rotation so that you can provide us feedback on all these events.

Perks Update
During Milepost Zero PTS testing and release, we made some focused changes to Vaccinated, Iron Stomach, Thirst Quencher, and Natural Resistance perks to make these generally underperforming cards more interesting and easier to incorporate into your builds. We did this by removing the extra ranks, lowering the cards cost, and changing the card’s effect to scale with the related primary stat.
In today’s PTS update, we’re continuing this process by modifying more Perk cards with the same design goals in mind. This batch of changes primarily focuses on Endurance cards, but you’ll also see some changes to a few cards in the other stat categories.
Adjustments to Explosion VFX
We’ve reduced the radius in which screen flash effects appear for a multitude of explosions throughout the game. This is purely a visual change and does not impact the radius in which damage is dealt except in the couple of cases noted below.
A few of these have had sizeable reductions (especially Fatman and Fatman MIRV explosions). Please be sure to provide feedback on whether these changes are sufficient in reducing unwanted screen flashing, if there’s any additional explosions that we should adjust, or if some explosions no-longer feel impactful and satisfying to use.
Player Weapons
NPC Weapons and Environmental Effects
NPCs’ use of player weapons listed above will also be affected.
Weapons
We have made changes to Damage and AP Costs for many weapons which primarily focuses on improving cases where weapons don’t perform well enough to meet players’ expectations.
Damage Buffs
These values represent the weapon at its maximum level (45 or 50, depending on the weapon). Lower-level values have similar increases in damage.
This list represents an early pass on many non-automatic and single-shot weapons, including Shotguns, Revolvers, Rifles, and Bows. Please be sure to provide feedback on these changes as we intend to make follow-up adjustments as needed.
Damage for the following weapons has been increased:
Weapon Mod Adjustments
Adjusted the damage for the Beta Wave Tuner and Gamma Wave Emitter mods for the following weapons:
Dev Note: While these weapons are still being evaluated for overall balance, these particular mods over-shot the current target for fire damage mods (especially when taking into account the recent adjustments to creature health and resistances) and are being brought in line with similar mods for other weapons. This allows for more consistency among weapons and mods when making future changes.
AP Cost Reductions
AP costs for the following weapons have been reduced:
Mutations
Creatures
These enemies previously shared weapons with players and now use enemy-specific variants of those weapons. As a result, these weapons can no-longer be looted after those enemies are killed. To make up for the loss of these items, we’ll be making adjustments to creature loot and scrap-to-learn chance for non-legendary mods in a later update during this PTS.
The types of health, damage, and resistance adjustments mentioned in the creatures below have also been applied to other creatures as part of earlier updates. We’ve included additional information here to help provide a better understanding of the changes being made.
Balance adjustments have been made for the following creatures:
Magazines
The following Magazines have been updated. For the most part, these are direct increases to the Magazines’ effects.
Backwoodsman 6 and Live and Love 3 far exceeded the intended level of benefit for magazines and have been adjusted to match their original effect of boosting Healing from food items. Backwoodsman 6’s prior change in the Once in a Blue Moon update had been made in error, and we apologize for the confusion.
Prior to this update, these magazines boosted all foods effects, including (but not limited) to Carry Weight, S.P.E.C.I.A.L. stats, VATS Critical Attack damage, etc.
The effects of these magazines will be further adjusted if needed in future updates.
Bugfixes & Miscellaneous Adjustments
PTS Only
General
  • Fixed missing text for some Lunchbox effects
  • Damage delt by Damage Reflection effects is now scaled by DR
  • Fixed a case where Perk Cards could be incorrectly unequipped when logging in
  • A dialogue box is now shown if any Perk Cards were unequipped during log in
  • Updated the scrap confirm dialogue box to provide more information about the item being scrapped
  • Weapons and Armors
    Weapon and Armor Mods
    Food and Aid Items
    Legendary Mods
    Accessibility
    A suite of new accessibility features are coming to the game with this update!
    When you enter the game for the first time, you’ll be presented with the Accessibility Menu that includes the new settings. This will only appear once and if you need to change any of these settings in the future, go to Settings > Accessibility.
    Speech-to-Text
    Turning Speech-to-Text ON will add a new message window to the UI that will transcribe all voice communication from other players in the area.
    Message Window Fade Time – Changes how long the message window stays on screen after the last message has been received.
    Message Window Visibility – Changes the transparency of the message window.
    Text-to-Speech
    Screen Narration
    UI Navigation
    New Power armor: Vulcan
    Location:
    Stats:
    Set Bonus:
    Unique mods:
    New Unique Weapons
    There are 8 unique 4 star legendary weapons than can drop from raids: Values are listed at max level, 4* effects are listed in the 4-Star Legendary Items (And ENEMIES!) section
    Additonally, plans for these weapons can be found in raids, these plans are not tradable.
    Caravan Participant Rewards Changes
    Participants can earn full rewards even without completing A Bump in the Road
    Note: Owner success rewards are currently unchanged.

    Failure

    Small Success

    Medium Success

    Large Success

    Link to original post by Mapex
    Mutated Reward Pack Changes
    New Caravan Employee: Windy Park, Cryptid Hunter

    Cryptid Bait

    Link to original post by Mapex
    New Caravan Employee: Grrmrr, Mystery Crate Merchant

    Mystery Crates

    New Weapon: Tesla Cannon
    The Tesla cannon is a heavy weapon that deals large single-target energy damage. The weapon consumes 5 fusion cells per shot and It's damage and fire rate can be inversely increased and decreased with mods.
    The weapon is likely to be next season's unique weapon, with mods interspersed in the scoreboard
    Read more about it on the Fallout Wiki
    DSJ's P56 PTS ATX/SCORE Datamine
    Datamined storefronts for upcoming Scoreboard and Atomic Shop Content: https://imgur.com/a/p56-pts-atx-score-datamine-SVbyMQU
    Misc Changes
    The Roleplay public team has been replaced with a Raid public team
    Plan: Deathclaw Gauntlet and Plan: Deathclaw gauntlet extra claw drop more frequently on Deathclaws - Credit Gilpo
    Two Shot no longer doubles damage from explosive weapons.
    Plasma cores now use their own model in the inspect menu