Patch 5 has released for Fallout 76, bringing with it a number of balance and design changes. Bethesda has released the latest Fallout 76 patch as planned, and along with balancing comes a plethora of bug fixes. Changes to gameplay include: a new carry weight capacity, stashes for caps have been turned into containers, a “known” tag was added to recipes and plans, and vendor changes include recipes and plans no longer being randomized. A balancing pass finds damage bonuses provided by each rank of the Demolition Expert perk have been reduced, and weapons received a pass as well. That’s just a quick example, as more details can be found in the patch notes. Hit up the link or look over the notes below. Watch on YouTube Fallout 76 update 5 – patch notes Patch Version Download sizes for today’s patch will be approximately 3.5 GB for consoles, and around 500 MB for PC. PC: 1.0.5.10 1.0.5.10 PS4: 1.0.5.9 1.0.5.9 Xbox: 1.0.5.7 General Performance: Several additional improvements have been made to in-game performance. Stability: The Fallout 76 game client and servers have received additional stability improvements. Balance Changes Perks: The damage bonuses provided by each rank of the Demolition Expert perk have been reduced from +20%/40%/60%/80%/100% to +20%/30%/40%/50%/60% to match other weapon perk damage bonuses. The damage bonuses provided by each rank of the Demolition Expert perk have been reduced from +20%/40%/60%/80%/100% to +20%/30%/40%/50%/60% to match other weapon perk damage bonuses. Perks: The condition loss bonuses provided by each rank of the White Knight and Licensed Plumber perks have been reduced from 30%/60%/90% to 20%/40%/60%, and their repair bonuses have also been reduced, to match the Power Patcher perk. Dev Note: In looking at the Demolition Expert, White Knight, and Licensed Plumber perks, we felt they have so far been overperforming in their current roles, and we wanted to bring them more in line with similar perks to help prevent them from feeling like mandatory picks. The condition loss bonuses provided by each rank of the White Knight and Licensed Plumber perks have been reduced from 30%/60%/90% to 20%/40%/60%, and their repair bonuses have also been reduced, to match the Power Patcher perk. Weapons: The Explosive legendary mod’s damage bonus has been reduced from +100% to +20% of base weapon damage, with explosive radius damage. The Explosive legendary mod’s damage bonus has been reduced from +100% to +20% of base weapon damage, with explosive radius damage. Weapons: The Two Shot legendary effect’s damage bonus has been reduced from +100% to +25% of base weapon damage. Dev Note: As mentioned in a previous Inside the Vault article, both the explosive mod and two shot weapons could result in dealing very high amounts of damage, and this was compounded if two shot and explosive were combined. We’ve decided to tone both of these damage bonuses back. The Two Shot legendary effect’s damage bonus has been reduced from +100% to +25% of base weapon damage. Weapons: Flamers, Cryolators, plasma weapons, and laser weapons can no longer spawn with the Explosive legendary mod. Dev Note: The explosive mod causes weapons to fire bullets that are . . . explosive. The weapons listed above don’t fire bullets, so we’ve temporarily removed the ability for them to spawn with that mod applied so we can make adjustments. Flamers, Cryolators, plasma weapons, and laser weapons can no longer spawn with the Explosive legendary mod. C.A.M.P., Crafting, and Workshops Scrapping: Loose weapon and armor mods are now protected from autoscrapping when crafting. However, they can still be scrapped manually if a player wants to break them down into scrap components. Loose weapon and armor mods are now protected from autoscrapping when crafting. However, they can still be scrapped manually if a player wants to break them down into scrap components. Turrets: An “(Owned)” tag will now appear next to the names of Turrets a player has built in their C.A.M.P. or a workshop. Design and Gameplay Carry Weight: Is now capped to an absolute limit of 1,500 pounds over the character’s current maximum carry weight. For example: If your carry weight limit is 210 pounds, then your maximum limit is 1,710 pounds. Characters will be unable to exceed this new weight limit moving forward. Characters who already exceed this limit will be unable to add any additional items or caps to their inventories until they have reduced their carry weight below the cap. Dev Note: These limits exist primarily to keep servers from performing poorly, which can happen when we have too many items in the game world. They also play role in helping to regulate the in-game economy. We do recognize the desire to be able to own more of the cool items that we have in the game, and we are looking into a variety of solutions, including increasing the stash size. We will be sure to talk more about this when they are ready. Is now capped to an absolute limit of 1,500 pounds over the character’s current maximum carry weight. Cap Stashes: To help address cap exploits, caps stashes have been turned into containers, which allows them to properly reset and provide players with instanced loot. To help address cap exploits, caps stashes have been turned into containers, which allows them to properly reset and provide players with instanced loot. Plans and Recipes: When viewing a plan or recipe in a menu, a “(Known)” tag will now appear next to the names of recipes and plans the player has already learned. When viewing a plan or recipe in a menu, a “(Known)” tag will now appear next to the names of recipes and plans the player has already learned. Vendors: Recipes and Plans in Vendor inventories are no longer randomized and can now be reliably sourced from those Vendors, with the exception of some minor Workshop and C.A.M.P. Plans. The appearance of many Plans and Recipes in Vendor inventories is based on player level and they will show up once the proper level has been reached. Additional structural Plans for wall sets, power connectors, doors, generators, and water purifiers have also been added to some Vendors. Recipes and Plans in Vendor inventories are no longer randomized and can now be reliably sourced from those Vendors, with the exception of some minor Workshop and C.A.M.P. Plans. PvP Hunter/Hunted: A server-wide message will now appear when a player joins the Hunter/Hunted queue. This message will only be displayed once per player to avoid spam. An additional server-wide message will be displayed when Hunter/Hunted is ready to begin in order to give other players a final chance to join. A server-wide message will now appear when a player joins the Hunter/Hunted queue. Quests and Events Belly of the Beast: A new “Ultracite Power Armor” entry has been added to Taggerdy’s Terminal on the top floor of Fort Defiance, offering Ultracite Power Armor plans to those who read it. A new “Ultracite Power Armor” entry has been added to Taggerdy’s Terminal on the top floor of Fort Defiance, offering Ultracite Power Armor plans to those who read it. First Contact: A new miscellaneous objective will now appear upon reaching the Overseer’s C.A.M.P. for the first time, prompting the player to place a C.A.M.P. of their own. A new miscellaneous objective will now appear upon reaching the Overseer’s C.A.M.P. for the first time, prompting the player to place a C.A.M.P. of their own. Gauley Mine: A new miscellaneous objective will now appear at Gauley Mine to introduce players to Ore Deposits. A new miscellaneous objective will now appear at Gauley Mine to introduce players to Ore Deposits. Monster Mash: The amount of XP awarded per round during this event has been reduced from 350 to 100. Bug Fixes Art and Graphics Lighting: Lighting no longer flickers throughout Arktos Pharma. Lighting no longer flickers throughout Arktos Pharma. Apparel: Fixed an issue that could cause a character’s legs to show through the Rose Dress while it is equipped. C.A.M.P., Crafting and Workshops Artillery: Fixed an issue that could prevent Artillery from being placed in valid locations. Fixed an issue that could prevent Artillery from being placed in valid locations. Blueprints: Addressed an issue preventing players from placing a stored blueprint containing posts that were placed partially underground when the blueprint was originally saved. Addressed an issue preventing players from placing a stored blueprint containing posts that were placed partially underground when the blueprint was originally saved. Budget: Scrapping a stored blueprint that contained wires will now correctly remove those wires from the C.A.M.P. budget. Scrapping a stored blueprint that contained wires will now correctly remove those wires from the C.A.M.P. budget. Exploit: Addressed an exploit that could allow players to duplicate their stored blueprints. Addressed an exploit that could allow players to duplicate their stored blueprints. Exploit: Addressed an exploit that could allow players to reduce their carry weight to a negative value. Addressed an exploit that could allow players to reduce their carry weight to a negative value. Foundations: Fixed an issue that could cause a “Cannot place item: Needs support” message to display when editing a partially floating foundation. Fixed an issue that could cause a “Cannot place item: Needs support” message to display when editing a partially floating foundation. Power Armor Station: Players can no longer view power armor they do not own when attempting to access a power armor station that’s occupied by another player. Players can no longer view power armor they do not own when attempting to access a power armor station that’s occupied by another player. Scrapping: Ignition Cores crafted for the Earth Mover event are no longer automatically scrapped when using the Scrap All Junk option at a Workbench. Ignition Cores crafted for the Earth Mover event are no longer automatically scrapped when using the Scrap All Junk option at a Workbench. Scrapping: Junk items that need to be manually scrapped are no longer automatically scrapped for components when attempting to craft. Junk items that need to be manually scrapped are no longer automatically scrapped for components when attempting to craft. Stored Objects: Repeatedly attempting to place an Atomic Shop variant of an object the player had stored but does not own no longer prevents them from placing other variants. Repeatedly attempting to place an Atomic Shop variant of an object the player had stored but does not own no longer prevents them from placing other variants. Structures: Fixed an issue that could prevent a C.A.M.P. or workshop structure from being edited when building levels had been merged or split several times. This fix is not retroactive and will not apply to structures built prior to today’s patch. Fixed an issue that could prevent a C.A.M.P. or workshop structure from being edited when building levels had been merged or split several times. This fix is not retroactive and will not apply to structures built prior to today’s patch. Terminals: Powered terminals contained within a stored blueprint now work correctly when the blueprint is placed in a new location Challenges Collect Holotape Games: Nuka Tapper sub-challenge can now be completed by playing the Nuka-Tapper holotape game. Nuka Tapper sub-challenge can now be completed by playing the Nuka-Tapper holotape game. Formal Wear Challenges: Pantsuits and Shortsuits now correctly count as formal wear when completing challenges. Pantsuits and Shortsuits now correctly count as formal wear when completing challenges. Gather Building Supplies: The “Scrap items to produce fertilizer” condition has been updated to “Collect Fertilizer” and can be completed by salvaging or crafting it using spoiled fruits, vegetables, and meat. The “Scrap items to produce fertilizer” condition has been updated to “Collect Fertilizer” and can be completed by salvaging or crafting it using spoiled fruits, vegetables, and meat. Learn Cooking Recipes: This challenge will now recognize many additional cooking recipes when they are learned for the first time. Retroactive credit will not be awarded for recipes learned prior to today’s patch, but that is planned for a future update. Enemies A.I. : Fixed an issue in which some enemies could chase the player farther than intended and become frozen in place. Fixed an issue in which some enemies could chase the player farther than intended and become frozen in place.<doc-sep>Screenshot : Kotaku ( Fallout 76 ) Fallout 76 is getting less broken every day. Bethesda said in today’s “Inside the Vault” post that in the last week alone it’s fixed 150 bugs, with more fixes coming in the future. Two problems Bethesda is still working on, it says, are unbalanced end-game weapons and cheating. Advertisement “We want Fallout 76 to be a happy and healthy world for all players, and we know that there are concerns with players finding and abusing exploits,” the company wrote. “We’re working hard to find, fix, and address these as they show up.” The concerns Bethesda is referring to have to do with glitches that for the greater part of December and January made it possible for players to duplicate their items. While the doors to these loopholes have now been closed, a window to a new one has opened. Specifically, players recently discovered a “developer’s room” in the game that houses copies of every item. Bethesda said in a statement to Eurogamer earlier today that the room can only be reached on PC by using cheat programs, and that it’s currently banning players found to be carrying around test items from the hidden room that aren’t currently available in normal part of the game. “We want you to know that we take these exploits and those abusing them VERY seriously,” the post reads. “Once identified, we work very closely with our Support team to remove problem players that are abusing these exploits - whether that’s the duping exploits or those using cheat apps or mods to access areas in-game that are otherwise inaccessible (and unintended) for players in the game world.” While the company didn’t specify a particular fix for illicitly obtained items already out in the wild, a lot of them tend to be guns equipped with the Two-Shot Legendary Mod, which Bethesda announced will be getting nerfed in Patch 5, which is expected to release before the end of the month. In that update, the additional damage provided by the mod will be reduced from 100% to 25%. It’s a massive change for that particular mod, which is nice to see. At the same time, the patch will leave the Explosive damage mod, which players often combine with Two-Shot, untouched. [Update - 4:58 p.m.]: Today’s Inside the Vault post was updated after it went live to add language about nerfing Explosive mods as well. Here’s what it says: “ The Explosive Legendary mod has a reduced damage bonus, now adding +20% of the base weapon dam age with explosive radius damage instead of +100%.” That all but ensures Two-Shot Explosive guns become much less important. The rest of the original post follows. As a result, it’s unclear how much the next patch will actually end up affecting the overall balance of power in Fallout 76, something that’s been a concern among players for a while now. It’s become more pronounced recently as some high level players have turned away from the lackluster PVE end game to griefing in PVP. Some players have requested that Bethesda simply separate the game out into two sets of servers for PVE and PVP. Advertisement Instead, Bethesda announced that an upcoming new mode for the game will basically use the existing PVP system found in the main game but with all of the rules of engagement stripped away. It sounds basically like a mode devoted entirely to the hellscapes of Rust and other online survival games. In effect, players will have the choice between PVP-lite and hardcore PVP, but no 100% pacifist option. More information about the upcoming mode is supposed to be revealed next week. For now though, it seems like anyone looking for new end-game content free from griefing will have to wait a bit longer.<doc-sep>
Fallout 76 is barreling towards a new game mode and the eventual opening of the other vaults in Appalachia, but the developers are stopping to make more gameplay tweaks and quality of life changes before this new content enters beta. Today’s patch, referred to as Patch 5 by Bethesda, tackles some pressing matters. In addition to general stability and performance improvements, the developers have nerfed end game builds and certain types of legendary weapons. First up are hits to some powerful perks: Demolition Expert, White Knight, and Licensed Plumber. The damage bonuses provided by each rank of the Demolition Expert perk have been reduced from +20%/40%/60%/80%/100% to +20%/30%/40%/50%/60% to match other weapon perk damage bonuses. The condition loss bonuses provided by each rank of the White Knight and Licensed Plumber perks have been reduced from 30%/60%/90% to 20%/40%/60%, and their repair bonuses have also been reduced, to match the Power Patcher perk. Dev Note: In looking at the Demolition Expert, White Knight, and Licensed Plumber perks, we felt they have so far been overperforming in their current roles, and we wanted to bring them more in line with similar perks to help prevent them from feeling like mandatory picks. Some other changes are tied to Explosive and Two Shot weapon modifiers. These have become by far the most powerful weapons in the wasteland, and the duping problem has led to many players who are interested in this power boost getting their hands on the weapons quite easily. This new patch lowers their damage by a hefty amount. In addition, fewer weapons can spawn with the Explosive legendary mod - Flamers, Cryolators, plasma weapons, and laser weapons will no longer spawn into the world with these modifiers attached. The developers have noted that this change is because the above weapons don’t fire bullets, so it’s a bit odd for them to have a modifier that gives them exploding bullets, and they will return in the future with some adjustments. Weapons: The Explosive legendary mod’s damage bonus has been reduced from +100% to +20% of base weapon damage, with explosive radius damage. Weapons: The Two Shot legendary effect’s damage bonus has been reduced from +100% to +25% of base weapon damage. Dev Note: As mentioned in a previous Inside the Vault article, both the explosive mod and two shot weapons could result in dealing very high amounts of damage, and this was compounded if two shot and explosive were combined. We’ve decided to tone both of these damage bonuses back. The biggest potential change is the one to carry weight, which is now capped at 1,500 pounds above your character’s maximum carry weight. The example provided is that a character with 210 carry weight can now carry a maximum of 1,710 pounds. It is now impossible to exceed this new weight limit moving forward; characters who already exceed this weight limit can keep their inventories, but cannot add any additional items and/or caps until they’ve cleared the bar and lowered their inventory. The Fallout 76 devs note that this will help server performance, but an additional target of this change is dupers. Due to the nature of duping in Fallout 76, there are characters with hundreds of thousands of powerful items. Now, their trading and duping is restricted. It remains to be seen how effective a change this will be, especially since many transactions are conducted out of game with real money transfers, but it’s a step in the right direction for solving the game-threatening duping crisis. There are a few more changes in the full patch notes, including changes to C.A.M.P. scrapping and crafting, the Hunter/Hunted queue, and a few quests and events around the world. We can expect a larger patch to come in future weeks with the new Survival mode beta, and likely weekly events as well in the months to come.