Expected Changes for "Gone Fission" Update (Patch 60) on 3rd June 2025

The next content update, including the new Season 21 titled "Gone Fission" is expected on June 3rd, 2025. The main focus here will be fishing, the new Cannery workbench, and numerous balancing changes. Season 20 also ends on this day, so make sure to claim all the rewards before then.
Index
- Fishing
- Changed Perks
- Weapon Buffs & Balancing
- Changed Legendary Effects
- Changed Mutations
- No more Immunity to crippling for many enemies
- Cannery Workbench
- Exact HP Bar
- Option: Stimpak Priority
- Speech to Text reactivated
- New Season 21
- New Atomic Shop Items
Fishing
To unlock fishing, you must complete the new quest "Casting Off." Your task is to catch some fish and cook up some fish bites. Fishing will be unlocked during the quest. After the quest, the new daily will also be available. Numerous new rewards await you there.

You stand by a body of water. If you now look at the water, you'll have a new option to cast your line. Hold down the fishing button and you'll be in fishing mode. Here you can change the view, change the bait, and cast your line.

There are three types of bait: Common, Improved, and Superb.
You can obtain common bait from Captain Raymond Clark and the Fisherman, as well as from new collectors in your camp.
Improved bait can be obtained from the following activities: all public events such as Encryptid, Scorched Earth (Queen), A Colossal Problem (Earle Williams), Seismic Activity (Ultacite Titan), Neurological Warfare, and also from the caravans in Milestone Zero.
Superb bait is only available during the season. It may also be available later in the Atom Shop. So be sparing with it.
There are numerous skins for fishing rods in the Atom Shop and the season, as well as various bobbers.
There are also various mods for reels, hooks, bobbers, and rods. You can use a tinker workbench to change the mods.
There are basically three different weather conditions relevant for fishing.
- Clear Sky
- Rain
- Nuke Zone / Rad Storm
You can not only use these conditions from the surroundings, but also create them yourself with a weather control station in your camp.
Depending on the weather conditions and the bait used, there are very different chances of catching rare fish or axolotls.

New Location
The new Anglers Rest location is located right next to Valley Galleria in the far east of Appalachia.

You'll find three new NPCs at this location:
Linda Lee: A giant hermit crab and pet of the "Fisherman." If you give her fish bits while she's hungry, you can receive legendary weapons, armor, and power armor as rewards (1-3 Stars).
The Fisherman: A quiet, strange "fish-man" who likes to sharpen his knives. Here you can buy common fishing bait.
Captain Raymond Clark: The old sailor is the most talkative of the three NPCs. He gives you tasks for the new quest and also provides you with the new daily. You can also buy common fishing bait from him.
Fish
There are numerous different fish you can catch. You can see the different categories in the drop chance table. Depending on the bait, location, and weather conditions, you can catch the following types of fish:
- Generic Fish
- Common Fish
- Uncommon Fish
- Glowing Fish
- Local Legends
- Axolotl
- No Fish: Junk (10% chance with Common Bait)
Important: Fish does not spoil when caught. You can display it, sell it or just keep it in your inventory.
Here's a small selection. You can see the full list in the article linked under the Axolotl section.
Axolotl
Axolotls are a rare catch in Fallout 76. Only one type of axolotl appears per month and can only be caught in specific regions. As you can see from the drop chance table, rain and super bait are the best ways to catch axolotls.
You can find a video about it here:
Full Articles about Fishing & Axolotl:
Changed Perks
This update brings numerous changes to the perks, especially in Perception. Essentially, all Commando and Rifleman perk cards are changing. The perks are no longer specialized for rifles, but have other advantages that can be combined in any way. At the same time, all rifles have been buffed (see section). This now enables entirely new builds and actually plays very well, as you could already test on the PTS. Here on Nuka Knights, there will also be new build guides with the new perk cards.
Here you can see a few examples of changed perk cards. A complete overview can be found in the full post.
Weapon Buffs & Balancing
Harpoon Gun Adjustments
Damage increased from 195 to 245 Now has a Bleed DoT which deals 20 Physical damage per second for 15 seconds Reload Speed increased by 10% Ammo Capacity increased from 1 to 3 Delay between shots increased by 25% Crit Mult increased from 2 to 2.5 Sneak Mult increased from 2 to 2.25 Weight Decreased from 16 to 14Removed the AP cost increase on the following mods:
Light Machine Gun Standard/Prime receivers- Tesla Automatic Barrel
Adjusted the Out-of-Range Damage Multiplier for the following weapons:These weapons now keep more of their damage at longer ranges.
Black Powder Pistol: 0.1 -> 0.5 Black Powder Rifle: 0.1 -> 0.5 Combat Shotgun: 0.1 -> 0.5 Crossbow: 0.1 -> 0.5 Double-Barrel Shotgun: 0.1 -> 0.5 Cold Shoulder: 0.1 -> 0.5 Gauss Shotgun: 0.1 -> 0.5 Pump-Action Shotgun: 0.1 -> 0.5 Pepper Shaker: 0.25 -> 0.5 Pipe Bolt-Action: 0.25 -> 0.5 Pipe Gun: 0.25 -> 0.5 Pipe Revolver: 0.25 -> 0.5Lowered base AP costs for the following weapons:
Alien Disintegrator: 25 -> 17 Handmade Rifle: 32 -> 16 Assault Rifle: 32 -> 17 Combat Rifle: 25 -> 15 The Fixer: 25 -> 16 Radium Rifle: 25 -> 16 Submachine Gun: 35 -> 15 Tesla Rifle: 30 -> 17 V63 Laser Carbine: 40 -> 30Increased the base damage for the following weapons:These values represent the weapons at their maximum level - all lower levels are scaled proportionally.
Alien Disintegrator: 40 -> 66 Handmade Rifle: 45 -> 52 Assault Rifle: 33 -> 66
- Now ~3.333 shots per second when semi-automatic, instead of 4
Combat Rifle: 40 -> 53 The Fixer: 40 -> 59
- Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
Radium Rifle: 37 physical, 15 radiation -> 42 Physical, 17 Radiation Submachine Gun: 29 -> 47 Railway Rifle: 95 -> 112 Laser Gun: 44 -> 72 Ultracite Laser Gun: 40 -> 80
- Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5
Plasma Gun: 29 Physical, 29 Energy -> 58 Physical, 58 Energy Enclave Plasma Gun: 32 Physical, 32 Energy -> 71 Physical, 71 Energy 10mm SMG: 34 -> 42 Combat Shotgun: 97 -> 150 Tesla Rifle: 78 -> 112 Lever-Action Rifle: 88 -> 133 Double-Barrel Shotgun: 140 -> 204
- Note: Now fires 2.5 times per second instead ~3.57 times per second
Cold Shoulder: 91 Physical, 91 Cryo -> 122 Physical, 122 Cryo
- Note: Now fires 2.5 times per second instead ~3.57 times per second
Hunting Rifle: 140 -> 171 Gauss Pistol: 115 -> 218
- Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Rifle: 146 -> 279
- Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Shotgun: 187 -> 285
- Note: Now deals 33% damage instead of 50% damage when uncharged
V63 Laser Carbine: 44 -> 59 Pump-Action Shotgun: 102 -> 172 Pipe Bolt-Action: 94 -> 150 Pipe Revolver: 85 -> 140 Pipe Gun: 28 -> 42 Pepper Shaker: 75 -> 95 Black Powder Rifle: 217 -> 449 The Dragon: 255 -> 541The following weapons no-longer receive an AP cost reduction from their Automatic receivers:
Alien Disintegrator Handmade Rifle Assault Rifle Combat Rifle The Fixer Radium Rifle Submachine Gun
- Note: this weapon is always automatic, but still had its AP cost reduced by its receivers.
Adjusted the base Critical attack damage bonuses for the following weapons:
Alien Disintegrator: 2.0 -> 2.25 Handmade Rifle: 2.0 -> 2.25 Assault Rifle: 2.0 -> 2.25 Combat Rifle: 2.0 -> 2.25 Radium Rifle: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Gamma Gun: 2.75 -> 2.5 Railway Rifle: 2.0 -> 2.25 Laser Gun: 2.0 -> 2.5 Ultracite Laser Gun: 2.0 -> 2.5 Plasma Gun: 2.0 -> 2.5 Enclave Plasma Gun: 2.0 -> 2.5 Submachine Gun: 2.0 -> 2.25 10mm SMG: 2.0 -> 2.25 Combat Shotgun: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Lever-Action Rifle: 2.0 -> 3.0 Double-Barrel Shotgun: 2.0 -> 2.25 Cold Shoulder: 2.0 -> 2.25 Hunting Rifle: 2.0 -> 3.0 Gauss Rifle: 2.0 -> 3.0 Gauss Shotgun: 2.0 -> 2.25 V63 Laser Carbine: 2.0 -> 2.25 Pump-Action Shotgun: 2.0 -> 2.25Adjusted the base Sneak attack damage bonuses for the following weapons:
Alien Disintegrator: 2.0 -> 2.25 Handmade Rifle: 2.0 -> 2.25 Assault Rifle: 2.0 -> 2.25 Combat Rifle: 2.0 -> 2.25 The Fixer: 2.0 -> 2.75 Radium Rifle: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Gamma Gun: 2.0 -> 2.5 Railway Rifle: 2.0 -> 2.25 Laser Gun: 2.0 -> 2.5 Ultracite Laser Gun: 2.0 -> 2.5 Plasma Gun: 2.0 -> 2.5 Enclave Plasma Gun: 2.0 -> 2.5 Submachine Gun: 2.0 -> 2.25 10mm SMG: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Lever-Action Rifle: 2.0 -> 3.0 Hunting Rifle: 2.0 -> 3.0 Gauss Rifle: 2.0 -> 3.0 V63 Laser Carbine: 2.0 -> 2.25Automatic Recievers for semi-automatic weapons now have the following:
20% reduction in Critical attack damage 20% reduction in Sneak attack damage 30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers)(The above affects these weapons:)
Alien Disintegrator Handmade Rifle Assault Rifle Combat Rifle The Fixer Radium Rifle Tesla Rifle Gamma Gun 10mm Pistol Pipe Gun Railway Rifle Laser Gun Ultracite Laser Gun Plasma Gun Enclave Plasma GunCombat Shotgun automatic receivers:
No-longer increases AP cost by 10% Now has a 30% increase in attack speed (up from 10%) Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damageWeapon Mod AdjustmentsGatling Plasma Beam Splitter mod adjustments:
- Fire rate reduction: -20% -> -35%
- Damage bonus: 20% -> 35%
- Cone of Fire and Recoil increased
- Range reduced
- Projectile Count: 4 -> 5
- Ammo capacity reduced by 50%
- AP cost increased by 50%
Plasma and Enclave Plasma Gun splitter mod adjustments:
- Fire rate reduced by 35%
- Range reduced
- Ammo capacity reduced by 50%
- Damage Bonus: 15.5% -> 35%
- Cone of fire reduced
- Recoil reduced
- AP cost: +100% -> +50%
Plasma and Enclave Plasma Gun Flamer mod adjustments:
- AP cost: Set to 30 -> reduced by 30%
- Ammo capacity: Set to 300 -> Increase by 400%
- Note: for a base Plasma Gun, this would result in 150 capacity (30 + (30 * 4))
- Removed 40% damage bonus
- Now has the same penalties to damage (-30%), critical attack damage (-20%), and sneak attack damage (-20%) as other semi-auto -> auto weapon mods.
Plasma and Enclave Plasma Gun spinner (automatic) mod adjustments:
- Removed increase to cone of fire
- Removed increase to AP cost
- Removed 10% ammo capacity penalty
- Now has the same penalties to damage (-30%), critical attack damage (-20%), and sneak attack damage (-20%) as other semi-auto -> auto weapon mods.
Base damage adjustments for the following weapons:
- Plasma Gun: 58 Physical, 58 Energy -> 39 Physical, 39 Energy
- Enclave Plasma Gun: 71 Physical, 71 Energy -> 57 Physical, 57 Energy
- Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy
Removed an unintended additional damage bonus on the following mods for the Western Revolver:
- Calibrated Receiver
- Vicious Receiver
- Severe Receiver
- Refined Receiver
Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. These two damage value changes were accidentally unapplied in a prior update.
- Reduced the damage of the Auto Axe: 31 > 24
- Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64
Increased the base damage for the following melee weapons:
- Assaultron Blade: 40 > 51
- Baseball Bat: 55 > 69
- Baton: 40 > 47
- Bear Arm: 50 > 63
- Blade of Bastet: 52 > 61
- Board: 50 > 68
- Bone Club: 51 > 60
- Bone Hammer: 80 > 94
- Bowie Knife: 30 > 35
- Boxing Glove: 34 > 40
- Cattle Prod: 54 > 68
- Chinese Officer Sword: 36 > 42
- Combat Knife: 33 > 52
- Cultist Blade: 41 > 52
- Cultist Dagger: 32 > 38
- Death Tambo: 45 > 53
- Deathclaw Gauntlet: 55 > 69
- Electro Enforcer: 35 > 44
- Fire Axe: 72 > 84
- Gauntlet: 50 > 63
- Golf Club: 45 > 57
- Grognak Axe: 85 > 107
- Guitar Sword: 50 > 59
- Gulper Smacker: 62 > 62
- Hatchet: 40 > 51
- Knuckles: 35 > 44
- Lead Pipe: 39 > 49
- Machete: 40 > 51
- Meat Hook: 34 > 40
- Mole Miner Gauntlet: 45 > 57
- Multi-Purpose Axe: 69 > 87
- Pickaxe: 60 > 76
- Pitchfork: 47 > 59
- Pipe Wrench: 30 > 38
- Plasma Cutter: 26/68 > 30/86
- Pole Hook: 71 > 90
- Pool Cue: 46 > 58
- Power Fist: 58 > 73
- Revolutionary Sword: 44 > 56
- Rolling pin: 28 > 35
- Sheepsquatch Club: 60 > 76
- Sheepsquatch Staff: 75 > 95
- Shepherd's Crook: 50 > 63
- Shishkebab: 27 > 34
- Shovel: 40 > 70
- Sickle: 36 > 45
- Ski Sword: 50 > 63
- Sledgehammer: 71 > 90
- Spear: 58 > 68
- Super Sledge: 85 > 107
- Switchblade: 30 > 38
- Tenderizer: 75 > 95
- Tire Iron: 29 > 37
- Walking Cane: 42 > 53
- War Drum: 78 > 99
- War Glaive: 82 > 104
- Gulper Smacker’s base damage has been increased from 62 -> 88 at level 50. Lower levels have been adjusted proportionally.
Changed Legendary Effects
Bloodied
Increased peak damage bonus from 95% to 130%
Gourmand
Increased limit from 24% to 40%
Instigating
+50% Damage Against Targets above 60% Health
Juggernaut’s
Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
Junkies
Increased limit from 50% to 100%
Mutants
Increased limit from 25% to 50%
Nocturnal
Weapon: +50% Damage while Cloaked
(Armor: +20 DR and +50 ER while Cloaked)
Armor: +4 PER and AGI while Cloaked
Stalkers "New Effect"
Now increases sneak attack damage by 100%"
Two Shot
Increased damage buff from 25% to 75%
Resilient (3rd Star)
Now increases all resistances by 500 when reloading
V.A.T.S. Optimized (3rd Star)
Increased bonus from 25% to 35%
Bully’s (4th Star)
Changed to +25% damage per crippled limb the target has
Conductor’s (4th Star)
Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft radius.
Added 10 instant HP and AP to the effect and increased the radius.
Now restores 100 HP and AP over 5 seconds for the player and nearby teammates (20 HP/AP per second, refreshes the duration on subsequent applications).
Dev Note: The original effect was granting more HP/AP than intended, even after our fix. After evaluating multiple playstyles, we found there was too much variance in build performance with some weapons benefiting vastly more than others. While trying to bring up the performance on the low end and maintain a strong but reasonable top end, we landed on a flat value instead of a percentage with a duration so more playstyles can benefit from this effect.
Pin Pointer’s (4th Star)
Changed to +20% Weak Spot Damage
Changed Mutations
Adrenal Reaction
Now grants +5% damage per kill (6.25% with Stranger in Numbers)
Idle:
After 10 Kills:
New Killstreak Icon (bottom right):
No more Immunity to crippling for many enemies
Some of the crippling and limb damage changed already made it to the live game in the last patch.
We are making changes to the way that enemy limbs are affected by various effects. The mods, perks, and weapons mentioned below previously had a chance to instantly cripple a target, but now they deal a percentage increase to the amount of limb damage dealt.We expect that these changes will make most enemies easier to cripple while making limb damage more consistent and predictable. It will also result in making crippling enemies like Region Bosses more difficult requiring more focused fire.These changes will also allow us to remove cripple immunity from many creatures and leverage limb and crippling in more engaging ways moving forward.Perks
- Enforcer
- Your small guns gain a 5% stagger chance and deal +25% limb damage.
- Your small guns gain a 10% stagger chance and deal +50% limb damage.
- Your small guns gain a 15% stagger chance and deal +75% limb damage .
- Tormentor
- Moved from LCK to PER
- Rank 1: You deal 20% more damage per crippled limb your target has.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3
Weapons
These weapons all now have +50% limb damage instead of a chance to cripple. - Black Powder Rifle - Bone Hammer - The DragonWeapon ModsThese weapon mods now have +50% limb damage instead of chance to cripple the target.
- Baseball Bat – Bladed Rocket
- Baseball Bat - Bladed Rocket
- Baseball Bat - Heated Rocket
- Baseball Bat - Puncturing Rocket
- Baseball Bat - Rocket
- Baseball Bat - Searing Puncturing Rocket
- Baseball Bat - Spiked Rocket
- Bear Arm - Heavy
- Boxing Glove - Lead Lining
- Golf Club - Heavy Club
- Golf Club - Spiked Golf Club
- Lead Pipe - Heavy
- Pipe Wrench - Extra Heavy
- Pipe Wrench - Heavy
- Sheepsquatch Club - Heavy
- Sheepsquatch Staff - Heavy
- Sledgehammer - Heavy
- Sledgehammer - Heavy Rocket
- Sledgehammer - Heavy Searing Sharp Rocket
- Sledgehammer - Heavy Sharp Rocket
- Sledgehammer - Heavy Spiked
- Sledgehammer - Heavy Spiked Rocket
- The Tenderizer – Salty
Enemies No-Longer Immune to Crippling
- Grimm Bot
- Dr. Blackburn
- Sheepsquatch Imposterling
- Imposter Sheepsquatch
- Blue Devil
- Ogua
- Jersey Devil
- Lesser Devil
- Trog Fledgling
- Glowing Trog
- Trog
- Trog Superior
- Strangler Grafton Monster
- Cultists (Daily Ops)
- Includes related enemies
- Fanatics (Daily Ops)
- Overgrown (Daily Ops)
- Aliens (Daily Ops)
- Includes Drones and Invaders
- Robots [all types] (Daily Ops)
- Blood Eagles (Daily Ops)
- Mole Miners (Daily Ops)
- Communists (Daily Ops)
- Scorched (Daily Ops)
- Includes related enemies
- Super Mutants (Daily Ops)
Cannery Workbench
With this workbench you can produce canned food that doesn't spoil. This will probably make it possible in the future to get by without the "Good with Salt" perk and the cryo-freezer.
Introducing the Cannery! Can your food and it'll last forever!
All canned food crafted at the workbench requires only two ingredients: the prepared food and a clean can.
Official List of canned foods
Bethesda announced a list of food that can be canned after the update after 3rd june 2025 via Discord. More is about to be added.
Here's the list of foods that can be canned when the Cannery releases. The team is open to including more down the line. @Fallout 76 News
- Aged Mirelurk Queen Steak,
- Mirelurk Queen Steak,
- Mirelurk Softshell Cake,
- Awesome Possum Bacon,
- Radscorpion Steak,
- Poached Angler,
- Stingwing Stew,
- Tasty Squirrel Stew,
- Ribeye Stew,
- Firecap Tasty Soufflé,
- Glowing Fungus Puree,
- Megasloth Mushroom Soup,
- Glowing Fungus Soup,
- Gut Shroom Soup,
- Vegetable Medley Soup,
- Swamp Tofu Soup,
- Sweet Tato Stew,
- Gourd Soup,
- Corn Soup
- Fish Soup
- Grilled Fish
Exact HP Bar
The HP bar is now divided into five sections of 20% each, and the exact percentage is displayed to the right. This allows you to see at a glance whether certain effects or perks are currently active without having to check the Pipboy. This display was previously only available to PC players through mods. Now it's finally standard for everyone.
Option: Stimpak Priority
In the settings, you can now set the Stimpack priority. This means you can decide whether Healing Salve or Super Stimpacks are applied first when autohealing or using QuickHeal.
Speech to Text reactivated
On May 9, 2025, the speech to text and text to speech functions were reactivated on the PTS.
Accessibility
- We have re-enabled Speech-to-Text and Text-to-Speech functions. Please take some time to enable both options and provide us feedback on how they perform.
New Season 21
The new Season 21, titled "Gone Fission" is all about fishing. Numerous new rewards await you there.
- New ally "Dottie"
- Fishing Rod Displays
- Cannery
- New Fallout 1 Survival Tent (with all workbenches)
- New weapon paints
- New player titles
- Fishing Rod Bobbers
- Letter Sets
- Vinyl Records
- Icebreaker: New harpoon gun with its own cryo effects
- and much more.
Related Articles
New Atomic Shop Items
Many new fishing-themed items also await us in the Atom Shop. These include six new collectors (including bait), floating water items for your camp, a new Hydrotech power armor, as well as Vault Tec and US patriotic items.
Related Articles:
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