Nuke Codes (Week: 9th Sep -16th Sep 2024 (02:00))
Alpha: 45836295
Bravo: 61311889
Charlie: 17267573
Nuke Codes
Week: 9th Sep -16th Sep 2024 (02:00)
Alpha:
45836295
Bravo:
61311889
Charlie:
17267573
Season 18: "Milepost Zero: Country Roads"   Still 80/91 Days Left
11%

Expected Changes for the Milepost Zero Update on 3rd Sept 2024 (Patch54)

Expected Changes for the Milepost Zero Update on 3rd Sept 2024 (Patch54)

[Update 28th August 2024] Caravan is delayed
[Update 27th August 2024] Eviction Notice Changes, Legendary Mod Plan Chance
[Update 23rd August 2024] More clear description of the Grenadier Change
[Update 21st August 2024] New Scrapbox in Rusty Pick added

The next big content update is coming on September 3rd, 2024 with a new Season 18 (Country Road), (your own Milepost Zero Caravan Company), legendary crafting, new explosive energy weapons, a new laser weapon, changed perks, lots of balancing and much more. In this post I have summarized all the expected changes. Of course, changes are still possible.

Contents

Milepost Zero: Caravan Company

[Update 28th Aug 2024] This Feature is released later this month. Source

The whole story starts with the quest "A Bump in the Road". You will receive this quest automatically when you join a world after the update. This quest will then lead you to Milepost Zero in the very south of Skyline Valley.

Milepost Zero

Milepost Zero

Milepost Zero

Here you enter the instance and meet Marley, who introduces you to the business of your caravan company. You can order and process deliveries from her. And you can also hire other employees from Marley: Josie the Brahmin tamer, Alex the decorator, Ineke the imported goods vendor, Theodor the ammo vendor and Windy the cryptid hunter.

Of course there is a new currency here: supplies

You receive 10, 25 or 50 supplies for successful deliveries at "Caravan: Skyline Drive" events depending on the size of the delivery. You have to escort a Brahmin through an area similar to "Free Range" Events. The "Caravan: Skyline Drive" events are public events. Any other player can help you and also receive supplies upon completion. You can then use the supplies to hire employees / vendors and upgrade them to higher tiers. Each employee can be upgraded twice and each time they offer additional goods, quests or other options. 

Josie the Brahmin tamer can give the Brahmins additional abilities, e.g. allowing them to run faster. Alex the decorator can redecorate your Milepost Zero instance and he can also search for items for you (he can also find bobbleheads and magazines), Ineke the import dealer offers various blueprints (e.g. new outfits), Theodore offers you ammunition for sale and at level 2 he offers you a Vault 63 quest where you get the V63 laser carbine rifle. At level 3 Theodore then offers you the mods for the rifle as a blueprint. So it's worth hiring Theodore first and upgrading him if you want the new rifle.

More about that on Youtube: Milepost Zero Basics & Datamining 

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Legendary Scrip Limit

The maximum of legendary scrip will be increased to 11,000.

This currency will be adapted for the new legendary crafting and can also accommodate the legendary cores, which will be converted 1:1 into legendary scrip.

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Legendary Crafting

The new legendary crafting system basically completely overturns the previous RNG system. RNG stands for "Random Generated Number" and in this context this term symbolizes the random effects that were previously given to weapons and armor in Fallout 76. Previously, you had little influence on exact effects, at most more attempts, e.g. by "rolling" with legendary modules. That will now change.

Legendary cores are no longer needed and are converted 1:1 into legendary scrip, hence the increase in the limit to 11k (max 5k former legendary cores + max 6k legendary scrip).

Legendary modules are now junk items and can be stored in the scrapbox. The weight has also been reduced to 0.15 and can be reduced even further to 0.04 with the pack rat perk. The Scraprat-Backpack currently doesn't reduce the weight, what hopefully will be changed.

The new ingredients are now mainly legendary scrip, legendary modules and legendary mods. There are now mods for every effect, e.g. Bloodied Mod, Unyielding Mod, etc. These mods are tradable.

Legendary Mod

You get legendary mods with a 1.5% chance when scrapping legendary weapons at workbenches. You also get the chance to learn normal mods (it's best to know these beforehand), as well as the 1% chance of learning the plan for the mod. These chances apply per star scrapped e.g. on a 3 star weapon/armor there you could possibly get 3 mods, but a plan can only learned once per scrap. Once you've learned the plan, you can create the legendary mods using legendary scrip and a few other ingredients at the crafting workbench.

Legendäre Herstellung

If you now have a legendary mod, you can mount it on any weapon or armor. For example, you can convert a 3-star handmade with the effects stalker, exploding bullets and fast reload into a bloodied version with explo and fast reload with the Bloodied Mod. The same applies to armor, of course.

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Legendary Crafting of Blue Moon Weapons

"Blue Moon" weapons are the weapons that came into the game with the "Blue Moon" update. More specifically, this is about the events "Beasts of Burden" and "Safe and Sound", as well as the weapons: Holy Fire, Elder`s Mark, Kabloom, Ogua Gauntlet, Luca`s Switchblade, Blue Ridge Branding Iron and Cryptid Jawbone Knife. These weapons have been "rollable" since the release, meaning the legendary effects could be re-rolled on a weapon workbench while the effects remained in the background. With Holy Fire and Elder Mark, there is increased damage and lower durability due to the "Cursed" effect.

Initially, these weapons could not be changed on the PTS and the developers indicated that the change in the effects was not intended. However, Bethesda eventually gave in to all the community reactions and now the effects of these weapons can also be modified as desired.

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Legendary Modules at Events

As explained above, the legendary cores are now removed from the game and are being converted into legendary scrip. However, you now need a huge amount of legendary modules, which would not have worked with the previous system. Therefore, Bethesda has now exchanged the legendary cores that were given as rewards in public events for legendary modules. However, not 1:1, so we receive fewer modules than we previously received cores.

In the previous 8 core events, we now only receive 5 legendary modules: A Colossal Problem, Free Range (if all Brahmins survive), Project Paradise (if all creatures survive) and Encryptid.

In Scorched Earth and Neurological Warfare and Seismic Activity, we now only receive 2 legendary modules instead of 5 cores. And most other public events reward 1-3 legendary modules. Expeditions and some few public events only reward 1-2 modules.

The daily ops, as well as events such as Meat Week, Fasnacht with best results are between 1-3 legendary modules.

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New Weapon: V63 Laser Carbine

The V63 Laser Carbine is a new automatic energy rifle. As mentioned in the Milepost Zero section, you get it from the new quest "Unconventional Weaponry", which Theodore gives you after an upgrade. You can also get the mods from Theodore after another upgrade.

The weapon itself is tradable and can be crafted legendary. So you can mount any mods you want here too. Exploding bullets can also be used here. More on that in the next section.

V63 Laser Carbine

The V63 Laser Carbine has a few special features, the first thing you notice is the high actionpoints cost. This in turn means that the V63 Laser Carbine is basically unplayable in VATS. Bonus from critical hits in VATS will therefore not be playable. At this point it is comparable to an Enclave Plasma Rifle. With extremely high AP and lots of canned coffee you could probably play here in VATS, but not without buffs.

Like the Enclave Plasma Rifle, the V63 Laser Carbine is very loud and can only be played at a distance with a stealth bonus. The used ammo type is: Fusion Cells.

The really interesting part, however, is something else. This weapon is not designed to be played in VATS. There is a new, unique overheating mechanism that doubles the weapon's damage when it is 75% overheated. In addition, the V63 Laser Carbine has virtually no recoil. This means that you can hit it very precisely from a distance, even with automatic fire. You can watch the overheat in a separate bar on bottom right of the screen and on the back of the weapon.

My PTS tests quickly showed that it is hardly possible to maintain overheating against normal enemies. But the V63 Laser Carbine did well here too. The best variant here should therefore not be a bloodied variant, but quad. This way you can achieve good overheating with the damage bonus over a longer period of time. And you can do more damage against final bosses in particular than with normal rifles outside of VATS.

In my opinion, this weapon is well suited for events in which a commando build is detected and therefore cannot rely solely on VATS, e.g. Moonshine Jamboree, Neurological Warfare, Seismic Activity, etc. And also for those players who still want to play rifles in power armor. Here the V63 Laser Carbine is the best choice, as these builds cannot benefit from the stealth bonus and can hardly play in VATS.

More on Youtube: New V63 Laser Carbine / Unique Overheat Feature & Tests

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New Explosive Energy Weapons

With the introduction of the new legendary crafting, some rules have been relaxed a little. This also includes the fact that energy weapons can now have exploding projectiles again. This applies to all laser/plasma rifles, pistols and all heavy energy weapons and the peppershaker. However, exploding projectiles have no effect on flamers, plasma flamers, cremator and the cryolator. But these mods can still be used on the PTS. We will see whether this will remain the case when it goes live.

Explosive Peppershaker

And no, that does not mean that the "legacy weapons" are back. This new variant of the exploding bullets has been completely reworked and now gives all weapons a +20% bonus through the explosion. Regardless of whether the shot is divided into several projectiles or not. The new Explo energy weapons are therefore balanced and not as overpowered as was previously the case due to the incorrect damage calculation.

Explosive Laser Rifle

These explosive energy weapons could already be tested extensively on the PTS, you can find the videos on the Nuka Knights YouTube channel. The weapons are now comparable to ballistic weapons, an Explo Gatling Plasma is comparable to an Explosive .50 Cal. machine gun, for example. And a laser gun is also comparable to an Explosive Handmade, as long as you ignore the loudness.

Explosive Gatling Plasma

The Gauss Minigun now has a big advantage here. The internal Explo bonus of the Gauss Minigun is already +15% and it can also get the legendary Explo effect. You can now play the Gauss Minigun with a +38% Explo bonus (Calculation: 1.15 x 1.20), which looks like it will really become one of the best heavy weapons. The Gauss Minigun has been neglected for far too long, and for being the hardest of all heavy weapons to get, I think it should also do more damage. It also performed best of all Explo energy weapons in my PTS.

More on Youtube: Explosive Energy Weapon Test / Are Legacy Weapons back?

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Best Builds

Best Builds is a new feature for CAMP Builder. Here you can submit your CAMP and other players can visit and rate it. You can select several preview images and numerous keywords to present your CAMP.

Best Builds

The best builds are displayed on random worlds in hourly rotation, regardless of whether the owner of the CAMP is on the same world. This can lead to your CAMP not being able to be built using a best build, and it currently seems to mean that the vending machines cannot be used, at least if the owner is not on the same world. We'll have to wait and see how the system works in the live version.

Best Build

More about this Feature here: [PTS] New Feature: `Best Builds` for CAMP Builders

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Changed Perks

A fundamental change affects all perks. All effects of the perks are now listed in the Pipboy. So, for example, if you use the Command Perks on 3*, the +20% damage for automatic rifles is now listed there. This makes it easier to see what the perk cards actually do.

The following perks have also been changed so that they now give increased effects based on endurance. (Note: Apart from "Thirst Quencher", I don't think the other perks are interesting even after the change.)

Thirst Quencher

Thirst Quencher Perk now increases the maximum actionpoints based on your endurance. So if you maximize your endurance, for example through armor and weapon effects (+END) and adjust your SPECIALS accordingly, you can benefit from 500 AP and above and use VATS for a very long time. The AP acceleration is still unaffected and replenishes any maximum amount of AP just as quickly.

Changed Thirst Quencher Perk

Iron Stomach

The Iron Stomach Perk now increases your damage resistance based on your endurance.

Changed Iron Stomach Perk

Natual Resistance

The modified Natural Resistance Perk increases your non-physical resistances (e.g. energy) based on your endurance.

Geänderter Perk Natürliche Abwehrkräfte

Vaccinated

The changed "Vaccinated" Perk now also increases your disease resistance based on your endurance.

Changed Vaccinated Perk

Grenadier

The perk itself has not been changed, but the explosions now don't anymore scale at double the radius as intended.

Grenadier Perk Bethesda Quote

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Changed legendary Effects

Medics

The legendary effect "Medic`s" has been completely changed. Instead of healing the group with critical hits, you now heal the friendly target you shoot at by 5% per hit!

"Attacks will heal friendly targets for 5% health"

This is basically the same effect as a flame weapon with the "Friendly Fire" perk, only that it now works without a perk and on any weapon. This is certainly very helpful in some situations with good team play.

Medic`s effect was changed

New 3rd star effects with SPECIALs

It is now possible to have all SPECIALS: strength, perception, endurance, charisma, intelligence, agility and luck as bonus mods on both weapons and armor. The values ​​have also been increased.

For weapons you can get +3 to each SPECIAL, e.g. +3 intelligence or +3 endurance or +3 strength, etc.

For armor and power armor you can get +2 to each SPECIAL, e.g. +2 intelligence, +2 strength, etc.

This means you can now expand your skills even further and with EP builds for West-Tek residents around 90 INT is now possible.

However, it must be said that each SPECIAL reaches its maximum at 100.

These mods are of course also interesting in combination with the changed perks such as thirst quencher and open up new possibilities here.

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Mutated Party Packs: New Rare Rewards

Changes to the Mutant Party Packs from the Mutant Events were discovered on the PTS at the beginning of July. There are now rare clothing items such as the Asylum Worker Uniforms and Scout Masks and some other new plans available from the packs.

This change has not been implemented in the last update, but we now expect it to be released in the upcoming update with the Milepost Zero Update.

See also: PTS: Mutated Party Packs with new rare Rewards (Mutated Events)

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Protected Zone for Nukes Expanded: No More Fasnacht Nukes

The protected zone in the beginner area has also been expanded on the PTS. It is no longer possible to place the impact zone of a nuke there. The new zone now also includes Helvetia. This means that no more impact zones can be placed on Helvetia during Fasnacht.

Here you can see the new protected zone on the military map, which is visible when placing a nuke in the silo after launch preparation.

Changed Nukezone incl Helvetia

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Vending Machine History

Until now, the only way to notice a sale from the vending machine in your CAMP was the status information in the top left corner. But this often disappears very quickly or is overshadowed by other messages so that you don't see it at all. This is now changing.

Vending History Menu

There is a new menu item "Vending History" on the menu of your CAMP symbol on the map. There your sales in this world are listed chronologically with item price and buyer. This new option is also available in the top left of the map in the CAMP slot menu.

Vending History

More on Youtube: New Vending History for your Camp!

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Railway Rifle Changes

The railway rifle is one of the most popular commando weapons in Fallout 76, so any changes are monitored very closely. A few changes have been made to the railway rifle on the current PTS.

Base speed is now 0.5775 (previously 1.0)
This results in a corresponding reduction in the rate of fire.

Prime & Standard receivers: With the "+25% weapon speed" effect, the weapon is now accelerated to 1.144, i.e. +14.4% instead of +25%.

Automatic receiver: -17.52% speed. With the "+25 weapon speed" effect, the weapon now achieves a speed of 0.6206 instead of 0.875.

Source: Mapex (Fallout 76 Datamining Discord)

Railway Rifle with changed Fire Rate

I also tested the railway rifle on the PTS, and the lower rate of fire is definitely noticeable. However, the damage per hit is also a lot higher. In most situations, you will get pretty much the same results as in the live version. Things can of course be different with bosses. Some testers have complained about the poor performance with bosses, but the railway rifle is honestly still a very good weapon even with these changes. How well or badly it actually performs in the live version remains to be seen.

You can find a test on Youtube: Railway Rifle Testing! Is it a Nerf or even a Buff?

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Major Enemy Balancing Including Final Bosses

In this topic, there are a large number of fundamental changes to the resistances and health of the enemies, as well as to the way critical hits work in VATS.
Critical builds still achieve 2-4 times the DPS of non-crit builds.

The damage reductions/mitigations have now been completely removed, for example the Queen had a 70% damage reduction. To compensate for this, the health of these enemies has now been significantly increased. This equalizes critical hits and non-critical hits as well as DOT (damage over time) damage. Critical hits were previously the only hits that could completely bypass the damage reduction.

Scorchbeast Queen (level 100)

Base: 32,767 -> 109,223 3-star HP: 104,854 -> 349,513 Net % Change in HP: +233% Old Resists: 300 across the board, 1000 Rad New Resists: 1000 across the board, 3333 Rad*, 300 Poison** % Change in Damage due to Resists: -36% % Change in Damage due to removal of mitigation: +417% Net % Change in Non-Crit, Non-DoT Damage Dealt: +233%

Earle (level 100)

Base HP: 30,000 -> 150,000 3-star HP: 96,000 -> 480,000 Net % Change in HP: +400% Old Resists: 350 across the board, 450 Rad New Resists: 1750 across the board, 2250 Rad* % Change in Damage due to Resists: -45% % Change in Damage due to removal of mitigation: +800% Net % Change in Non-Crit, Non-DoT Damage Dealt: +400%

Ultracite Titan (level 100)

Base HP: 31,000 -> 103,333 3-star HP: 99,200 -> 330,667 Net % Change in HP: +233% Old Resists: 350 across the board, 325 Fire, 450 Rad New Resists: 1167 across the board, 1084 Fire, 1500 Rad* % Change in Damage due to Resists: -36% % Change in Damage due to removal of mitigation: +417% Net % Change in Non-Crit, Non-DoT Damage Dealt: +233%

* NOTE: Rad Resist doesn't matter at the moment as bosses are immune to all Rad damage 
** This Poison resist value might be an oversight; will update later if it changes.

The result is that normal hits (non-critical, non-DOT) do roughly the same percentage of damage to the bosses as before. The critical and DOT damage has been reduced by the higher resistances and HP of the bosses and causes less damage in percentage terms than before, but the numbers displayed are very similar and in some cases higher than before.

For the builds, this means that the focus should no longer be on critical hits alone, but also on basic damage buffs and multipliers e.g. Adrenaline, Psychotats, Ballistic Bock, Tenderizer, Follow Through, etc.

This change should also make 18-second solo Earle kills no longer possible.

Source: Mapex (Fallout 76 Datamining Discord)

New resistance and health curves

There are also changes to the health curves and resistances for numerous other creatures that are not bosses. Dataminer "Scratchy" has put together clear graphics from the changed curves.

Here you can find examples of changes to the health of the Deathclaws and Yao Guai:

Here you will find further galleries with curves of the changes.

New Resistances New Health Curves New Damage Curves
Open Gallery Open Gallery Open Gallery

Source: Scratchy (Fallout 76 Datamining Discord)

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V94 Armor Changes

There have been changes to the Strangler Heart Power Armor and also to the V94 Thorn Armor.

V94 Strangler Heart Power Armor

The passive AOE (Area of ​​Effect) damage has been increased from 4 to 20 poison per pulse, i.e. +800% increase after poison resistance.

Semi-automatic / single-shot weapons now cause 125 poison damage over 5 seconds (previously 30 over 3 seconds), i.e. +482% increase after poison resistance.

Automatic weapons now cause 100 poison damage over 5 seconds (previously 30 over 3 seconds), i.e. +329% increase after poison resistance.

Shotguns (without scattered/splitter mods) now cause 240 poison damage over 6 seconds (once per shot, previously 6 damage per bullet over 3 seconds), so +1392% increase after poison resistance (only one DOT instead of 8 small DOTs)

V94 Thorn Armor

On-Hit damage has been changed to 250 bleeding damage over 5 seconds (previously 250 over 10 seconds), so +29% after damage resistance

Return Damage has been changed to 125 bleeding damage over 5 seconds (previously 100 over 10 seconds), so +75% increase after damage resistance

Source: Mapex (Fallout 76 Datamining Discord)

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Fire and Energy Weapons Mod Changes (STR -> DOT)

There are now changes to the elemental damage and DOT (Damage over Time) of many fire and energy weapons. The strength now also scales into the DOT damage.

Super Sledge Heating Coil

85 damage over 5 sec (up from 50 over 5). +106% total DoT after Fire Resist

Burning Love

-20% base Physical damage 87 damage over 3 sec (up from 9 over 3). +2,113% total DoT after Fire Resist

Perfect Storm

-40% (-) base Physical damage +36% (+) base Fire damage 39 over 3 sec (up from 24 over 3). +94% total DoT after Fire Resist

Laser Gun Emitter/Tuners

-40% (-17.6) base Energy damage +16 flat base Fire Damage 87 damage over 3 sec (up from 9 over 3). +2,113% total DoT after Fire Resist

Ultracite Laser Gun Emitter/Tuners

-40% (-16) base Energy damage +14 flat base Fire Damage 78 damage over 3 sec (up from 9 over 3). +1,806% total DoT after Fire Resist

Gatling Laser Emitter/Tuners

-40% (-10) base Energy damage +9 flat base Fire Damage 48 damage over 3 sec (up from 9 over 3). +883% total DoT after Fire Resist

Ultracite Gatling Laser Emitter/Tuners

-40% (-11.2) base Energy damage +10 flat base Fire Damage 54 damage over 3 sec (up from 9 over 3). +1,054% total DoT after Fire Resist

Plasma Gun Emitter/Tuners

-40% (-11.6 Physical + -11.6 Energy) base damage +10 flat base Fire Damage 57 damage over 3 sec (up from 9 over 3). +1,142% total DoT after Fire Resist

Enclave Plasma Gun Emitter/Tuners

-40% (-12.8 Physica + -12.8 Energy) base damage +12 flat base Fire Damage 63 damage over 3 sec (up from 9 over 3). +1,324% total DoT after Fire Resist

Pepper Shaker

Laser Mag

All Physical damage replaced with Energy

Plasma Mag

-40% base Physical +60% base Physical as Energy

Same as how other plasma guns work

Source: Mapex (Fallout 76 Datamining Discord)

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No "Mischief Night" for now

We were already able to test the new "Night of Mischief" event extensively on the PTS. After a long absence, it has finally returned. Back in 2019, it took place at the Whitespring Resort. Now the new venue is Camp Rapidan in Skyline Valley.

We all gather at the top of the hill and put on a costume. Then it's all about blowing up as many fireworks as possible and causing chaos while fending off the robots disguised as ghosts. In Camp Rapidan, we then collect candy from the bowls and spray graffiti on the walls. At the end, a Vertibird is blown up and there is a reward.

The event is a lot of fun again this time and there are completely new rewards. I have already written a post with more detailed information about the event and all known rewards and have also provided a video for you.

However, the event has now been deactivated on the PTS on August 9, 2024 and will not go live in the Milepost Zero patch. However, it is still possible that we will be able to play the event this Halloween season if it goes live in the mid-season patch.

More about the Event: [PTS] Mischief Night: The Event is back again with new Rewards

And on Youtube: Mischief Night Event is back (All new datamined Rewards)

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Four-Digit Ammo Display Counter

In the previous live version of Fallout 76, the remaining ammo was always only displayed in 3 digits at the bottom right of the screen. Anything over 999 could only be seen if you opened the Pipboy. This has now been changed and you can now see a 4 digit number up to 9999.

4 digit Ammo Counter Display

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New Repeatable 100+ Season Challenge

In the next season 18, we will of course still have the opportunity to earn SCORE points below rank 100 via the weekly repeatable EP Challenge. Until now, however, it was not possible to earn SCORE points above rank 100. But in the next patch there will be a new weekly repeatable challenge above rank 100:

Repeatable at Rank 100 or above: Complete a Public Event

More specifically, you will receive 300 SCORE points after each successfully completed 3 public events. Repeatable, every 3 public events.

New Rank 100+ weekly repeatable Challenge from Season 18

More on Youtube: New Rank 100+ Repeatable Challenge for the next Season

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New Gold and Stamp Plans

Mortimer (Raider / Crater / Reputation: Ally)

  • Plan: Pemmican Collector (1250 Gold)

Samuel (Settlers / Foundation / Reputation: Ally)

  • Plan: Scoutmaster Collectron (1250 Gold)

Guiseppe (Whitespring Refugee)

  • Plan: Headhunter Scythe (500 stamps)
  • 6x Mystery Bobblehead Box (20 stamps)

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Event: Eviction Notice Changes

At the end of July there was some uproar because the spawn chances were reduced from 25% to 9% and the resistances of the enemies were changed during the Eviction Notice event on the PTS. However, these changes have already been reversed on the PTS.

In addition, the legendary spawns have all been changed to 3 stars. The minimum and maximum legendary rank is now 3 stars. In addition, a minimum of 50 and a maximum of 100 legendary spawns have been set, which probably does not mean that 50 legendary enemies will spawn. It is possible that these numbers are still placeholders that are still being balanced.

26th Aug 2024: The crossed out section was a misinterpretation by Mapex, which he has now revised. 

Source: Mapex (Fallout 76 Datamining Discord)

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New locations in Daily Ops

The locations of the daily ops have been supplemented. New additions are this time:

  • Glassed Caverns
  • Atlantic City Community Center

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New Rewards: Spooky Scorched

New rare Rewards:

  • Plan: Rusted T-60 Jack-O-Lite
  • Plan: T-60 Jack-O-Lite
  • Plan: Rusted Flatwoods Jack-O-Lite
  • Plan: Flatwoods Jack-O-Lite
  • Plan: Rusted Ghoul Jack-O-Lite
  • Plan: Ghoul Jack-O-Lite
  • Plan: Rusted Mothman Jack-O-Lite
  • Plan: Mothman Jack-O-Lite
  • Plan: Rusted Sheepsquatch Jack-O-Lite
  • Plan: Sheepsquatch Jack-O-Lite

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New Rewards: Invaders from Beyond

New rare Rewards:

  • Plan: Futuristic Globe
  • Plan: Alien Couch
  • Plan: Nuka Twist Rocket
  • Plan: Nuka Cola Rocket
  • Plan: Nuka Dark Rocket
  • Plan: Nuka Grape Rocket
  • Plan: Nuka Quantum Rocket
  • Plan: Nuka Cherry Rocket

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New Atom Shop Items

There were also some data mining galleries for the Atomic Shop on the PTS. A few items have already been published. Here are some examples:

Here you can find the PTS Atomic Shop datamining posts:

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New Season 18

We have already compiled all the rewards from Season 18 in a datamining list & gallery for you from the PTS data. Changes before release are of course still possible. Here are some examples:

You can find the full gallery here: Datamining: Season 18 (all rewards) PTS Patch 9th August 2024 Datamine

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New Scrapbox in the Rusty Pick

In the Rusty Pick you can not only find the stashbox in the future, but also a Fallout 1st Scrapbox.

Rusty Pick Fallout 1st Scrapbox

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PTS Patch Notes

“A Bump in the Road” - Starting off your own Caravan Company (Available Now!)

To start your new franchising adventure, you’ll need to look for a flare in the sky coming from Stony Man Lookout in the Skyline Valley region. Level 20 players that travel to the source will begin the quest “A Bump in the Road” that kicks off the Caravan questline and introduces you to running your own caravan routes.

Mischief Night

Mischief Night returns. The event has been revamped and is now located in Rapidan Camp. You should still feel the fun and chaotic nature of Mischief Night while enjoying its new Halloween themed rewards. This Public Event will be on rotation with our new Daily Ops maps, so make sure to read on for our full Public Event + Daily Ops testing schedule.

Legendary Crafting

Please refer to the latest PTS Patch Notes at the bottom of the article for the most recent changes to the Legendary Crafting System

We have been exploring a new approach to Legendary Crafting and we wanted to give you an opportunity to get your hands on it to provide some early feedback. Our intention with the changes mentioned below is to give you a way to have more direct control over the Legendary Mods that are on your Legendary items. We believe this system will require time and iteration to get it right. So, while we’re providing this to you to test now, it won’t be released to the Live game until we believe that it’s ready.

Your feedback during this PTS period will be critical to how this develops. Please share your thoughts in our Discord server or on the Fallout 76 subreddit.

Before we dive into how this version of Legendary Crafting works let’s introduce you to Legendary Particles, our new crafting component. In this new system, you’ll use Legendary Particles to craft Legendary Mods and spend Legendary Modules to swap them onto Legendary items.

Legendary Particles can be obtained by scrapping Legendary items at your workbench or trading with players. These Legendary Particles can also be stored in your Scrap Stash.

We're still evaluating how we want to manage Legendary Cores moving forward.

Now let us explain how this system works.

Before you can start swapping Legendary Mods onto your items, you’ll need to obtain your desired mod in one of two ways:

  • Trading for the mod with another player;
  • Scrapping Legendary items with your desired mod on it.

Every time you scrap a Legendary item you will obtain Legendary Particles as well as have a chance to learn one of the Legendary mods on that item. After obtaining a mod plan from an item, you can head over to your Tinker Bench to craft it by spending Legendary Particles.

Once crafted, you can either trade that mod with another player or head over to your Workbench to swap it onto a Legendary item.

Please Note When you swap a Legendary Mod onto an item that item becomes character-bound which makes it untradeable and not droppable in the world. Each time you replace a mod on an item, the cost will increase.

As a result of this update, we’re also relaxing the Legendary Mod restrictions on weapons. We’re excited to see you explore this system and find new, exciting mod combinations.

We appreciate that this is a large change to how you interact with Legendary items, but we’re eager for you to test this system and share your feedback. Tell us what you think about the UI/UX or how does it feel to obtain and craft Legendary Mods. We want your thoughts on all aspects of this so join us in our Discord and share your thoughts!

Best Builds

Milepost Zero will also be introducing a new social update called Best Builds. Best Builds is a system that allows players to submit, visit, and rate submitted C.A.M.P.s. Best Builds will be shared and populated thought out wasteland for all players across all Adventure Mode servers to see. You will be able to visit these amazing creations and enjoy the comforts, design, and unique tastes the builder has in store for its visitors. While visiting, if you happen to appreciate the builders C.A.M.P., you can show your support by leaving a 'Like'. We hope this allows our dedicated player builders an opportunity to show off their creations as well as inspire other players to create and submit their own Best Builds.

Submitting Your Camp

Once you have a C.A.M.P. that you would like to show off to the wasteland, you can submit your C.A.M.P. though the Best Builds Submission option. This is found by opening the 'C.A.M.P. Slots' list on the Paper Map and selecting the C.A.M.P. you wish to submit. Once you've entered the submission window, you'll be able to take a few photos and tag your C.A.M.P. with the appropriate identifiers, to help make it stand out from the crowd. Once you're happy with how your C.A.M.P. is represented, you can submit your Best Build. The Best Build will be added to list of other player created Best Builds and be populated throughout the Adventure Mode servers.

Once populated players will be able to visit and Like your Best Build.
If you happen to make changes to your Best Build, you can easily resubmit the newly remodeled C.A.M.P. without losing any Likes previously earned. You can resubmit you Best Build by going to the 'Manage Best Builds' option also found activated 'C.A.M.P. Slots' list on the paper map.

Visit

Upon your travels in the wasteland, you will notice a few new locations with a blue ribbon on the paper map and on the compass. These are our player created Best Builds. You will be able to fast travel to these C.A.M.P.s the same as you would any other C.A.M.P.. While visiting, please take time to sit down, relax, and enjoy the experience the builder has instore for you. Don't delay on checking out a C.A.M.P. that piques your interest. Best Builds rotate in and out every hour.

Rate

If you happen to find a Best Builds that you fancy, feel free to show your support to the builder by giving them a Like. You can 'Like' a Best Build by going to the Best Build icon on the paper map and selecting 'Like'. Giving the builder a Like will help show other players that this C.A.M.P. is indeed a Best Build.

Combat Rebalance

The Milepost Zero update continues the work set out in Skyline Valley to update our combat systems. This patch includes changes to sources of Fire and Poison damage as well as how the damage over time (DoT) effect works.

Fire and Poison damage will typically include a DoT effect, with Fire damage trending towards shorter durations and higher Damage Per Second (DPS), with Poison trending towards longer durations and higher overall damage.

General

  • Made an adjustment to damage modifiers for creature weak points. This will result in additional damage dealt to creatures when weapons with lower damage per hit are used.
  • Damage Over Time effects now scale with bonuses to weapon damage.
  • Addressed a series of inconsistencies with how certain damage effects (primarily Damage Over Time) were dealing incorrect damage types or were un-typed damage without a corresponding resistance.
  • Addressed an issue where Damage Over Time effects dealt by players would not scale to match the creature’s level.
  • Fixed an issue where certain effects such as Damage Over Time and the Vampire’s legendary mod could stack when applied multiple times simultaneously on a single target. This most commonly occurred with Shotguns, but could also occur when using the Two Shot legendary mod or the Mulit-Shot Cremator mod in V.A.T.S.

Player Weapons

Fire/Poison Weapons and Mods

The following weapons and weapon mods have been updated in accordance with the Fire and Poison DoT adjustments mentioned above.

  • Flamer
  • Holy Fire
  • Flamer Compression Nozzle
  • Flamer Vaporization Nozzle
  • Flamer Napalm Tank
  • Burning Sheepsquatch Club
  • Burning Barbed Sheepsquatch Club
  • Burning Sheepsquatch Staff
  • Burning Barbed Sheepsquatch Staff
  • Pitchfork Flamer
  • Baseball Bat Heated Coil
  • Sledgehammer Heavy Searing Sharp Rocket
  • Paddleball Fire Ball
  • Power Fist Heating Coil
  • Super Sledge Heating Coil
  • Floater Flamer Grenade
  • Hellstorm Missile Launcher Napalm Payload
  • Molotov Cocktail
  • Crusader Pistol Pyro Receiver
  • Chainsaw Flamer
  • Compound Bow Flaming Arrows
  • Crossbow Flaming Frame
  • Autoaxe Burning
  • Plasma Cutter Flaming Blade
  • Shishkebab Extra Flame Jets
  • War Glaive Flaming Blade
  • Bow Flaming Arrows
  • Shishkebab
  • Floater Gnasher Grenade
  • Alien Blaster Poison Mag
  • Alien Disintegrator Poison Receiver
  • Compound Bow Poison Arrows
  • Crossbow Poison Frame
  • Auto Axe Poisoned
  • Electro Enforcer Poisoned
  • Bow Poison Arrows
  • Poisoned Sheepsquatch Club
  • Poisoned Sheepsquatch Staff
  • Gulper Smacker Acidic Gulper Hand
  • Toothed Shepherd's Crook
  • Bug Grenade
  • The Kabloom
  • Sheepsquatch Shard
  • Pumpkin Grenade
  • Syringer Radscorpion Venom Syringe Barrel

Additional Weapon Updates

  • Increased damage for Floater Freezer Grenades.
  • Reduced the Damage over Time for the Cremator’s burn to account for it now scaling with weapon damage bonuses.
  • Reduced the self-damage dealt to the player when firing the Kabloom at close range.
  • Reduced the recoil and base AP cost for the Railway Rifle.
  • Reduced the fire rate and removed the AP cost reduction for the Railway Rifle Automatic Piston Receiver.
  • Headhunter Scythe’s damage type has been changed to Bleed.
    Dev Note Please give us feedback on how this weapon’s bleed damage feels.

Creature Balance

Balance adjustments have been made for the following creatures:

  • Deathclaw
  • Snallygaster
  • Scorchbeast
  • Honeybeast
  • Bee Swarm
  • Mega Sloth
  • Tick
  • Wolf
  • Yao Guai
  • Alien
  • Alien Invader
  • Stingwing
  • Vicious Dog
  • Robobrain
  • Eyebot
  • Attack Dog
  • Fog Crawler
  • Bloatfly
  • Radrat

Creature Weapons

Weapons used by the following creatures have also been updated:

  • Competitor Blazer: Flamer
  • Assaultron: Shishkebab
  • Sentry Bot: Flamer
  • Angler: Spit Attack
  • Fanatic Warden: Flamer
  • Fanatic: Shishkebab
  • Blood Eagle: Flamer
  • Cultist: Flamer
  • Municipal Auditor: Flamer
  • Harvestron (Test Your Metal): Flamer
  • Showman: Flamer
  • Juchi Batsuuri: Flamer
  • Scorched Exterminator: Plasma Launcher
  • Mirelurk Hunter: Spit Attack
  • Trog Superior: Acid Reflix
  • Wendigo Colossus/Earle: Poison Spit
  • Mirelurk King Melee Attack
  • Floater Gnasher Bite
  • Floater Flamer Fireball
  • Floater Flamer Flamethrower

Perk Changes

  • Vaccinated: Increases Disease Resistance from all sources, based on your END stat.
  • Thirst Quencher: Increases Action Points while not diseased, based on your END stat.
  • Iron Stomach: Increases Damage Reduction while not diseased, based on your END stat.
  • Natural Resistance: Increases your Energy, Fire, Cryo, and Poison Resistances while not diseased, based on your END stat.

Region Bosses

The following creatures have had an adjustment to how incoming damage is reduced. This primarily affects cases where V.A.T.S. Critical Attacks and Damage over Time effects would bypass a portion of the intended damage reduction.

  • Scorchbeast Queen
  • Wendigo Colossus and Earle
  • Ultracite Titan

Public Event + Daily Ops Testing Schedule

Along with the return of Mischief Night, we have two new locations for Daily Ops arriving with this update. You’ll find our testing schedule for Public Events and Daily Ops below.

These events will rotate out at the top of each hour:

  • Daily Ops – Glassed Caverns
  • Mischief Night
  • Daily Ops – Atlantic City Community Center
  • Mischief Night

Known Issues

Mischief Night

  • Run Time – The event currently runs longer than our average events (22 minutes). We are looking to address this in the next update to PTS.
  • Tagging – Players may not be able to tag one of the walls to create more mischief in Rapidan Camp as part of Mischief Night.
  • Event Fly-Out on Fail – If players fail the event, there will not be a fly-out visual or event information present on screen.
  • Enemy Behavior – Rapidan Protectrons and Rapidan Mr. Gutsys may not become hostile until the player attacks them.

Daily Ops

  • SNR Error with Certain Mutations – Players may encounter SNR server crashes when playing through the new maps with the following mutations set: Freezing Touch or Swift Footed.

Best Builds

  • Tags - Remove Tags in Best Builds Submission modal will not update without reordering the Tags.
  • Localization - Missing localization symbols in the Report Best Builds menu.

Combat Rebalance

  • Mobs - Mobs with damage reduction on certain body parts, such as Assaultrons Heads or Mirelurk Shells, have significantly higher damage reduction than expected. In some cases, this causes various weapons to display negative damage numbers.

How to Participate in the PTS

All players who own a copy of Fallout 76 on Steam can participate in our PTS. Please note that progress from the PTS does not carry over into the live game. The Atomic Shop is also disabled during this testing period.

To install the PTS, open your Steam library, and install “Fallout 76 Public Test Server”.


PTS Update Notes - 7/11

Vendor History

Have you ever wondered what was the hottest item at your C.A.M.P. Vendor or what would be a good price for an item? Well, your problems are solved with a Vendor History log, which is accessible from the Paper Map or your vendor. This log will show you what items were sold, for what price, the time, and the gamertag from your customers.

The Vendor History log only stores transactions that happen during your current play session. After your session ends the log will be cleared so you receive a fresh log when you start playing again.

Playtest Server Item Locker

Right outside of Vault 76 you’ll find a fancy-looking locker with a chalkboard next to it. This is the Playtest Server Item Locker which will be used to deliver items to Vault Dwellers that we would like your feedback on. It may be empty for now, but it won’t be for long. Be on the lookout for more news in the future!

Legendary Crafting

  • Fixed some descriptions having incorrect or duplicated information
  • Fixed some items showing the "Add Legendary Mods" slot when they cannot have Legendary Mods
  • Fixed Legendary crafted Power Armor remaining tradeable
  • Dev Note: Reminder! Legendary crafted items are untradeable and not droppable
  • Fixed weapons with Legendary STR not being scrapable
  • Fixed Tire Iron and Walking Cane not being able to be Legendary crafted
  • Fixed a case where some items would not be able to have a Legendary Mod crafted onto them when they should allow it
  • Added Lightweight 3-Star Legendary Mod for weapons
  • Dev Note: Weightless 1-star mod can no longer be used to make Lightweight weapons
  • SPECIAL 2-star armor mods now give +2
  • SPECIAL 3-star weapon mods now give +3
  • Fixed not being able to scrap The Fixer and Vault 94 armor sets
  • Fixed learn chance for Legendary Mods being lower than intended
  • Adjusted the chance to get loose Legendary Mods
  • Dev Note: You can still get multiple loose mods from scrapping a single item
  • Lowered the weight of Legendary Particles
  • Module cost to add Legendary Mods to items has been reduced to 5/10/15 from 10/20/30

Perks

  • Adjusted stat scaling of Vaccinated, Iron Stomach, Thirst Quencher, and Natural Resistance

UI

  • Fixed a display issue in the Pip-Boy effects tab
  • Fixed an issue where some icons were incorrect in the Pip-Boy effects tab

Other

  • Fixed a server crash
  • Fixed instances where some unique named items would lose Legendary Mods
  • Fixed an issue with food buffs

PTS Update Notes - 7/12

  • Fixed an issue with Legendary Perks not counting towards Perk Points
  • Explosive Bullets mod has changed how it interacts with various weapons

PTS Update Notes - 7/19

Legendary Crafting

  • Removed Legendary Particles

  • Scrapping Legendary Items now grants Scrip instead of Legendary Particles

  • The amount of Scrip gained this way is significantly less than the Scrip vending machine gives.

  • Attaching Legendary Mods now requires Scrip, instead of Modules

  • Crafting Legendary Mods now requires Legendary Modules

    • Some mods have an additional required item
  • Fixed an issue preventing Vault 94 armor from being Legendary Crafted

  • Fixed cases where Legendary Items couldn't be scrapped

  • Legendary Core rewards from Events and Quests replaced with Legendary Modules

Dev Note: A common thread we saw in the feedback on Legendary Crafting was concern and a bit of confusion about an additional currency being used by the system. We also saw that players ended up with more Legendary Particles than they wanted to use. So, to simplify and make the system feel more familiar, we felt that continuing to utilize Modules & Scrip would make it easier to understand and use.


PTS Update Notes - 7/24

Legendary Crafting

  • Fixed an issue where the incorrect amount of Scrip was being deducted during crafting

Combat

The following weapons and a few mods have received buffs as a result of fixing an issue that led to them doing less damage than intended:

  • Acidic Gulper Smacker
  • Chainsaw Flamer
  • Crossbow Flaming Frame
  • Plasma Cutter Flaming Blade
  • Burning Mods for the Sheepsquatch Staff
  • Warglaive Flaming Blade
  • Sledgehammer Heavy Searing Sharp Rocket
  • Auto Axe Burning and Poisoned Mods
  • Flaming Mods for Pitchfork
  • Alien Disintegrator Poison Receiver
  • Baseball Bat Heated Mods
  • Electro Enforcer Poisoned Mod

The following weapons have had their damage values adjusted:

  • Poisoned Sheepsquatch Club

  • Crusader Pistol Pyro Receiver

  • Heating Coil mod for the Power Fist

  • Perfect Storm 10mm SMG

  • Burning Love Compound Bow

  • Adjustments to Beta/Gamma mods for Laser weapons - these now are tuned similarly to other mods with Fire damage and include a DoT (Damage over Time) effect

  • Adjustments to Beta/Gamma mods for Gatling Laser weapons - these now are tuned similarly to other mods with Fire damage and include a DoT effect

  • Fixed an issue that could prevent the Poison aura on the Strangler Heart Power Armor from affecting nearby enemies

  • Adjusted the Poison damage dealt by the Strangler Heart Power Armor

  • Adjusted the damage dealt by the Thorn armor

  • Adjustments to how damage increases from Perks are applied - this will generally result in an increase in damage dealt to targets with higher resistances, especially for DoT effects

  • Melee weapon Dot damage now scales with strength

  • Fixed an issue with Grenadier perk that resulted in explosions scaling up to twice as large as intended

  • Fixed an issue that could cause some explosions to be scaled smaller or larger than intended

  • Newly Added 7/26: Effects which increase explosion damage (Demolition Expert, etc.) should now increase the damage dealt by DoT effects from explosions

Quests

  • Adjusted the Legendary Creature spawn rate for the Eviction Notice public event
  • Dev Note: Our goal with this change is to make the rewards gained from completing Eviction Notice more consistent with other Public Events

Items

  • Items will indicate if they count as a costume when inspected
  • Weapons will indicate classification information when inspected

Known Issues

Caravans

  • If the server already has four caravans running, no error will display alerting the player that road is full. Marley will still take the 1000 caps
  • Marley does not indicate the difference between a large and small caravan shipment price
  • Ineke may spawn inconsistently, either needing players to exit and re-enter the HQ or hire another vendor to appear
  • When playing with saved character files, players may not be able to start a 4th caravan on the map, despite the road being available. This happens less frequently with new characters
  • Buying cryptid bait from Windy may not have an effect on a caravan run
  • Player may not be able to interact with junk scattered throughout the HQ
  • Theodore sells individual rounds of ammo instead of bulk packs
  • Axel’s scavenger functionality does not trigger

Mischief Night

  • Firework boxes do not respawn when the next iteration of the event starts.
  • Fireworks may deal a significant amount of damage, instantly killing the player.
  • Event themed Protectrons and Assaultrons do not drop loot.
  • Destroy the Rapidan Robots will get very little bar progress if you don't get the costume bonus.

Rewards

  • Flairs may not appear on Deathclaw backpack

PTS Update Notes - 7/26

UI

  • Fixed an issue that forced the map to not center on the players location
  • Fixed an issue that prevented icons from appearing on the map

Legendary Crafting

  • Fixed an issue where the cost for attaching Legendary Mods could be incorrect

Vendors

  • Giuseppe now sells Mystery Bobblehead Boxes for 20 Stamps (6 per day)

PTS Item Locker

Make your way back to Vault 76 and stop by the PTS Item Locker to get your hands on the V63 Carbine for testing. Don’t worry about ammo, we’re supplying plenty of that for all your needs.

  • Items received through the locker will now properly scale to the player’s level

Combat

  • Addressed an issue where the description text for the Bleed damage dealt to melee attackers for the Thorn Armor displayed a lower number than the actual effect
  • Addressed an issue where DoT damage dealt by NPCs could be lower than intended

Caravan

  • Ineke now spawns as expected in the HQ when hired
  • Marley will no longer take 1000 caps from the player if the road is full with four caravans. Instead, she will direct players to go support another player’s caravan in progress
  • Carvans now reward player with the correct amount of supplies based on size; 10 for small, 25 for medium, and 50 for mega

Mischief Night

  • Firework boxes no longer deal a large amount of damage to the player
  • Legendary Elite Rapid Assaultron is no longer locked inside of trailer when spawned

PTS Update Notes - 8/9

Legendary Crafting

  • Adjusted materials and costs used in crafting Legendary Mod Boxes
  • The Kabloom, Blue Ridge Branding Iron, Cryptid Jawbone Knife, Cultist Piercer, Elder's Mark, Holy Fire, Luca's Switchblade, and Ogua Gauntlet can now be Legendary Crafted
  • Fixed a few cases where an item couldn’t be scrapped
  • Legendary Scrip limit increased to 11k
  • Reduced Legendary Module weight

Combat

  • Increased the damage for the Gauss Shotgun
  • Addressed an issue where the Danger Cloud mutation would deal more damage than intended
  • Addressed an issue where some buffs/effects may be unexpectedly removed when dying
  • Addressed an issue where the bonus to DoT damage from Strength (for melee weapons) and Perks could be higher than intended
  • Addressed a display issue with the description text for the Strangler Heart Power Armor’s set bonus
  • Addressed an issue where DoT damage could be higher than intended under specific circumstances

Damage adjustments for the following weapons, armor, and mods with Fire/Poison damage:

  • Acidic Gulper Smacker
  • Alien Disintegrator
  • Baseball Bat Heated/Searing
  • Blue Ridge Branding Iron
  • Bow (regular) Flaming Arrows
  • Bow (regular) Poison Arrows
  • Burning Autoaxe
  • Burning Legendary Armor Mod
  • Burning Sheepsquatch Club
  • Burning Sheepsquatch Staff
  • Chainsaw Flamer
  • Civil Engineer Set Armor set bonus
  • Compound Bow Poison Arrows
  • Compound Bow Flaming Arrows
  • Compound Bow Poison Arrows
  • Crossbow Flaming Frame
  • Crossbow Poison Frame
  • Crusader Pistol Pyro Reciver
  • Electrified Legendary Armor Mod
  • Enclave Plasma Gun Gamma Wave Emitter / Beta Wave Tuner
  • Flamer
  • Flamer Napalmer
  • Floater Flamer Grenade
  • Floater Gnasher Grenade
  • Gatling Laser Gamma Wave Emitter / Beta Wave Tuner
  • Laser Gun Gamma Wave Emitter / Beta Wave Tuner
  • Perfect Storm 10mm SMG
  • Pitchfork Flamer
  • Plasma Cutter Flaming Blade
  • Plasma Gun Gamma Wave Emitter / Beta Wave Tuner
  • Poisoned Autoaxe
  • Poisoned Electro Enforcer
  • Poisoned Sheepsquatch Club
  • Poisoned Sheepsquatch Staff
  • Power Fist Heating Coil
  • Shishkebab
  • Shishkebab Extra Flame Jets
  • Super Sledge Heating Coil
  • Toxic Legendary Armor Mod
  • Ultracite Gatling laser Gamma Wave Emitter / Beta Wave Tuner
  • Ultracite Laser Gun Gamma Wave Emitter / Beta Wave Tuner
  • Warglaive Flaming Blade

Caravan

General Notes

  • Players who have already interacted with “A Bump in The Road” and/or a Caravan on the previous PTS may experience issues with upgrading vendors. If issues arise, please create a new level 20 character
  • Windy the Cryptid Hunter has been cut for this release. If you had hired her already from a previous PTS run, she will no longer be there

Intro Quest: “A Bump in the Road”

  • Model of Brahmin may appear incorrect for selecting an extra-large cargo (rewards are the same, but model of brahmin may show light cargo load)
  • If players disconnect while talking to Marley during the “Talk to Marley” objective, they will not be able to progress the quest

Caravan Quest (Repeatable)

Brahmin may become stuck at several locations. If so, killing the Brahmin fails the Caravan quest, and players can start a new Caravan with Marley. Locations are near:

  • Big Meadows Gas Well

  • Hemlock Springs Dump

  • Makeout Point

  • Select routes may have mismatched encounter objectives, appearing farther away than they are

Milepost Zero Headquarters

Ineke

  • Ineke does not immediately appear in the HQ after player unlocks her. Will need to exit and re-enter the HQ to make her appear
  • Ineke’s upgrades may not display after the player has purchased her upgrades. May take several tries of entering and exiting to refresh her trade inventory

Josie

  • Josie will not show the player that they don’t have enough supplies to upgrade the Brahmin. Her dialogue will continue as if the player has upgraded the Brahmin

Mischief Night

Thank you all for testing Mischief Night and providing some great feedback over the course of the PTS. For now, we will be pulling the event from the test server. This also means that it will not release with the Milepost Zero update later this year.  

We know this may be disappointing to those who were looking forward to the event’s return, but we want to give this some extra polish/love before we bring it back.   

Source: Bethesda.net

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