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:
Require Teamwork
Challenge Endgame Builds
Unique Boss Fights
No Time Gating
High Value Rewards
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
Ballisitic Absorbing: Creature takes 0 damage from ballistic weapons or weapons with ballistic ammo
Effects checks player does NOT have have keyword
AmmoTypeBallistic [KYWD:003896DE]
OR
WeaponTypeBallistic [KYWD:00092A86]
Fire Absorbing: Creature takes 0 damage from fire typed attacks
Effects checks if typed incoming weapon damage or typed incoming spell magnitude is
dtFire
"Fire Damage" [DMGT:00060A82]
Energy Absorbing: Creature takes 0 damage from energy typed attacked
Effects checks if typed incoming weapon damage or typed incoming spell magnitude is
dtEnergy "Energy Damage" [DMGT:00060A81]
Melee Absorbing: Creature takes 0 damage from melee weapons
Effects checks player does NOT have have keyword
WeaponTypeUnarmed [KYWD:0005240E]
,
WeaponTypeMelee1H [KYWD:0004A0A4]
,
WeaponTypeMelee2H [KYWD:0004A0A5]
,
WeaponTypeMeleeGeneral [KYWD:0033AB12]
, OR
WeaponTypeAutomaticMelee [KYWD:006D5081]
Explosion Absorbing: Creature takes 0 damage from explosions
Burning: Creature takes 0 damage from fire typed attacks, applies a fire DOT to hit players
Targets take 30 🔥 fire damage/s for 3s
Additonally has the same effects as Fire Absorbing
Stealth: Creature is invisible
Energy: Creature applies an energy DOT to hit players.
Targets take 30 energy damage/s for 3s
Frenzy: Creature increases damage by +100% and moves 25% faster when below 35% health
Speed: Creature is 30% faster
Vampire: Creature restores 49 hp per hit
Doesn't appear to be set up correctly, may just be a passive regen
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:
4-Star Legendary Weapon Effect: Critical Hits Restore 5% of Health & AP For Player
& Teammates Within A 50m Radius
4-Star Legendary Power Armor Effect: Reflect 10% of Damage Received Back Towards
Attacker (up to 50% on Full Stack)
4-Star Legendary Armor Effect: Melee Weapons Deal +5% Bonus Damage (up to +25% on Full
Stack)
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
Aegis: Reduces Incoming Damage for All Teammates Within a 50m Radius By -5% (up to -25% on Full Stack)
Crafting requirement: Circuitry x5
Power armor only
Battle-Loader's: 15% Chance to Instantly Reload When Bashing Enemies (up to 75% Chance on Full Stack)
Crafting requirement: Talons Serum x1
Bruiser's: Melee Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)
Crafting requirement: Bufftats x1
Damage bonus stacks additively with effects like Junkie's or weapon perk cards
Choo-Choo's: 10% Chance for 500 Damage & Bloody Mess When Sprinting Into Targets (up to 50% Chance on Full
Stack)
Crafting requirement: Cannonball x15
Power armor only
Limit-Breaking: Each Worn Armor Piece Reduces the Cost of Critical Hits by -10% (up to -50% on Full Stack)
Crafting requirement: Pure Violet Flux x5
Miasma's: When Hit, a Poisonous DoT Cloud Harms Nearby Targets for 10s (DoT DMG Increases Per Equipped Piece)
Crafting requirement: Plague Walker Serum x1
Molerat's: HP Regenerates Slowly While in Interiors (1pt per second) (up to 5pts per second on Full Stack)
Crafting requirement: Healing Factor Serum x1
Power armor only
Propelling: Movement & Sprint Speed Increased by +5% (up to +25% on Full Stack)
Crafting requirement: Vault Steel Scrap x15
Power armor only
Radioactive-Powered: Gain +2 AP Regeneration at the Cost of RADS (up to +10 AP on Full Stack)
Crafting requirement: Pure Cobalt Flux x5
Ranger's: Ranged Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)
Crafting requirement: Psychobuff x1
Damage bonus stacks additively with effects like Junkie's or weapon perk cards
Reflective: Return 10% of Damage Received from an Enemy Target Back Towards Them (up to 50% on Full Stack)
Crafting requirement: Bobblehead: Science x1
Power armor only
Rejuvenator's: Gradually Restores Wearer's & Team Mates Health & AP Within A 50m Radius
Crafting requirement: Stimpak Diffuser x5
Power armor only
Currently bugged and only restores 1 HP & AP /s reguardless of how many pieces are equipped
Runner's: AP Sprinting Cost Reduced by -20% Whilst Outdoors (up to -100% on Full Stack)
Crafting requirement: Purified Water x10
Scanner's: AP Cost of V.A.T.S. Attacks Reduced by -10% (up to -50% on Full Stack)
Crafting requirement: X-Cell x1
Power armor only
Stalwart's: +50 DMG & ENG Resist to User & All Teammates Within A 50m Radius (up to +250 on Full Stack)
Crafting requirement: Bobblehead: Leader x1
Power armor only
Tanky's: Standing Still Nullifies Ballistic Damage by -15% for 10s (20s Cooldown) (up to -75% on Full Stack)
Crafting requirement: Ballistic Fiber x5
Weapon legendary effects
Bully's: When Attacking Outside of V.A.T.S., Deal +50% Bonus Weak-Point Damage
Crafting requirement: Buffout x1
Multiplicative damage bonus
Conductor's: Critical Hits Restore 5% of Health & AP For Player & Teammates Within A 50m Radius
Crafting requirement: Pure Crimson Flux x5
Encircler's: The Greater the Number of Combat Targets Around You, The Greater Your Damage Output
Crafting requirement: Overdrive x1
Damage bonus stacks additively with effects like Junkie's or weapon perk cards
Fracturer's: When Crippling Limbs, They Explode and Deal up to 150 Explosion Damage to Nearby Targets
Crafting requirement: Gunpowder x25
Electrician's: When Reloading, Emit a Shock Wave that Stuns Nearby Targets for 5s (10s Cooldown)
Crafting requirement: Bobblehead: Energy Weapons x1
Ranged only
Pin-Pointer's: +25% Damage When Targeting Enemy Limbs (i.e. Arms, Legs)
Crafting requirement: Formula P x1
Ranged only
Multiplicative damage bonus
Stabilizer's: Improves Weapon Recoil & Stability by 50%
Crafting requirement: Rubber x25
Ranged only
Combo-Breaker's: When Dealing Damage, 50% Chance to Not Use AP (10% Chance for Auto Melee Weapons)
Crafting requirement: Day Tripper x1
Melee only
Fencer's: +10% Melee Damage When 1 or More Teammates are Nearby (up to +40% on Full Team)
Crafting requirement: Bobblehead: Melee x1
Melee only
Damage bonus stacks additively with effects like Junkie's or weapon perk cards
Icemen's: Applies Cryo On Hit That Slow Targets When Dealing Damage in V.A.T.S.
Crafting requirement: Pure Fluorescent Flux x5
Melee only
Pounder's: +10% Damage After Each Consecutive Melee Hit on the Same Combat Target (up to 100%)
Crafting requirement: Fury x1
Melee only
Damage bonus stacks additively with effects like Junkie's or weapon perk cards
Polished: The Greater the Equipped Item Condition (+100%), the Greater the Weapon Damage (up to +60%)
Crafting requirement: Improved Repair Kit x1
+6% damage per 10% of durability on equipped weapom above 100% durability
Multiplicative damage bonus
Pyromaniac's: When a Combat Target is Burning, Deal +50% Bonus Damage
Crafting requirement: Asbestos x15
Multiplicative damage bonus
Slayer's: +50% Damage Against Legendary and Raid Combatants
Crafting requirement: Pure Yellowcake Flux x5
Multiplicative damage bonus
Viper's: When a Combat Target is Poisoned, Deal +50% Bonus Damage
Crafting requirement: Acid x15
Multiplicative damage bonus
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:
Festive: 5% / 10% / 25% chance to be rewarded from crafted Small / Medium / Large Crafted Holiday Gifts
Glowing: 5% chance to be rewarded for completing Fasnacht
Masked: Rewarded for completing Fasnacht
Mutated: Rewarded for completing any mutated event
Spooky: 20% Chance to be found in Spooky Treat Bags
Suffixes:
Carnivore: Rewarded for completing Grahmn's Meat-Cook
Cattle Rustler: Rewarded for completing Free Range without losing a Brahmin
Cultist: Rewarded for completing Mothman Equinox with all 3 pyres intact
Gardener: Currently unused
Goblin: Rewarded for completing Mischief Night
Happy Camper: Rewarded for completing Campfire Tales
Invader: Rewarded for completing Invaders from Beyond
Landlord: Rewarded for completing Eviction Notice
Researcher: Rewarded for keeping all 3 creatures alive in Project Paradise with Quercus
Rumbler: Rewarded from Radiation Rumble for filling the ore quota
Surveyor: 5% / 10% / 25% chance to be rewarded from crafted Dusty / Medium / Ornate Mole Miner pails
Zookeeper: Rewarded for keeping all 3 creatures alive in Project Paradise without ARIC-4
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:
Fallout
Suffixes:
First
Raid titles still need to be datamined
Patch
Notes
Weapons and Armors
Brotherhood Recon and Secret Service are now classified as Heavy Armor
Civil Engineer, Arctic Marine, Marine Armor, and Trapper Armors are now classified as
Medium Armor
Covert Scout Armor, Solar Armor, Thorn Armor, Urban Scout Armor, Forest Scout Armor, and
Wood Armors are now classified as Light Armor
(PTS-only) Addressed an issue where Pulse Grenades would no-longer appear in the list of
possible items when looting Lost.
Combat and Creatures
Creatures that previously would use and thus drop player weapons on death (Scorched,
Super Mutants, Mole Miners, Raiders, Cultists, Blood Eagles, Lost) now drop additional
junk items.
Addressed an issue where the Hack and Slash legendary perk would cause additional damage
to the original target, rather than only deal that damage to other nearby targets.
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
Iron Stomach
Now also increases Energy Resistance
Natural Resistance
No longer increases Energy Resistance
First Aid
Now affects Stimpak Diffuser
Pharmacist
Ranks reduced from 3 to 1
New effect: Radiation healing scales with INT
Miner Note: +30% / 100% / 160% / 180% / 200% radaway effectiveness at 1
/ 15
/
30 / 60 / 100 INT Magnitude scales linearly between listed SPECIAL values
No longer required to craft Disease Cures or Water Filters
Batteries Included
Ranks reduced from 3 to 2
Rank 1 now offers 45% weight reduction
Rank 2 now offers 90% weight reduction
Ordnance Express
Ranks reduced from 3 to 2
Rank 1 now offers 45% weight reduction
Rank 2 now offers 90% weight reduction
Deflect and Damage Reflection
Added a limit to the amount of bonus damage that can be reflected based on armor
to 4x the damage received. This is before the bonus from Power Armor and other
effects. For example, while in Power Armor the limit would be 8x.
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:
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:
Campfire Tales: Volatile and Toxic Blood Mutations
Free Range: Resilient and Swift-Footed Mutations
Project Paradise: Active Camouflage and Resilient Mutations
Beasts of Burden: Freezing Touch and Reflective Mutations
Safe and Sound: Swift-Focused and Danger Cloud Mutations
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.
Adamantium Skeleton
Ranks reduced from 3 to 1
New effect: Limb Damage Reduction effect now scales with END
Miner Note: +10% / 35% / 60% / 90% / 100% limb damage reduction at 1
/ 15 / 30 / 60 / 100 END Magnitude scale linearly between listed SPECIAL values
All Night Long
Ranks reduced from 3 to 1
Rank 1 Perk Point cost increased from 1 to 2
New effect: The positive effects of pre-war alcohol last twice as long
Miner Note: The following alcohols count for this perk
Beer
Blackwater Brew
Bourbon
Cranberry Moonshine
Duchess Dram
Liquid Courage
Mountain Honey Moonshine
New River Red Ale
Oak Holler Lager
Old Possum
Pickaxe Pilsner
Rodgers' Reserve Beer
Rum
Sweetwater's Special Blend
Vodka
Whiskey
Wine
To count, consumable must have
DrinkTypeAlcohol [KYWD:0010C416]
AND NOT
BlockPartyBoyPerk [KYWD:00405F22]
OR
DrinkTypeSoda
[KYWD:0013484B]
Bloodsucker
Ranks reduced from 3 to 1
Moved from CHA to END
Rank 1 gains the effects of the former Rank 3
Healing bonus increased from 150% to 200%
Additional effect: Benefits now also apply to Cannibal
Miner Note:
Restores 7.5% of thirst after consuming a blood pack or cannibalizing an NPC
Cannibal
Ranks reduced from 3 to 1
Increased the healing received and hunger restored at Rank 1
Miner Note:
Restores 15% of hunger over 5s
Restores 15 HP/s for 5s
Magnitudes are doubled with Carnivore
Bloodsucker prevents the player from taking 10 rads/s for 5s
Fixed a bug where the player would heal more without Cannibal than with
Cap Collector
Ranks reduced from 3 to 1
Now applies to all containers, not just Cap Stashes
New effect: The amount of Caps found scales with LCK
Miner Note: +5% / 75% / 120% / 165% / 200% extra caps found at 1 / 15
/
30 / 60 / 100 LCK Magnitude scales linearly between listed SPECIAL values
First Aid
Ranks reduced from 3 to 1
New effect: Stimpak healing scales with INT
Miner Note: +10% / 35% / 65% / 95% / 100% healing from Stimpaks at 1
/
15 / 30 / 60 / 100 INT Magnitude scales linearly between listed SPECIAL values Still applies to
healing from Team Medic and Electric Absorption
Four Leaf Clover
Ranks reduced from 3 to 1
New effect: Misses in VATS contribute to the Critical Meter based on LCK
Miner Note: Misses in VATS fill your crit bar 15% / 50% / 70% / 90% /
100% of your normal on-hit crit fill at 1 / 15 / 30 / 60 / 100 LCK
Magnitude scales linearly between listed SPECIAL values
Hard Bargain
Ranks reduced from 3 to 1
Rank 1 now grants +7 CHA while bartering with NPCs
Junk Shield
Ranks reduced from 3 to 1
Now works while in Power Armor
Additional effect: Now also scales with LCK
Miner Note: Increases DR and ER by 5-75 for carrying 1-100 junk
items, independent of weight
DR/ER is increased by 0% / 50% / 80% / 90% / 100% at 1 / 15 / 30 / 60 / 100 LCK Magnitude scales
linearly between listed SPECIAL values
Lifegiver
Ranks reduced from 3 to 1
New effect: Improves HP gained from END
Miner Note: Increases max HP by 10 / 120 / 180 / 230 / 250 at 1 / 15
/ 30 / 60 / 100 END
HP scales linearly between listed SPECIAL values
Lone Wanderer
Ranks reduced from 3 to 1
New effect: AP Regen and defense bonus based on CHA
Miner Note: Increases Action Point Refresh Mult by 10% / 35% / 45% /
70% / 85% at 1 / 15 / 30 / 60 / 100 CHA
Stacks additively with effects like Action Boy/Girl, Nerd Rage, Well Tuned, and Hydrated
Increases DR and ER by 10 / 75 / 125 / 175 / 210 at 1 / 15 / 30 / 60 / 100 CHA
Magnitudes scale linearly between listed SPECIAL values
Night Eyes
Removed requirement for the time of day
Professional Drinker
Ranks reduced from 3 to 2
Ricochet
Ranks reduced from 3 to 1
New effect: Now increases Deflect chance based on LCK. Deflect grants a chance to
reflect
100% of the damage of ranged attacks back to the attacker and reduces the damage you take from the attack
by
50%. Deflect chance receives a bonus while wearing Heavy Armor or Power Armor (+50% multiplier). While in
Power
Armor, the amount of damage reflected is doubled (200%)
Miner Note:
Increases deflect chance by 4% / 14% / 20% / 30% / 35% at 1 / 15 / 30 / 60 / 100 LCK
Magnitudes scale linearly between listed SPECIAL values
Heavy armors include:
Heavy leather armor
Heavy metal armor
Heavy combat armor
Heavy raider armor
Heavy robot armor
Any 5 pieces, reguardless of set type, will count
See:
STAT_BeneficialPerk "Player Beneficial Stat Mod Perk" [PERK:0018ADAD]
and
ArmorTypeHeavy "Heavy Armor" [KYWD:007ACE7A]
Update: 10/4 patch added 2 new armors
Secret Service armor
Brotherhood Recon armor
Bullet Shield
Moved from STR to END
Added a 4th rank.
New effect: 5% chance per rank to Deflect ranged attacks for 6 seconds when firing a
heavy
weapon
New effect: Now increases Evade Chance while under 30% life, based on
LCK.
Evade provides a chance to avoid all incoming damage from direct attacks. Evade can happen once every 2
seconds and
cannot happen when over encumbered or while in Power Armor.
Miner Note: Increases Evade chance by 6% / 16% / 25% / 35% / 40% at 1 /
15 / 30 / 60 / 100 LCK
Evade chance scales linearly between listed SPECIAL values
Evasive
Ranks reduced from 3 to 1
New Effect: Now increases Evade Chance based on AGI
Miner Note: Increases Evade chance by 2% / 6% / 9% / 12% / 14% at 1 /
15 / 30 / 60 / 100 AGI
Evade chance scales linearly between listed SPECIAL values
Stacks additively with Serendipity
See:
Rank 1 now provides the benefits of the former Rank 2
Thru-Hiker
Moved from AGI to END
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
Artillery Piece (Workshop)
Auto Grenade Launcher / M79
Baseball Grenade
Broadsider
Bug Grenade
Cryo Arrow
Cryo Grenade
Cryo Mine
Explosions (all types) from weapons using the Explosive legendary mod
Fatman
Fatman MIRV (from individual projectiles)
Flaming Arrow
Floater Flamer Grenade
Floater Freezer Grenade
Frag Grenade
Grand Finale (Broadsider)
Hack and Slash (Legendary Perk)
Hellstorm Missile Launcher
Hellstorm Missile Launcher Cryo Payload
Hellstorm Missile Launcher Napalm Payload
Hellstorm Missile Launcher Plasma Payload
Missile Launcher
Missile Turret
Nuka Grenade
Also has a slight reduction to the damage radius to differentiate from Nuka Quantum Grenades.
Miner Note: There's been no change to the damage radius as of 10/1.
Nuka Quantum Grenade
Also has a slight increase to the damage radius to differentiate from Nuka Grenades.
Dev Note: Adjustments to the size of the explosion VFX to better match the radius in
which
the explosion deals damage will occur at a later date.
Miner Note: There's been no change to the damage radius as of 10/1.
Orbital Strike Beacon
Plasma Grenade
Power Armor Explosive Vents
Pulse Grenade
Troglocide
NPC Weapons and Environmental Effects
NPCs’ use of player weapons listed above will also be affected.
Exploding Cars & other Civilian Vehicles
Explosive Rounds from Turrets
Floater Freezer Death
Fusion Core Meltdown (Robots)
Gas Canisters
Invaders from Beyond UFO Missile Strikes
Mole Rat Landminer
Robot Death Explosion
Scorched Exterminator Plasma Launcher
Super Mutant Suicider Mini-Nuke
Turret Death Explosion
Various destructible objects such as machinery in Grafton Steel and The Foundry (The Pitt)
Vertibird Death Explosion
Vertibot Death Explosion
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:
10mm Pistol: 28 -> 31
44 (Revolver): 60 -> 72
Black Powder Pistol: 176 -> 216
Black Powder Rifle: 180 -> 217
Bow: 90 -> 95
Cold Shoulder: 115/75 -> 91/91
Miner Note: While the Cold Shoulder's ballistic damage decreased, the
increased cryo damage will more than make up for it due to cryo resists being heavily reduced in recent upates.
Combat Shotgun: 90 -> 97
Compound Bow: 100 -> 112
Crossbow: 70 -> 111
Double Barrel Shotgun: 115 -> 140
Gauss Rifle: 140 -> 146
Gauss Shotgun: 140 -> 187
Dev Note: We recognize that the initial update to the Gauss Shotgun (originally 105 ->
140) was not sufficient in making up for damage lost with the earlier change to how explosions’ damage is
calculated. We’ll continue to observe this weapon’s performance and will make further updates if needed to
ensure that it meets expectations.
Harpoon Gun: 175 -> 195
Hunting Rifle: 70 -> 100
Miner Note: The Hunting Rifle's ultracite reciever has an unintentional
base damage bonus, which will make that mod combination overperform until fixed
Lever Action Rifle: 75 -> 88
Pepper Shaker: 60 -> 75
Pipe Bolt-Action: 70 -> 94
Pipe Gun: 26 -> 28
Pipe Revolver 55 -> 70
Pump Action Shotgun 95 -> 102
Salvaged Assaultron Head: 50 -> 62
Single Action Revolver 62 -> 82
The Dragon: 225 -> 255
Western Revolver: 65 -> 84
Miner Note: The Western Revolver's crit recievers have unintentional base
damage bonuses, which will make that mod combination overperform until fixed
Weapon Mod Adjustments
Adjusted the damage for the Beta Wave Tuner and Gamma Wave Emitter mods for the following
weapons:
Laser Gun
Reduced DoT damage
Miner Note: 29 🔥 -> 14 🔥 fire damage/s for 3s at
level 50
Reduced fire damage
Miner Note: 26 🔥 -> 19 🔥 fire damage
Ultracite Laser Gun
Reduced DoT damage
Miner Note: 26 🔥 -> 13 🔥 fire damage/s for 3s at
level
50
Reduced fire damage
Miner Note: 24 🔥 -> 18 🔥 fire damage
Gatling Laser
Increased DoT damage
Miner Note: 26 🔥 -> 13 🔥 fire damage/s for 3s at
level
50
Reduced fire damage
Miner Note: 15 🔥 -> 12 🔥 fire damage
Ultracite Gatling Laser
Reduced DoT damage at level 35
Miner Note: 16 🔥 -> 15 🔥 fire damage/s for 3s at
level
35
Reduced fire damage
Miner Note: 17 🔥 -> 13 🔥 fire damage
Plasma Gun
Reduced DoT damage
Miner Note: 19 🔥 -> 13 🔥 fire damage/s for 3s at
level
50
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:
10mm SMG: 28 -> 14
Dev Note: The Anchorage Ace no-longer gains an additional AP cost benefit beyond the Reflex Sight’s 15%
reduction.
.50 Cal Machine Gun: 30 -> 12
Auto Grenade Launcher: 30 -> 18
Broadsider: 40 -> 18
Cremator: 30 -> 20
Cryolator: 20 -> 10
Fat Man: 60-> 40
Flamer: 30 -> 10
Gatling Gun: 30 -> 14
Gatling Laser: 30 -> 8
Gatling Plasma: 30 -> 14
Gauss Minigun: 30 -> 14
Harpoon Gun: 40 -> 18
Hellstorm Missile Launcher: 45 -> 20
Light Machine Gun: 32 -> 10
M79 Grenade Launcher: 30 -> 16
Minigun: 30 -> 8
Missile Launcher: 45 -> 25
Pepper Shaker: 30 -> 14
Plasma Caster: 30 -> 18
Ultracite Gatling Laser: 30 -> 10
Mutations
Addressed an issue where the Eagle Eyes mutation would gain twice the intended benefit from the Strange in
Numbers
perk.
Dev Note: The effect of this mutation was originally reduced in an earlier update, but the effect of the
Mutation with the Strange in Numbers version perk had not been updated at that time. This change brings
Eagle
Eyes in line with expectations for how Strange in Numbers affects mutations.
Addressed an issue where the increased hunger/thirst penalty of the Speed Demon mutation had no effect.
Miner Note: Increases hunger and thirst by 50%/38%/25%/13% with ranks
0/1/2/3 of Class
Freak. See:
Addressed an issue where the effects of the Class Freak perk, the Speed Demon Serum's impact on negative
mutation
effects, and RadX's effect on suppressing the effects of Speed Demon were not properly represented in the
Pip-Boy.
Addressed an issue where the Speed Demon mutation would also count as the Empath mutation for reducing damage
dealt to teammates.
Dev Note: Alongside the other Empath bugs, this was causing a 33% reduction in all damage taken and a
further
33% reduction to explosion damage taken while on a team – so long as a fellow teammate was using the Speed
Demon
mutation.
Addressed an issue where the Empath mutation's damage reduction for teammates was twice as effective as
intended
for explosion damage.
Addressed an issue the Empath mutation's increase to damage taken would cause twice as much additional
explosion
damage as expected.
Addressed an issue where the Empath mutation's increase to damage taken would be affected by the Strange in
Numbers perk.
Addressed an issue where the Empath mutation had a stronger decrease to teammates' damage taken than expected
- as
if the Strange in Numbers perk was always active, regardless of whether the Empath user had Strange in Numbers
equipped.
Addressed an issue where the Twisted Muscles mutation wasn't affected by the Strange In Numbers perk.
Addressed an issue where the Twisted Muscles mutation had a much lower than intended chance to cripple
enemies.
Addressed an issue where the Twisted Muscles mutation had no effect for Unarmed weapons.
Miner Note:
LIVE:
1 & 2 handed melee: 0.2% chance to cripple.
PTS:
Non-auto melee: 25% / 31.25% chance to cripple with/without Strange in Numbers.
Auto melee: 1% / 1.5% with/without Strange in Numbers.
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:
All creatures previously using player weapons (Blood Eagles, Cultists, Lost, Mole Miners, Raiders, Scorched,
Super
Mutants):
Weapon damage now scales to level 100.
Dev Note: As these creatures previously used player weapons, their damage would only
scale to level 45 or 50.
Thrown grenades now scale with level.
Dev Note: This currently only applies to enemies using grenades. Damage from player
grenades is unchanged.
Health, resistances, and damage now scale more smoothly from level 1 to level 100.
Dev Note: These creatures will generally be less threatening at mid-level (especially
35-75) but should be a bit tougher towards level 100. In some cases at lower level, these creatures may
be
slightly weaker or stronger in order to ensure that they’re appropriately engaging even when first met.
Power Armor variants’ resistances now scale more appropriately at differing levels.
Dev Note: These creatures previously would gain a flat bonus from Power Armor at all
levels and thus could be unexpectedly tough at low-to-mid level.
Resistances differentiated between Blood Eagles, Cultists, and Raiders.
Now relies more on health as the primary driver of survivability rather than resistances.
Dev Note: Resistances are being used to differentiate damage types rather than as a
substitute for health. This has the side benefit of showing higher damage numbers when attacking these
creatures which more closely match the weapons being used.
No-longer gains a variable amount of resistances based on randomized armor.
Floater Freezer
Slightly lowered the duration of the slow effect on the freezing breath attack.
Reduced the rate at which the slow effect accumulates for the freezing breath attack.
Reduced damage for the freezing breath attack.
Reduced the cryo damage for the blast/stare/shockwave attack (the one which also deals fusion core
damage).
Miner Note: Slow effect duration decreased from 6s to 5s.
Required number of hits to become Chilled/Frosted/Frozen increased from 10 / 15 / 20 to 12 / 18 / 24.
Freezing breath reduced from 10 to 7 cryo
damage at level 100, similar reductions at lower levels.
Reduced blast/stare/shockwave attack damage from 188 to 122 at level 100, similar reductions at lower levels.
Floater Flamer
Reduced damage for the fire breath attack.
Miner Note: Fire breath reduced from 10 🔥 fire damage to 9
🔥 fire damage at level 100, similar reductions at lower levels.
Floater gnasher
Reduced damage for the bite attack.
Miner Note: Gnasher bite damage reduced from 133 to 111 at level 100,
similar reductions at lower levels.
Alien Invader
Reduced health
Reduced damage in Daily Ops.
Miner Note: Max HP reduced from 4363 to 3182 at level 100, similar
reductions at lower levels.
Removed a hidden 1.25x damage mult from
Miner Note: Unarmed damage increased from 150 to 204 at level 100,
similar buffs at lower levels.
Bloodbug
Reduced radiation damage at lower levels.
Miner Note: Radiation damage scales from 6 ☢ to 40 ☢ from
levels 2 to 100, rather than being a flat 30 at all levels.
Poison damage increased from 1 poison damage/s for 5s to 16 poison damage/s for 5s at level 100, similar buffs at lower levels.
see: PoisonBloodbug "Bloodbug Infection" [SPEL:001423BA].
Magazines
The following Magazines have been updated. For the most part, these are direct increases to
the
Magazines’ effects.
Astoundingly Awesome Tales 7: +25 max AP, up from +5.
Astoundingly Awesome Tales 10: +35% more damage with scoped weapons while aiming, previously +15% without
needing
to aim.
Dev Note: This magazine now specifically offers its benefit to weapons fired using manual
aim
and does not affect VATS.
Backwoodsman 2: Name and cover art updated to match effect.
Dev Note: This is a purely cosmetic change for the magazine’s name and cover. It was
previously swapped with Backwoodsman 7 (see below).
Backwoodsman 6: Now only affects healing from cooked foods, rather than all effects from cooked food.
Backwoodsman 7 (name and cover art updated to match effect): Now affects all thrown weapons (Sheepsquatch
Shard,
Tomahawk, Throwing Knife, Meat Cleaver) instead of just Tomahawks.
Live and Love 1: +25 max HP while on a team, up from 10.
Live and Love 3: Now only affects healing from fruits & veggies, rather than all effects from fruits &
veggies.
Live and Love 6: +25 damage resistance while on a team, up from 10.
Grognak the Barbarian 3: +25 poison resistance, up from 15.
Grognak the Barbarian 8: +25 cryo resistance (Charisma no-longer required), instead of +2 damage resistance
per
point of Charisma.
Grognak the Barbarian 9: +25 carry weight, up from +10.
Grognak the Barbarian 10: +25 energy resistance, up from +15.
Tesla Science 6: +75 radiation resistance, up from +15.
Guns and Bullets 6: +75 damage resistance at night, up from +10 damage resistance at night.
Now occurs slightly later at night to match Nocturnal and other night-time effects.
Scout's Life 3: Now reduces all items' weight by 10%, instead of +10 carry weight.
Scout's Life 9: Now provides +25 fire resistance, instead of -80% camp placement cost.
US Covert operations Manual 1: +50 damage resistance while sneaking, up from +10 while sneaking.
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
Addressed an issue where Super Mutant Suiciders wouldn't drop mini-nukes. They now have a small chance to drop
a
mini-nuke when killed without exploding.
Miner Note: Mini-nukes have a 10% chance to drop See:
Addressed an issue where the Health and Resistances for the Scorchbeast Queen, Ultracite Titan, and Wendigo
Colossus/Earle weren’t using updated values.
Miner Note:
Listed values are at max level, all bosses are immune to rads
Scorchbeast Queen
Health: 350k -> 773k
Resistances:
Live: 1000 DR / 1000 ER / 1000 CR / 1000 FR / 1000 PR / 3333 RR
PTS: 157 DR / 101 ER / 92 CR / 144 FR / 122 PR / 1019 RR
Ultracite Titan
Health: 320k -> 773k
Resistances:
Live: 1333 DR / 1333 ER / 1333 CR / 1167 FR / 1333 PR / 1667 RR
PTS: 133 DR / 122 ER / 83 CR / 157 FR / 92 PR / 1019 RR
Earle
Health: 480k -> 1.26 mil
Resistances:
Live: 2000 DR / 2000 ER / 2000 CR / 2000 FR / 2000 PR / 2500 RR
PTS: 144 DR / 92 ER / 83 CR / 101 FR / 133 PR / 1019 RR
Addressed an issue where Shotgun durability was much higher than expected as a result of an earlier
change.
Dev Note: Shotguns previously would lose durability per-pellet instead of per-shot, and
shotgun durability had not yet been updated to match the much-lower durability impact after the change.
Please
be sure to provide feedback on this change, especially if you feel that Shotguns no-longer have durability
that’s comparable to other weapons.
Addressed an issue where NPCs using Laser Rifles can occasionally deal unexpectedly high damage.
Dev Note: This occurred when those NPCs were using Laser Rifles with Sniper barrels which
will charge over time when not being fired in order to deal more damage on the next shot. These mods have
been
removed from NPC-specific Laser Rifles.
Addressed an issue where Tormentor perk had no effect for automatic weapons.
Addressed an issue where weapons other than Shotguns could be affected by the Enforcer perk in specific
circumstances.
Miner Note: Thrown weapons would benefit because
Enforcer
[PERK:00322354]
checked for Subject.WornHasKeyword = WeaponTypeShotgun instead of Subject.HasKeyword =
WeaponTypeShotgun.
PTS Only
PTS players will have all Perk Loadout and Camp Slots by default
PTS players will now be able to access their shelters
General
Benefits to buy and sell prices at NPC vendors from CHA is no longer capped at 25 and now scales all the way to
100
Miner Note:
Live scaling:
Purchase price mult decreases from 2x -> 1.75x non-linearly from 0-25 CHR
Sell price mult increases from 0.1x -> 0.25x non-linearly from 0-20 CHR
PTS scaling:
Purchase price mult decreases from 2.5x / 2x / 1.75x / 1.6x / 1.5x at 1 / 15 / 30 / 60 / 100 CHR
Sell price mult increases from 0.1x / 0.18x / 0.25x / 0.28x / 0.30x at 1 / 15 / 30 / 60 / 100 CHR
See:
misc\curvetables\json\vendors
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
Quantity of the item being scrapped. This also applies to creating items
If any mods can be learned from scrapping
The complete item name is now displayed correctly
Weapons and Armors
Civil Unrest and Bunker Buster no longer incorrectly display as a 5-star Legendary weapon
Added item tags for the following headwear item types
Bandana
Mask
Gasmask
Hat
Added item tag for Heavy, Medium, and Light Armor
Added item tag for Improvised weapons
Thirst Zapper
Quad Legendary Mod now works correctly with the Thirst Zapper
Karma Syringer
Updated effect description
Miner Note: Old: Makes the target incredibly powerful for 30
Seconds, but incredibly weak for 60 Seconds when it wears off New: Grants Target +25 DR and +15%
Damage for 30 Seconds. Afterwards, Target has -100 DR and -50% Damage for 60 Seconds.
Gatling Plasma
Now deals split damage similar to other plasma weapons
Miner Note: 56 energy to 35 physical / 35 energy
Weapon and Armor Mods
Adamantium
Fixed an issue where multiple armor parts with this effect did not stack
The following are no longer consider Costumes
Vault 63 Riot Control Helmet
Burnt Vault 63 Riot Control Helmet
Vault 63 Recon Helmet
Burnt Vault 63 Recon Helmet
Vault 63 Security Helmet
Burnt Vault 63 Security Helmet
Handmade
Fixed an issue where Handmade Rifle Reflex Sight (Circle) mod would not display in players inventory
Gatling Plasma
New mod plans added are tradable
Updated Beam Splitter to work similar to other splitter mods
Now fires +4 projectiles instead of flame projectiles
Miner Note: +20% additive damage, -18 fire rate, +50% AP cost
New: Flamer Nozzle (Scrap to Learn)
Converts weapon to flamer style weapon
Miner Note: +10% base energy damage, -9
fire rate, -20% AP cost
New: Accelerated Nozzle (Find Plans)
Increased fire rate
Miner Note: +23 fire rate
New: Gamma Wave Emitter (Find Plans)
Adds burning damage
Converts some damage into Fire
Miner Note: -40% base physical and
energy damage, +18 base 🔥 fire damage, enemies take 13 🔥 fire
damage/s for 3s
New: Calibrated Capacitor (Find Plans)
Adds Crit Damage
Miner Note: +100% crit damage, +20% AP cost
New: Large Core Receptacle (Find Plans)
Increases ammo capacity
Miner Note: +50% ammo capacity, -20% reload speed
New: Stinging Core Receptacle (Find Plans)
Armor Penetration
Miner Note: +20% armor penetration
New: Swift Core Receptacle (Find Plans)
Reload Speed
Miner Note: +30% reload speed, -5% AP cost
Miner Note: The Gatling Plasma's default magazine increases reload
speed by 5% and AP cost by 5% and will be replaced when swapping magazines
War Drum
No longer uses Tin Cans in crafting
Added Steel and Lead requirements for crafting
Food and Aid Items
Herd Mentality Serum
Updated description to indicate proximity to teammates is irrelevant
Bobblehead: Medicine
Now benefits the Team Medic Perk
Spiked Venison and Tato Stew
No longer incorrectly gains a damage buff from Slow Metabolizer
Legendary Mods
When scrapping items, the Legendary Mods that can be received or learned are now listed
Fixed an issue where CHA, INT, and LCK Legendary Mods could not be found on weapons
Legendary Mods in the Tinker Bench are now split into groups by star count
Two Shot
Hid the accuracy and recoil details in the description text. They are still visible within the workbench
menu.
Dev Note: These parameters weren’t very quantitative and cluttered the effect description.
Durability
Now grants +50 Durability to the item
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
Turning Text-to-Speech ON will allow players to type text into the message window and have that text converted
into audible speech for other players in the area who have Text-to-Speech ON.
Text-to-Speech Voice – Allows you to choose between a masculine or feminine voice type.
Chat Volume – Allows you to adjust the volume of the incoming text-to-speech audio.
Screen Narration
When the setting is ON, you’ll hear the audible description of emotes from other players in the area. For
example:
“[Player] wants to team up!”
UI Navigation
Digital Input
Several screens relied completely on analog stick input and that has been addressed to allow keyboard
control
on PCs and d-pad control on consoles. This includes the Challenges, Scoreboard, Map, and Character Creation
screens.
Analog Input
Several screens didn’t support analog inputs to navigate the UI, so that analog functionality has been
added
to the Favorites Wheel and Social Panel.
Single Key Presses
Fast Travel Countdown Cancel – Now allows a single button command to cancel the fast travel instead of
clicking both the left and right analog sticks.
Social Menu – Allows a single button command to enter the Social Menu instead of having to hold CTRL-TAB
on
PC.
New Power armor: Vulcan
Location:
Pieces and plans to craft Vulcan power armor are rewarded from raids
Plans have a 5% drop rate from any raid and are not tradable
Stats:
476 DR / 540 ER / 200 RR
-42% incoming damage
-85% incoming radiation damage
Note: 5% less than a standard power armor set
Set Bonus:
+25% AP regen rate
Note: Stacks additively with effects like Action Boy/Girl, Nerd Rage, Well Tuned, and Hydrated
+25% fusion core duration
Note: stacks additively with effects like Power User
Unique mods:
Gimbal Bracers (Arm mod)
Decreases weapon cone of fire by 50%
Does not stack when modded on both arms
Ultracite Bracers (Arm mod)
Targets take 25 poison & rad ☢ damage/s for 10s
Does not stack when modded on both arms
Elastic Servos (leg mod)
+50% jump height
Should stack when modded on both legs
Note: Marsupial is +320%/+400% with SiN
Reflection Assembly (Torso mod)
Melee attackers take bleed damage
Does not currently work as intended
New Unique Weapons
There are 8 unique 4 star legendary weapons than can drop from
raids:
Special effects: -50% durability loss, increased cone of fire
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.
Select the type of bait between Blue Devil, Flatwoods Monster, Grafton
Monster, Mothman, Ogua, and Sheepsquatch to guarantee a
(4-star?) Legendary variant of that enemy during the
Caravan
Note: 4-star Legendary enemies can drop either a 4-star
Legendary item or a 1-4 star Legendary Mod
New Caravan Employee: Grrmrr, Mystery Crate Merchant
Prerequisite: Unlocked after all other employees are
hired and upgraded to maximum
Hire: 200 Supplies
1st Upgrade: 200 Supplies
2nd Upgrade: 200 Supplies
Mystery Crates
The loot may change over the course of the PTS. Please visit #latest-info
or the Fallout wiki for final details of the loot when this goes live.
Basic: 60 Supplies
Forest/Toxic Valley: 75
Supplies
Ash Heap / Savage Divide / The Mire: 100 Supplies
Cranberry Bog / Skyline Valley: 150
Supplies
Rewards increase with higher tier crates
Can include Legendary Items, Scrip, Modules, Treasury
Notes, and items from the massive region-specific drop lists (item
mods such as Enclave Plasma mods or item plans like for the Laser Gun). Most of
the higher end reward lists found in the attached screenshots.
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
The Roleplay public team has been replaced with a Raid public team
Reduces weapon durability drain by up to 50% while in a raid
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.
Bethesda has stated this is intentional and that damage buffs will be in order to compensate:
"I don't think I'm able to discuss the particulars just yet, but I don't intend to leave launchers in a state where
players aren't reasonably satisfied by them."
Plasma cores now use their own model in the inspect menu