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Week: 4th May -11th May 2026 (20:00)
Alpha:
32560743
Bravo:
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Charlie:
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Season 24: "Rip Daring and the Cryptids from Beyond the Cosmos"   Still 21/91 Days Left
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Expected Changes for CAMP Revamp Update (Patch 62 / Season 22) on 2nd Sept 2025

Expected Changes for CAMP Revamp Update (Patch 62 / Season 22) on 2nd Sept 2025

Once again, the next content update is just around the corner. The current PTS is coming to an end, and there are numerous changes, which I'll outline in more detail here today. The update, called "C.A.M.P. Revamp", will be released on September 2nd, 2025. Season 21 will end and Season 22: Appalachian Modern Living will begin.

Index

C.A.M.P. Menu Revamp

The CAMP building menu is a central focus of this update. The CAMP building menu has become increasingly confusing over the years, and you sometimes had to search for a long time to find certain items. This has now changed.

The new CAMP building menu has been restructured and groups relevant elements into clear sections. This makes it much faster to find the items you're looking for.

Furthermore, the placement rules for all items have been made 100% flexible. If you set the workshop building rules to "Relaxed" in the game settings, the new rules will be active. You now have the option of choosing whether you want to snap items into place normally, if they should collide or simply place them free. "Completely free" placement truly means free placement. You can place items inside each other or simply in the air. Everything that previously required various tricks like "merge" glitches is now possible with the built-in tools.

The categories are:

  • Quests
    • Objectives (This category only appears when a quest is active and will disappear after the quest is completed.
  • C.A.M.P. Pieces
    • Foundations
    • Porches
    • Floors
    • Walls
    • Roofs
    • Stairs
    • Doors
    • Columns
    • Fences
    • Shelters
  • Defense
    • Turrets
    • Traps
    • Barricades
  • Power
    • Generators
    • Power Connectors
  • Lights
    • Candles
    • Ceiling Lights
    • Fire
    • Lamps
    • Signs
    • Wall Lights
  • Resources
    • Crafting
    • Food
    • Water
    • Collectors
    • Producers
  • Utility
    • Instruments
    • Player Benefits
    • Services
    • Vending Machines
  • Furniture
    • Appliances
    • Beds
    • Seating
    • Shelves
    • Surfaces
    • Electronics
  • 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
    • Stash Boxes
    • Additional Storage
    • Displays
  • Structure
    • Farm
    • Frontier
    • Industrial
    • Military
    • Modern
    • Rustic
    • Scavenger
    • Store
  • Dwellers (formerly Allies)
    • Allies
    • Pet Furniture
    • Pets

With these new tools, you can really easily build amazing, creative CAMPs. I'm really excited to see what kind of CAMPs the community will conjure up with them.

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Changed Perk Cards

Perk cards are changing again. Many of them are also fundamentally changing their functions. However, we've now covered all areas, so there shouldn't be many new fundamental changes in the near future. In this update, the perk cards for heavy weapons, bows and melee have been adjusted.

One important change, for example, is the "Tank Killer" perk card. This now only uses two ranks and applies to all ranged weapons, including heavy weapons.

You can find all the detailed changes in the article:

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Balancing

This time around, there were numerous changes again: weapon damage, range, cone of fire, recoil, and magazine sizes were adjusted, the functionality of VATS was revised, and much more. Here are the details.

Executioner`s now grants an additive damage bonus instead of multiplicative.

Adjusted the base damage for the following weapons
  • Submachine Gun: 52 -> 64
  • 10mm SMG: 72 -> 59
  • Floater Gnasher Grenade (Poison DoT): 182 per second -> 140 per second
  • Floater Flamer Grenade (Fire DoT): 300 per second -> 257 per second
Adjusted the rate of fire for the following weapons:
  • Submachine Gun: +15%
  • 10mm SMG: -10%
Adjusted the base range for the following weapons
  • Light Machine Gun: 132 -> 185
  • Minigun: 130 -> 175
  • .50 Cal Machine Gun: 103 -> 144
  • Submachine Gun: 109 -> 152
  • Gatling Gun: 137 -> 191
Adjusted the reload animations for the following weapons:
The Assault Rifle provided the highest damage-per-shot of the rifles and had the fastest reload speed. Today’s change helps ensure other rifles can compete and fit into their roles better.
  • Assault Rifle: Approx. 2.08s -> 3.02s
  • Radium Rifle: Approx. 3.57s -> 2.85s
  • Handmade: Approx. 3.03s -> 2.43s
  • Combat Rifle: Approx. 3.15s -> 2.68s
Increased the damage of the following weapons:
  • .50 Cal Machine Gun: 42 -> 52
  • Light Machine Gun: 42 -> 47
  • Minigun: 25 -> 29
  • Gatling Gun: 103 -> 112
  • Gauss Minigun: 53 -> 59
  • Flamer: 32 -> 42
  • Plasma Caster: 87 Physical, 87 Energy -> 103 Physical, 103 Energy
  • Cryolator: 47 -> 52
  • V63 Laser Carbine: 47 -> 59
Reduced the damage of the following weapons:
  • Ultracite Laser Gun: 87 -> 80
Adjustments to Semi-Automatic -> Automatic Weapon Mods:
Note: This is in addition to the existing effects of these mods.
  • Ammo Capacity: +30% -> +50%
  • Now reduces reload speed by 10%
Adjustments to Large Magazines:
Note: This applies to most mods that increase ammo capacity without providing an additional effect such as quicker reloads or armor penetration.
  • Ammo Capacity: +50% -> +100%
  • Weapon Draw Time: +25% -> +35% (slower)
  • Reload Time: +20% -> +35% (slower)
  • Sighted Transition Time: +20% -> +35% (slower)
  • Weight: +35% -> +50%
  • Durability: -7.5% -> -10%
Value has been decreased to +25% on the other ammo capacity mods (the Large Magazine mods listed above will remain at +40%)
Adjustments to Hardened Receivers:
Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)
  • Bonus Damage: +25% -> +35%
  • Recoil: +10% -> +15%
  • AP Cost: +10% -> +15%
  • Weight: +25% -> +30%
  • Durability: -7% -> -12.5%
  • Value: +35% -> +40%
Prime Receiver Changes
Note: Prime Receivers still deal an additional +65% damage to Scorched enemies, increase the weapon's range, etc.
  • Damage Bonus: +100% -> +35%
  • Action Point Cost: +25% -> +15%
  • Weight: +50% -> +30%
  • Value: +100% -> +50%
Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes:
  • 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.
Laser Gun and Ultracite Laser Gun Splitter mod changes:
  • Base Damage: Now +40%
  • Removed +50% additive damage bonus
Laser Gun and Ultracite Laser Gun Sniper mod changes:
  • Base Damage: +25% -> +35%
  • Fire Rate: Now -40%
  • AP Cost: +35% -> +55%
Plasma Gun and Enclave Plasma Gun Sniper mod changes:
  • Base Damage: Now +35%
  • Removed +100% additive damage bonus
  • AP Cost: +35% -> +55%
Increased the range of the following weapons:
  • Gauss Minigun: 125 -> 175
Cryolator Changes
  • Ammo Capacity: 25 -> 50
  • Crystallizing Barrel:
    • Range: +75% -> +200%
      • Ammo Capacity: Now -50% (resulting in 25 ammo capacity, same as before this update)
      • Damage Bonus: Now 35%
Nuka Grenade Changes:
  • 751 Damage -> 257 Damage
  • Once-again damages enemies through walls.
    • Dev Note: We'll be revisiting this once we've had time to look into issues with enemies getting stuck in terrain.
Hellstorm Missile Launcher Damage Increase
  • Standard Payload: 206 Impact, 206 Explosion -> 379 Impact, 379 Explosion
  • Cryo Payload: 206 Impact, 107 Cryo Explosion -> 379 Impact, 194 Cryo Explosion
  • Napalm Payload: 206 Impact, 107 Fire Explosion, 25 Fire Damage per second for 7 seconds -> 379 Impact, 194 Fire Explosion, 25 Fire Damage per second for 7 seconds
  • Plasma Payload: 206 Impact, 178 Energy Explosion -> 379 Impact, 330 Energy Explosion
Weapon Mod Range Updates
All weapons have increased base range (see below). The end result of this change is that there's slightly less contrast between Stub, Short, Medium, Long, and Sniper barrels. In particular, this helps Short and especially Stub barrels more easily compete with Long barrels. Not all range/barrel mods follow the Stub/Short/Medium/Long/Sniper naming convention, but most mods which adjust weapons' range will be adjusted similarly.
  • Medium Barrel Range: +35% -> +25%
  • Long Barrel Range: +75% -> +50%
  • Sniper Barrel Range: +110% -> +75%
Increased the Base Range of the Following Weapons
This includes unique/named/legendary variants of these weapons, which will have the same range increase as their base weapons.
  • 44 Revolver: 106 -> 139
  • .50 Cal Machine Gun: 144 -> 182
  • 10mm Submachine Gun: 95 -> 120
  • 10mm: 99 -> 119
  • Alien Blaster: 99 -> 143
  • Alien Disintegrator: 148 -> 214
  • Assault Rifle: 148 -> 178
  • Auto Grenade Launcher: 182 -> 219
  • Black Powder Blunderbuss: 99 -> 148
  • Black Powder Pistol: 99 -> 148
  • Black Powder Rifle: 161 -> 241
  • Bow: 154 -> 259
  • Broadsider: 172 -> 206
  • Circuit Breaker: 94 -> 123
  • Cold Shoulder: 56 -> 67
  • Combat Rifle: 165 -> 198
  • Combat Shotgun: 79 -> 95
  • Compound Bow: 172 -> 288
  • Cremator: 150 -> 180
  • Crossbow: 146 -> 245
  • Crusader Pistol: 110 -> 139
  • Cryolator: 51 -> 62
  • Double-Barrel Shotgun: 56 -> 67
  • Enclave Plasma: 94 -> 160
  • Fat Man: 172 -> 257
  • Flamer: 51 -> 62
  • Flare Gun: 214 -> 296
  • Gamma Gun: 88 -> 137
  • Gatling Gun: 191 -> 252
  • Gatling Laser: 132 -> 198
  • Gatling Plasma: 118 -> 169
  • Gauss Minigun: 175 -> 252
  • Gauss Pistol: 132 -> 174
  • Gauss Rifle: 214 -> 257
  • Gauss Shotgun: 94 -> 112
  • Handmade Rifle: 124 -> 148
  • Harpoon Gun: 172 -> 237
  • Hellstorm Missile Launcher: 193 -> 266
  • Hunting Rifle: 204 -> 245
  • Laser: 110 -> 145
  • Lever Action Rifle: 182 -> 219
  • Light Machine Gun: 185 -> 224
  • M79 Grenade Launcher: 161 -> 193
  • Minigun: 175 -> 241
  • Missile Launcher: 204 -> 245
  • Paddle Ball: 22 -> 26
  • Pepper Shaker: 88 -> 127
  • Pipe Bolt-Action: 145 -> 183
  • Pipe Revolver: 99 -> 131
  • Pipe: 83 -> 105
  • Plasma Caster: 132 -> 206
  • Plasma: 88 -> 151
  • Pump Action Shotgun: 89 -> 107
  • Radium: 132 -> 158
  • Railway: 116 -> 159
  • Salvaged Assaultron Head: 125 -> 218
  • Single Action Revolver: 99 -> 154
  • Submachine Gun: 152 -> 183
  • Syringer: 161 -> 261
  • Tesla Cannon: 182 -> 252
  • Tesla: 124 -> 186
  • The Dragon: 139 -> 209
  • The Fixer: 165 -> 198
  • Ultracite Gatling Laser: 132 -> 198
  • Ultracite Laser: 110 -> 152
  • V63 Laser Carbine: 136 -> 196
  • Western Revolver: 132 -> 151

You can find all details of the PTS Patchnotes in the article:

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Caravans (Milepost Zero)

All players now receive the same amount of supplies, regardless of who started.

An event lasts a maximum of 7 minutes. Even if a Brahmin stops and is still alive after 7 minutes, the players still receive their reward.

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Event: "Mischief Night" is back again

The long-missing "Mischief Night" event was back on the PTS and it will be making its way back into the game this fall! The event was unfortunately shut down in 2019 due to seemingly unsolvable bugs. Now, 5 years later, Night of Mischief has been completely reworked and repositioned in Skyline Valley. The event now takes place in Rapidan Camp and there are tons of new rewards. It was announced in the community calendar for 7th Oct 2025 - 21st Oct 2025.

Nacht des Unfugs

The goal of the event is to devastate the Rapidan Camp, setting fires and sowing chaos. You'll fight against the Lost and time to complete all objectives. At the end, the Vertibird will be blown up on the helipad, and you'll receive your reward. You can view all the rewards in the post and check off them with your Nuka Knights checklists during the event.

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Locking Items

From now on, any item can be locked. This means it can no longer be dropped, scrapped, or sold. This is possible in the Pipboy, in the storage chest, at a workbench, at vending machines, from allies, while looting, and so on.

Power armor pieces retain their locked status even when installed or removed from the chassis.

This can also lock items, food, or other items. However, you still drop locked scrap upon death.

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Floating Damage Numbers

Damage values ​​can now be displayed "floating". This was a default setting on the PTS. It's possible that this will also be the new default setting for damage values ​​live. When this setting is active, the damage values ​​will bubble up from the hit target like a fountain.

Floating Markers Setting

And here is an example of how it looks in the game:

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Enclave Plasma Rifle Mods

Starting with Patch 62, there's a 10% chance of receiving any Enclave Plasma Mod from all Enclave events. This new list includes all mods, not just a few. If you're collecting mods, don't miss out on the Enclave events. The 10% Enclave Mod chance is available from the following events:

  • Enclave Event: Lost Connection
  • Enclave Event: Bots on Parade
  • Enclave Event: A real blast

The list contains the following Enclave Plasma Mods:

  • Enclave Plasma Gun Flamer Barrel
  • Enclave Plasma Gun True Flamer Barrel
  • Enclave Plasma Gun Stabilized Flamer Barrel
  • Enclave Plasma Gun Aligned Flamer Barrel
  • Enclave Plasma Gun True Short Barrel
  • Enclave Plasma Gun Stabilized Short Barrel
  • Enclave Plasma Gun Aligned Short Barrel
  • Enclave Plasma Gun Splitter
  • Enclave Plasma Gun True Splitter
  • Enclave Plasma Gun Stabilized Splitter
  • Enclave Plasma Gun Aligned Splitter
  • Enclave Plasma Gun Sniper Barrel
  • Enclave Plasma Gun True Sniper Barrel
  • Enclave Plasma Gun Stabilized Sniper Barrel
  • Enclave Plasma Gun Aligned Sniper Barrel
  • Enclave Plasma Gun Automatic Barrel
  • Enclave Plasma Gun True Automatic Barrel
  • Enclave Plasma Gun Stabilized Automatic Barrel
  • Enclave Plasma Gun Aligned Automatic Barrel
  • Enclave Plasma Gun True Stock
  • Enclave Plasma Gun Comfort Stock
  • Enclave Plasma Gun Precise Stock
  • Enclave Plasma Gun Stabilized Stock
  • Enclave Plasma Gun Forceful Stock
  • Enclave Plasma Gun Bruising Grip
  • Enclave Plasma Gun Gamma Wave Emitter
  • Enclave Plasma Gun Severe Beta Wave Tuner
  • Enclave Plasma Gun Refined Beta Wave Tuner
  • Enclave Plasma Gun Calibrated Capacitor
  • Enclave Plasma Gun Vicious Capacitor
  • Enclave Plasma Gun True Capacitor
  • Enclave Plasma Gun Long Scope
  • Enclave Plasma Gun Long Night Vision Scope
  • Enclave Plasma Gun Long Recon Scope
  • Enclave Plasma Gun Medium Scope
  • Enclave Plasma Gun Medium Night Vision Scope
  • Enclave Plasma Gun Reflex Sight
  • Enclave Plasma Gun Short Scope
  • Enclave Plasma Gun Short Night Vision Scope
  • Enclave Plasma Gun Short Recon Scope

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Paddleball Mods

Since the release of Fallout 76, there have been several paddleball mods that were not normally available. 

  • Weaponized Nuka-Cola Cherry Ball
  • Weaponized Nuka-Cola Ball
  • Weaponized Nuka-Cola Quantum Ball

These mods have now been removed from the workbench on the PTS.

The Electrified Ball was already "Cut Content" before.

Only these paddleball mods are available on the workbench:

  • Bladed Ball
  • Fire Ball
  • Spiked Ball
  • Rubber Ball (Standard)
Paddleball Mods (Patch 61)
Paddleball Mods (Patch 62)

BUT the mods are still present on the paddleballs. These paddleballs are still tradable. The removed mods can now be found in the data under "POST." This may prevent these mods from being crafted or dropping again.

POST Paddleball Mods (Patch 62)

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Rare Fasnacht Masks

The last Fasnacht event already featured new masks, and the lists have been reorganized so that only the glowing masks are truly rare. Now there's another change. General Zeta, the boss alien from the "Invaders from Beyond" event, now also has a 5% chance of dropping rare fasnacht masks. We'll see if this actually goes live. In any case, the list is linked to General Zeta, and it's now possible.

General Zeta can also drop rare fasnacht masks now

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New Gold Plans

Samuel:

  • Plan: Dirty Pond (Neightbourly)
  • Plan: Dottie (Ally)
  • Plan: Cannery (Ally)

Mortimer:

  • Plan: Ice Breaker (Ally)

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New unlimited Aidbox (Fallout 1st)

Starting with Patch 62, Fallout 1st subscribers will have a new infinite aidbox. There, you can store aid in unlimited quantities.

all chems can be stored in the new aidbox (Fallout 1st)

The standard toolbox is a Chem Box, and in Season 22 there is another version that looks like a doctor's bag.

The Doctors Bag Aidbox can now also be found at the following locations:

  • Whitespring Mall
  • Nuka World on Tour
  • Trading Post (Skyline Valley)
  • Raid "Gleaming Depths" Workshop
  • Raid "Gleaming Depths" Stage 1-5

These Aid can be stored in the Aidbox in unlimited quantity:

  • Addictol
  • Antibiotics
  • Berry Mentats
  • Blood Pack
  • Buffout
  • Bufftats
  • Calmex
  • Carry Weight Booster
  • Daddy-O
  • Day Tripper
  • Disease Cure
  • Formula P
  • Fury
  • Glowing Blood
  • Glowing Blood Pack
  • Grape Mentats
  • Healing Salve
  • Insect Repellent
  • Irradiated Blood Pack
  • Lunchbox
  • Med-X
  • Mentats
  • Orange Mentats
  • Overdrive
  • Psycho
  • Psychobuff
  • Psychotats
  • Rad-X
  • Rad-X: Diluted
  • RadAway
  • RadAway: Diluted
  • RadShield
  • Scout's Banner
  • Skeeto Spit
  • Stealth Boy
  • Stealth Boy Mark III
  • Stimpak
  • Stimpak Diffuser
  • Stimpak: Diluted
  • Stimpak: Super
  • X-Cell

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Season 22

The upcoming Season 22 is titled "Appalachian Modern Living" and features various brands and themes from the Fallout universe. From Nuka-Cola to Sunset Sarsaparilla, Saturnite to Cryslus, everything is included.

You can find a full preview in these articles:

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New Atomic Shop Items

The PTS Atomic Shop datamines revealed numerous new items. Some were released after Patch 61. However, many of them won't make their way into the Atom Shop until after this patch. Here are a few examples:

You can find the full galleries here:

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Preparations for future Updates

Possible Map Expansion

In Point Pleasant, some reconstruction work has been done on this PTS. It seems as if the bridge will soon be accessible again, and a new area behind it might become available.

Possible Map Expansion at Point Pleasant

 

New "Mini" Raid feat. the "Drifter"

Datamining has also revealed a kind of "mini" raid on the PTS. It appears to take place in an area of ​​West Tek (similar to the fight against Dr. Blackburn). It can be activated using "Drifter Cards" that you receive during public events.

The "Drifter" apparently has some kind of teleportation ability, and there don't seem to be any distinct areas. The rewards are divided into five levels, based on the Drifter's health when you die. So, it sounds like an intense fight that you might not win. Hopefully, we'll find out exactly what that looks like on the next PTS.

New legendary 4 Star Mods

On the PTS, there was a 20% chance of obtaining 4-star items from the "mini" raid against the Drifter. Alternatively, you can receive 3-, 2-, or 1-star items, just like in the previous raid. And there was a 10% chance of obtaining 4-star mods. This doesn't refer to the old mods, however, but to new 4-star mods.

New Armor & Weapons

What was also already visible on the PTS were weapons that were also supposed to be rewards from the Drifter Raid. There was also a new Settlers armor.

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Unfortunately, neither the mini raid nor the new 4-star mod nor the weapons/armor are part of this update. So, we'll have to wait and see what happens in the next update.

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Comments:

ZeroBeat
Jetzt kann der Campbau eskalieren 😁  30.08.2025 at 11:43:31
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