Nuke Codes (Week: 13th Jan -20th Jan 2025 (19:00))
Alpha: 68562307
Bravo: 40602131
Charlie: 31631987
Nuke Codes
Week: 13th Jan -20th Jan 2025 (19:00)
Alpha:
68562307
Bravo:
40602131
Charlie:
31631987
Season 19: "The Scientific Forge"   Still 54/97 Days Left
44%

Fallout 76 Patchnotes "Gleaming Depths" (Patch 56) 3rd December 2024

Fallout 76 Patchnotes `Gleaming Depths` (Patch 56) 3rd December 2024

Today’s update represents the largest change to Fallout 76 endgame experience yet.

Gather your friends and enter the Gleaming Depths for a whole new challenge and to earn the long-awaited 4-Star Legendary Weapons, Armor, and Mods. Or head to your C.A.M.P. and welcome a fuzzy friend into your space with the new C.A.M.P. Pets feature.
There’s also a host of Perk Card and combat related balance changes to get into, so let’s get started.
Note: The Gleaming Depths update is so large that we’ve had to move additional information into a whole new article. Keep up on the list of improvements and bug fixes here.

Update Highlights

  • The Gleaming Depths Raid– Delve into The Gleaming Depths raid. A new endgame activity designed to challenge a party of four highly leveled geared Vault Dwellers.
  • 4-Star Legendary Items – The Legendary System expands to 4-Stars! Enhance your builds with new 4-Star Legendary Weapons, Armor, and Mods that you’ll earn from The Gleaming Depths raid.
  • Player Titles – Earn new titles to help express what makes your Vault Dweller uniquely special!
  • C.A.M.P. Pets – They’re real. Welcome a cat or dog into your C.A.M.P. with the C.A.M.P. Pets feature! And yes, of course you can pet them.

Update Version 1.7.16.13 & Sizes
  • PC (Steam): 18.6 GB
  • PC (Microsoft Store): 36.4 GB
  • Xbox: 38.9 GB
  • PlayStation: 37.6 GB

The Gleaming Depths

The Gleaming Depths raid is a new endgame activity designed to be faced by a party of four highly leveled and geared players. Each encounter will require your party to work together to overcome unique coop mechanics to overcome the bosses within. These bosses may also punish some types of character builds and we’re sure you’ll figure out which builds are more advantageous for each fight.
Unlike Daily Ops and Expeditions, which can be cleared solo if you have the correct build, the Gleaming Depths will require you and your squad to take on unique roles during the encounters and communicate with each other. To help facilitate communication, we’re also introducing a contextual Ping system to allow those who may not feel comfortable with being on voice comms to assist the team. When pointed towards a target, the ping system will mark hostile and friendly targets, points of interest, and containers.
When designing this activity, the team laid out five core features that will make raids different than other repeatable content:
  • Require Teamwork
  • Challenge Endgame Builds
  • Unique Boss Fights
  • No Time Gating
  • High Value Rewards
We’ve covered the first three bullet points in the opening paragraphs so now let’s cover the last two.
No time gating. Raids can be completed back-to-back without having to wait for a reset timer. If you complete the raid, you get rewards. This is important because completing raid encounters will be your primary source of 4-Star Legendary Mods/Items as well as other raid related rewards (such as the new Player Titles!).
A reminder before you go: The Gleaming Depths is intended to be challenging. A part of that challenge will be staying alive because your team will not be able to revive you until the encounter is finished (in success we hope). Don’t worry though! You can use your downtime to view the fight from your teammates perspective which will hopefully allow you to devise a new strategy. Also, make sure you utilize the new Raid Public Team before entering the raid. This will give your team a Weapon Durability buff that will only work in the Gleaming Depths.

4-Star Legendary Items

With the release of the Gleaming Depths, we are expanding the current legendary system to take your 3-Star items and allow you turn them into 4-Star items. Opening a whole new avenue for you to modify your weapons and armor in ways that amplify your playstyle.
These 4-Star Legendary items will be obtainable as drops during the raid and they also have a chance to drop from the new 4-Star Legendary Creatures that will spawn around Appalachia.
To give you an idea of the new mods that await you, here’s a 4-Star Legendary mod from the Weapon, Power Armor, and Armors category:
  • 4-Star Legendary Weapon Effect: Critical Hits Restore 5% of Health & Action Points for Player and Teammates Within a 50ft Radius
  • 4-Star Legendary Power Armor Effect: Action Point Cost of V.A.T.S. Attacks Reduced by -5% (up to -25% on Full Stack)
  • 4-Star Legendary Armor Effect: Melee Weapons Deal +5% Bonus Damage (up to +25% on Full Stack)
This all ties into the Legendary Crafting system that was introduced in Milepost Zero. If you have 4-Star Legendary Weapons and Armor, you’ll have a chance at obtaining a loose mod or learning the recipe when you scrap the item. Like 3-Star Mods, loose 4-Star Mods can be traded with other players. But the second you craft it on an item that item becomes untradeable and you cannot drop it.

C.A.M.P. Pets

Say hello to two new fuzzy friends who will help bring your C.A.M.P. to life! We’re excited to bring C.A.M.P. Pets to Fallout 76 starting with a Cat and a Dog. And yes, you can pet them.
You can find your C.A.M.P. Pet in the newly updated DWELLERS workshop tab and spawn them by placing the corresponding spawning furniture for the cat or dog - a cat bed and a doghouse.
Once placed, the animals will follow you around your C.A.M.P., idly walk, sit in their furniture and use their own cat scratcher or dig in their doggy bone mound (aka dirt pile). The latter furniture items must be placed before they will use them, and currently are found in the MISC workshop tab.
C.A.M.P. Pets will not follow you in the world - they are just that - a C.A.M.P. pet! You cannot have more than one at a time, but you can have one pet and one ally in your C.A.M.P.. They will not, however, be available in your Shelter.
To interact with your new friend, walk up to them and press the interaction buttons that you see when they are close. "Interact" for Pet Commands, "Customize" for Dress Up, and "Edit Name" to call them what you'd like (other players will NOT see your pet's name).
Through Pet Commands you can have them sit, speak, and of course, pet them through an emote style window.
Dress up your pet by crafting their collars at the Armor Workbench in the Pet Clothing section, then use the "Customize" interaction to place them on your friend.
As well as being a cute dweller in your C.A.M.P., they will also bring you an item every so often! This Pet Treasure system allows your fuzzy friend to show their love for you by bringing you a little treat!
We hope you enjoy the C.A.M.P. Pet feature as much as we did creating it!
Keep an eye out for more pets in the future!

Player Titles

Player Titles are a new way to express what’s unique about your Vault Dweller. Through your Pip-Boy, you can combine different prefixes and suffixes to come up with a nickname that suits you! Earnable from participating in Public Events, Limited Time Events, completing Main Quests, and Seasons, these unique titles will help you stand out from the crowd. The Gleaming Depths raid will also have its own set of titles that will be tied to Challenges.
For long-time players, any titles that are associated to content that you’ve already completed will be automatically granted to your account.

Season 19 – The Scientific Forge

Season 19
The release of The Gleaming Depths update marks the start of Season 19 - The Scientific Forge. Themed around the paramilitary organization the Enclave, once known as a deep-state faction of the United States government, comprised mostly of our favorite artificially intelligent supercomputer, M.O.D.U.S. The Enclave’s mission? The revitalization of America through the power of science!

Mutated Public Events Update

We have added five public events to the Mutated Public Events playlist.
These events are:
  • Campfire Tales: Volatile and Toxic Blood Mutations
  • Free Range: Resilient and Swift-Footed Mutations
  • Project Paradise: Active Camouflage and Resilient Mutations
  • Beasts of Burden: Freezing Touch and Reflective Mutations
  • Safe and Sound: Swift-Focused and Danger Cloud Mutations

Perk Cards Balancing Update

The Gleaming Depths update releases with some substantial balancing changes to a handful of Perk Cards.
Our goal was to take generally underperforming perks and make them more interesting and easier to incorporate into your builds by removing some extra ranks, lowering the cost, and changing their effect to scale with the related primary stat.
  • Adamantium Skeleton
    • Ranks reduced from 3 to 1
    • New effect: Limb Damage Reduction effect now scales with Endurance
  • All Night Long
    • Ranks reduced from 3 to 1
    • Rank 1 Perk Point cost increased from 1 to 2
    • New effect: The positive effects of pre-war alcohol last twice as long
  • Batteries Included
    • Ranks reduced from 3 to 2
    • Rank 1 now offers 45% weight reduction
    • Rank 2 now offers 90% weight reduction
  • Bloodsucker
    • Ranks reduced from 3 to 1
    • Moved from Charisma to Endurance
    • Rank 1 gains the effects of the former Rank 3 effect
    • Healing bonus increased from 150% to 200%
    • Additional effect: Benefits now also apply to Cannibal
  • Bullet Shield
    • Moved from Strength to Endurance
    • Added a 4th rank.
    • New effect: 5% chance per rank to Deflect ranged attacks for 6 seconds when firing a heavy weapon.
  • Cannibal
    • Ranks reduced from 3 to 1
    • Increased the healing received and hunger restored at Rank 1
  • Cap Collector
    • Ranks reduced from 3 to 1
    • Now applies to containers and corpses, not just Cap Stashes
    • New effect: The amount of Caps found scales with Luck
  • Evasive
    • Ranks reduced from 3 to 1
    • New effect: Now increases Evade Chance based on Agility
  • First Aid
    • Ranks reduced from 3 to 1
    • Now affects Stimpak Diffuser
    • New effect: Stimpak healing scales with Intelligence
  • Four Leaf Clover
    • Ranks reduced from 3 to 1
    • New effect: Misses in VATS contribute to the Critical Meter based on Luck
  • Hard Bargain
    • Ranks reduced from 3 to 1
    • Rank 1 now grants +7 Charisma while bartering with NPCs
  • Iron Stomach
    • Now also increases Energy Resistance
  • Junk Shield
    • Ranks reduced from 3 to 1
    • Now works while in Power Armor
    • Additional effect: Now also scales with Luck
  • Lifegiver
    • Ranks reduced from 3 to 1
    • New effect: Improves HP gained from Endurance
  • Lone Wanderer
    • Ranks reduced from 3 to 1
    • New effect: AP Regen and defense bonus based on Charisma
  • Natural Resistance
    • No longer increases Energy Resistance
  • Night Eyes
    • Removed requirement for the time of day
  • Ordnance Express
    • Ranks reduced from 3 to 2
    • Rank 1 now offers 45% weight reduction
    • Rank 2 now offers 90% weight reduction
  • Pharmacist
    • Ranks reduced from 3 to 1
    • New effect: Radiation healing scales with Intelligence
    • No longer required to craft Disease Cures or Water Filters
  • Professional Drinker
    • Ranks reduced from 3 to 2
  • Ricochet
    • Ranks reduced from 3 to 1
    • New effect: Now increases Deflect chance based on Luck. Deflect grants a chance to reflect 100% of the damage of ranged attacks back to the attacker and reduces the damage you take from the attack by 50%. Deflect chance receives a bonus while wearing Heavy Armor or Power Armor (+50% multiplier). While in Power Armor, the amount of damage reflected is doubled (200%).
  • Serendipity
    • Ranks reduced from 3 to 1
    • New effect: Now increases Evade Chance while under 30% life, based on Luck. Evade provides a chance to avoid all incoming damage from direct attacks. Evade can happen once every second and the cooldown is now increased by armor. Please note, Evade cannot happen when over encumbered or while in Power Armor.
      • Armor increases Evade cooldown at the following rates:
      • Light Armor: +0.1 second per piece
      • Medium Armor: +0.2 seconds per piece
      • Heavy Armor: +0.4 seconds per piece
  • Starched Genes
    • Ranks reduced from 2 to 1
    • Moved from Luck to Endurance
    • Rank 1 now provides the benefits of the former Rank 2
  • Thru-Hiker
    • Ranks reduced from 3 to 2
    • Moved from Agility to Endurance
    • Rank 1 now offers 45% weight reduction
    • Rank 2 now offers 90% weight reduction

Adjustments to Explosion VFX

We’ve reduced the radius in which screen flash effects appear for a multitude of explosions throughout the game. This is purely a visual change and does not impact the radius in which damage is dealt.
A few of these have had sizeable reductions (especially Fatman and Fatman MIRV explosions). Please be sure to provide feedback on whether these changes are sufficient in reducing unwanted screen flashing, if there’s any additional explosions that we should adjust, or if some explosions no-longer feel impactful and satisfying to use.

Player Weapons

  • Artillery Piece (Workshop)
  • Auto Grenade Launcher / M79
  • Baseball Grenade
  • Broadsider
  • Bug Grenade
  • Cryo Arrow
  • Cryo Grenade
  • Cryo Mine
  • Explosions (all types) from weapons using the Explosive legendary mod
  • Fatman
  • Fatman MIRV (from individual projectiles)
  • Flaming Arrow
  • Floater Flamer Grenade
  • Floater Freezer Grenade
  • Frag Grenade
  • Grand Finale (Broadsider)
  • Hack and Slash (Legendary Perk)
  • Hellstorm Missile Launcher
  • Hellstorm Missile Launcher Cryo Payload
  • Hellstorm Missile Launcher Napalm Payload
  • Hellstorm Missile Launcher Plasma Payload
  • Missile Launcher
  • Missile Turret
  • Orbital Strike Beacon
  • Plasma Grenade
  • Pulse Grenade
  • Troglocide

NPC Weapons and Environmental Effects

NPCs’ use of player weapons listed above will also be affected.
  • Exploding Cars & other Civilian Vehicles
  • Explosive Rounds from Turrets
  • Floater Freezer Death
  • Fusion Core Meltdown (Robots)
  • Gas Canisters
  • Invaders from Beyond UFO Missile Strikes
  • Mole Rat Landminer
  • Robot Death Explosion
  • Scorched Exterminator Plasma Launcher
  • Super Mutant Suicider Mini-Nuke
  • Turret Death Explosion
  • Various destructible objects such as machinery in Grafton Steel and The Foundry (The Pitt)
  • Vertibird Death Explosion
  • Vertibot Death Explosion

Combat Balance

The notes you see below are a continuation of the combat rebalancing work that we began during the Skyline Valley patch. This is an ongoing process we will continue to do combat rebalancing work into next year.
  • The cooldown of evade effects now scales based on how much damage was avoided
  • The durability of armor has been increased
  • Slightly increased the chance to learn to craft weapon mods via scrapping
  • Slightly increased the amount of Steel and Ballistic fiber that weapon-using enemies can drop
  • Balance adjustments for Communist and Liberators
  • Added additional information about Damage Types and Damage over Time effects to the Help menu
  • Reduced the damage of the Auto Axe: 31 --> 24
  • Adjusted the damage of the V63 Zweihaender: 85/45 --> 64/64

Armor

  • Brotherhood Recon and Secret Service are now classified as Heavy Armor
  • Civil Engineer, Arctic Marine, Marine Armor, and Trapper Armors are now classified as Medium Armor
  • Covert Scout Armor, Solar Armor, Thorn Armor, Urban Scout Armor, Forest Scout Armor, and Wood Armors are now classified as Light Armor
  • Botsmith armor is now classified as Heavy Armor

Weapons

We have made changes to Damage and AP Costs for many weapons which primarily focuses on improving cases where weapons don’t perform well enough to meet players’ expectations.

Damage Buffs

These values represent the weapon at its maximum level (45 or 50, depending on the weapon). Lower-level values have similar increases in damage. Damage for the following weapons has been increased:
  • 10mm Pistol: 28 -> 31
  • 44 [revolver]: 60 -> 72
  • Black Powder Pistol: 176 -> 216
  • Black Powder Rifle: 180 -> 217
  • Bow: 90 -> 95
  • Cold Shoulder: 115/75 -> 91/91
  • Combat Shotgun: 90 -> 97
  • Compound Bow: 100 -> 112
  • Crossbow: 70 -> 111
  • Double Barrel Shotgun: 115 -> 140
  • Gauss Rifle: 140 -> 146
  • Gauss Shotgun: 140 -> 187
  • Harpoon Gun: 175 -> 195
  • Hunting Rifle: 70 -> 100
  • Lever Action Rifle: 75 -> 88
  • Pepper Shaker: 60 -> 75
  • Pipe Bolt-Action: 70 -> 94
  • Pipe Gun: 26 -> 28
  • Pipe Revolver 55 -> 70
  • Pump Action Shotgun 95 -> 102
  • Salvaged Assaultron Head: 50 -> 62
  • Single Action Revolver 62 -> 82
  • The Dragon: 225 -> 255
  • Western Revolver: 65 -> 84
  • Assaultron Blade: 40 --> 51
  • Baseball Bat: 55 --> 69
  • Baton: 40 --> 47
  • Bear Arm: 50 --> 70
  • 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: 86 --> 113
  • Chinese Officer Sword: 36 --> 42
  • Combat Knife: 33 --> 44
  • Cultist Blade: 41 --> 52
  • Cultist Dagger: 32 --> 38
  • Death Tambo: 45 --> 53
  • Deathclaw Gauntlet: 55 --> 77
  • Electro Enforcer: 35 --> 44
  • Fire Axe: 72 --> 84
  • Gauntlet: 50 --> 81
  • Golf Club: 45 --> 57
  • Grognak Axe: 85 --> 107
  • Guitar Sword: 50 --> 59
  • Hatchet: 40 --> 51
  • Knuckles: 35 --> 50
  • Lead Pipe: 39 --> 49
  • Machete: 40 --> 51
  • Meat Hook: 34 --> 40
  • Mole Miner Gauntlet: 45 --> 64
  • 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 --> 81
  • 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 --> 54
  • 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
Hellstorm Missile Launcher: - Projectile damage (all barrels): 120 -> 178 - (Hex Barrel damage is based on this and also will be increased proportionally) - Standard Barrel explosion damage: 80 -> 178 - Cryo Payload explosion cryo damage: 78 -> 107 - Napalm Payload explosion fire damage: 78 -> 107 - Fire Damage Over Time is unchanged. - Plasma Payload explosion energy damage: 78 -> 178

AP Cost Reductions

AP costs for the following weapons have been reduced:
  • 10mm SMG: 28 -> 14
    • Dev Note: The Anchorage Ace no-longer gains an additional AP cost benefit beyond the Reflex Sight’s 15% reduction.
  • .50 Cal Machine Gun: 30 -> 12
  • Auto Grenade Launcher: 30 -> 18
  • Broadsider: 40 -> 18
  • Cremator: 30 -> 20
  • Cryolator: 20 -> 10
  • Fat Man: 60-> 40
  • Flamer: 30 -> 10
  • Gatling Gun: 30 -> 14
  • Gatling Laser: 30 -> 8
  • Gatling Plasma: 30 -> 14
  • Gauss Minigun: 30 -> 14
  • Harpoon Gun: 40 -> 18
  • Hellstorm Missile Launcher: 45 -> 20
  • Light Machine Gun: 32 -> 10
  • M79 Grenade Launcher: 30 -> 16
  • Minigun: 30 -> 8
  • Missile Launcher: 45 -> 25
  • Pepper Shaker: 30 -> 14
  • Plasma Caster: 30 -> 18
  • Ultracite Gatling Laser: 30 -> 10

Weapon Mod Adjustments

Adjusted the damage for the following Beta/Gamma laser mods:
  • Laser Gun
    • Reduced DoT damage
    • Reduced fire damage
  • Ultracite Laser Gun
    • Reduced DoT damage
    • Reduced fire damage
  • Gatling Laser
    • Increased DoT damage
    • Reduced fire damage
  • Ultracite Gatling Laser
    • Reduced DoT damage at level 35
    • Reduced fire damage
  • Plasma Gun
    • Reduced DoT damage
While these weapons are still being evaluated for overall balance, these particular mods over-shot the current target for fire damage mods (especially when taking into account the recent adjustments to creature health and resistances) and are being brought in line with similar mods for other weapons. This allows for more consistency among weapons and mods when making future changes.

Human(ish) Creature & Weapon Balance

Creatures that previously used player weapons (Blood Eagles, Cultists, Lost, Mole Miners, Raiders, Scorched, and Super Mutants) will now use NPC versions of their weapons with balance adjustments to account for this change (see notes below).
When defeated these enemies will have a chance to drop the base version of their weapon alongside some junk items. When a weapon isn’t dropped, the enemy will instead drop more junk items that players can scrap to make up for the loss components you would receive from scrapping these weapons. Increases have also been made to the components earned from scrapping many junk items in the world, so now you will also have more components at your disposal.
We have also increased the rate at which you learn mods from scrapping weapons by 10% to account for the lower number of weapons you’ll find from these NPCs. This increase will not affect your chance to learn Legendary weapon mods.
  • All creatures previously using player weapons (Blood Eagles, Cultists, Lost, Mole Miners, Raiders, Scorched, Super Mutants):
    • Weapon damage now scales to level 100.
      • Dev Note: This brings these enemy types in line with other creatures whose attacks already could scale to level 100.
    • Thrown grenades now scale with level.
      • Dev Note: This currently only applies to enemies using grenades. Damage from player grenades is unchanged.
    • Health, resistances, and damage now scale more smoothly from level 1 to level 100.
      • Dev Note: These creatures will generally be less threatening at mid-level (especially 35-75) but should be a bit tougher towards level 100. In some cases, at lower level, these creatures may be slightly weaker or stronger in order to ensure that they’re appropriately engaging even when first met.
    • Power Armor variants’ resistances now scale more appropriately at differing levels.
      • Dev Note: These creatures previously would gain a flat bonus from Power Armor at all levels and thus could be unexpectedly tough at low-to-mid level.
    • Resistances differentiated between Blood Eagles, Cultists, and Raiders.
    • Now rely more on health as the primary driver of survivability rather than resistances.
      • Dev Note: Resistances are being used to differentiate damage types rather than as a substitute for health. This has the side benefit of showing higher damage numbers when attacking these creatures which more closely match the weapons being used.
    • No-longer gains a variable amount of resistances based on randomized armor.

Creature Balance

The types of health, damage, and resistance adjustments mentioned in the creatures below have also been applied to other creatures as part of earlier updates:
  • Floater Freezer
    • Slightly lowered the duration of the slow effect on the freezing breath attack.
    • Reduced the rate at which the slow effect accumulates for the freezing breath attack.
    • Reduced damage for the freezing breath attack.
    • Reduced the cryo damage for the blast/stare/shockwave attack (the one which also deals fusion core damage).
  • Floater Flamer
    • Reduced damage for the fire breath attack.
  • Floater gnasher
    • Reduced damage for the bite attack.
  • Alien Invader
    • Reduced health
    • Reduced damage in Daily Ops.
  • Lesser Devil
    • Increased damage.
  • Bloodbug
    • Reduced radiation damage at lower levels.
  • Thrasher
    • Increased melee attack damage especially at higher levels.
    • Decreased Sonic Gobble attack damage at lower levels.
    • Now weakest to fire damage and resistant to radiation, energy, and poison damage
  • Reduced the bonus damage on most creatures’ weak points from 2.0x to 1.5x.
  • Health for body parts generally associated with benefits for crippling limbs has been reduced. In many cases, it should be much easier to cripple a creature's limb before dealing enough damage to kill the creature.
  • Damage to combat inhibitors for robots and turrets will result in less overall health damage to the robot, but the combat inhibitor can now be destroyed much earlier, before the robot/turret has lost most of its health.

Accessibility

When you enter the game for the first time, you’ll be presented with the Accessibility Menu that includes the new settings you see below. This will only appear once and if you need to change any of these settings in the future, go to Settings > Accessibility.
Speech-to-Text
  • Turning Speech-to-Text ON will add a new message window to the UI that will transcribe all voice communication from other players in the area.
  • Message Window Fade Time – Changes how long the message window stays on screen after the last message has been received.
  • Message Window Visibility – Changes the transparency of the message window.
Screen Narration
  • When the setting is ON, you’ll hear the audible description of emotes from other players in the area. For example: “[Player] wants to team up!”
UI Navigation
  • Digital Input
    • Several screens relied completely on analog stick input and that has been addressed to allow keyboard control on PCs and d-pad control on consoles. This includes the Challenges, Scoreboard, Map, and Character Creation screens.
  • Analog Input
    • Several screens didn’t support analog inputs to navigate the UI, so that analog functionality has been added to the Favorites Wheel and Social Panel.
  • Single Key Presses
    • Fast Travel Countdown Cancel – Now allows a single button command to cancel the fast travel instead of clicking both the left and right analog sticks.
    • Social Menu – Allows a single button command to enter the Social Menu instead of having to hold CTRL-TAB on PC.

Source: bethesda.net

 

The release note fun continues in our Gleaming Depths Improvements and Fixes article!

Stability Improvements

The Gleaming Depths update brings various stability improvements to the game across all platforms, including some speculative changes to improve the stability on PlayStation. This change should address several memory-related shutdowns.
Please continue to share your experience with us as we continue to focus on improving performance in the game.

Best Builds

  • Fixed an issue where Best Build names and tags were displaying as a series of periods.
  • Fixed an issue where correct tags were not seen for Best Builds.

C.A.M.P. and Workshops

  • Jack O'Lanterns can now be repaired without having to open the build menu when destroyed.
  • Fixed an issue where the Triumph Terrace foundation could not be placed correctly.
  • Fixed an issue where the Raider's Lodge could not be placed if players already have a Hunter's Lodge in their C.A.M.P.
  • Players can no longer inspect/repair the “No Items” entry in the tinkerer's workbench.
  • Fixed an issue that caused players to be unable to build the cement truck in their C.A.M.P.S.

Caravans

Thank you to everyone who tested the two new vendors, Windy and Collector Murmrgh, during the Public Test Server. We’re going to hold onto them for now with the intent to release them in a future update (the vendors need more time to solve some disputes about whether it’s responsible to lure cryptids to Milepost Zero for the sake of “gathering information”).
  • Fixed an issue that caused Caravan completion fanfare to be shown out of order.
  • Disconnecting and reconnecting at the start of the caravan event no longer causes encounters to not spawn.
  • Fixed pathing issues across some Caravan routes.
  • Fixed an issue that could cause the Brahmin to not be visually carrying the correct size of cargo.
  • Supplies now correctly displays a description in the Currency section in the Pip-Boy.
  • Fixed an issue where objectives for Caravans were displayed under separate quests.
  • Fixed an issue where players were unable to craft or build certain rewards after learning their corresponding recipes.
  • All encounter groups now correctly match their shipment sizes.
  • Fixed an issue with Vendor inventories not refreshing after upgrade without re-entering the Milepost Zero interior.
  • Players no longer drop lootbags when dying during a caravan.
  • Fixed an issue that could cause brahmin death to fail the caravan once the player has reached the drop box.
  • Fixed an issue preventing players from speaking to Marley while the "A Bump in the Road" completion fanfare plays.
  • Fixed an issue where player was not receiving Cryptid bait when they have completed the quiz.
  • "Defeat the Liberator" objectivenow correctly gets marked as completed and updated.
  • Fixed a bug causing caravans to run endlesly around Skyline Drive.
  • Ineke now correctly spawns after talking to Marley.
  • The following caravan encounters now appear at the appropriate difficulty options: Super Mutants, Mole Miners, Broken Down Caravan.
  • Fixed an issue where Ineke was not updating to a vendor until leaving and re-entering the MPZ interior.
  • A Bump In The Road: Fixed an issue where the Holotape does not autoplay if the player moves away from the Blue Ridge Worker corpse too quickly, preventing quest progression.
  • Encounter locations are now appearing correctly on map.
  • Cryptids now correctly spawn and are not running away during encounters.
  • Encounters now spawn correctly after being selected from the Caravan Manager.
  • A Bump in the Road: Players not on the quest are no longer able to loot the dead Brahmin.
  • Fixed a bug where "A Bump in the Road" could not be tracked via the Paper Map.
  • A Bump in the Road: Fixed an issue when objectives are not checkpointed correctly and need to be completed again after the relogging if the player was disconnected.

Food and Aid Items

  • Herd Mentality Serum
    • Updated description to indicate proximity to teammates is irrelevant.
  • Bobblehead: Medicine
    • Now benefits the Team Medic Perk.
  • Spiked Venison and Tato Stew
    • No longer incorrectly gains a damage buff from Slow Metabolizer.
  • Perishable items should no longer decay while in a vendor's inventory.
  • Fixed an issue where Nuka World On Tour specific cooked food items did not count toward completion of the "Eat a Cooked Meal" weekly challenge.

General

  • Best Builds and Caravans now have entries in the Help Menu.
  • Benefits to buy and sell prices at NPC vendors from Charisma are no longer capped at 25 and now scale to 100.
  • Fixed missing text for some Lunchbox effects.
  • Damage delt by Damage Reflection effects is now scaled by DR.
  • Fixed a case where Perk Cards could be unequipped when logging in.
    • A dialogue box is now shown if any Perk Cards were unequipped during log in.
  • Updated the scrap confirm dialogue box to provide more information about the item being scrapped.
    • Includes quantity of the item being scrapped. This also applies to creating items.
    • Lists if any mods can be learned from scrapping.
    • The complete item name is now correctly displayed .
  • Super Mutant Suiciders now have a small chance to drop a mini-nuke when killed without exploding.
  • Addressed an issue where the Health and Resistances for the Scorchbeast Queen, Ultracite Titan, and Wendigo Colossus/Earle weren’t using updated values.
  • Updated Backwoodsman magazine covers to match their description bonuses.
  • Fixed an issue where Legendary Stars were missing in truncated item names.
  • Acquiring the Sludge Lung disease from Wendigos now completes the survival challenge.
  • Players can now complete "In a Costume" challenges wearing. the Griim Reaper Outfit and Headwear
  • Del Lawson now uses the correct vendor inventory.
  • Fixed an issue where the names of Plan and Recipes did not include the (Known) prefix when inspected.
  • The Blue Devil now correctly has the Head as the weak point.
  • Fixed an issue where Tin Cans were received while scrapping Weapons while in Power Armor.
  • Fasnacht Day: The "Defend the Parade Marchers" objective now correctly completes when the boss is defeated.
  • Addressed an issue where NPCs using Laser Rifles would occasionally deal unexpectedly high damage.
  • Fixed an issue where pencils and other narrow items were difficult to pick up.
  • Fixed an issued where enemies would spawn under the terrain during Heart of the Swamp, preventing completion.

Legendary Mods

  • Legendary Mods that can be received or learned are now listed when scrapping items .
  • Fixed an issue where CHA, INT, and LCK Legendary Mods could not be found on weapons.
  • Legendary Mods in the Tinker Bench are now split into groups by star count.
  • Two Shot
    • Hid the accuracy and recoil details in the description text. They are still visible within the workbench menu.
  • Durability
    • Now grants +50 Durability to the item.
  • Clicking on a Legendary Mod when modifying an item at a workbench will now show the currently equipped legendary mod.

Mutations

  • Speed Demon
    • Fixed reload speed not being displayed.
  • Bird Bones
    • Fixed fall speed not being displayed.
  • Marsupial
    • Fixed jump height not being displayed.
  • Herd Mentality
    • Active effect is now displayed rather than the Serum description.
  • Empath
    • Fixed display issue where the positive effect would be lowered instead of the negative, and the positive effect was not reflecting the Strange in Numbers bonus.
    • Addressed an issue where the Empath mutation's damage reduction for teammates was twice as effective as intended for explosion damage.
    • Addressed an issue the Empath mutation's increase to damage taken would cause twice as much additional explosion damage as expected.
    • Addressed an issue where the Empath mutation's increase to damage taken would be affected by the Strange in Numbers perk.
    • Addressed an issue where the Empath mutation had a stronger decrease to teammates' damage taken than expected - as if the Strange in Numbers perk was always active, regardless of whether the Empath user had Strange in Numbers equipped.
  • Herbivore & Carnivore
    • Adjusted description to be more readable.
  • Unstable Isotope
    • Added more information about the effects.
  • Electrically Charged
    • Added more information about the effects.
    • Changed damage type to Energy.
  • Twisted Muscles
    • Addressed an issue where the Twisted Muscles mutation wasn't affected by the Strange In Numbers perk.
    • Addressed an issue where the Twisted Muscles mutation had a much lower than intended chance to cripple enemies.
    • Addressed an issue where the Twisted Muscles mutation had no effect for Unarmed weapons
  • Addressed an issue where the Eagle Eyes mutation would gain twice the intended benefit from the Strange in Numbers perk.
    • Dev Note: The effect of this mutation was originally reduced in an earlier update, but the effect of the Mutation with the Strange in Numbers version perk had not been updated at that time. This change brings Eagle Eyes in line with expectations for how Strange in Numbers affects mutations.
  • Addressed an issue where the increased hunger/thirst penalty of the Speed Demon mutation had no effect.
  • Addressed an issue where the effects of the Class Freak perk, the Speed Demon Serum's impact on negative mutation effects, and RadX's effect on suppressing the effects of Speed Demon were not properly represented in the Pip-Boy.
  • Addressed an issue where the Speed Demon mutation would also count as the Empath mutation for reducing damage dealt to teammates.
    • Dev Note: Alongside the other Empath bugs, this was causing a 33% reduction in all damage taken and a further 33% reduction to explosion damage taken while on a team – so long as a fellow teammate was using the Speed Demon mutation.
  • Mutation prefixes for The Nightstalker in One Violent Night should now be visible.

Perks

  • LifeGiver
    • Fixed an issue where this Perk could regenerate HP.
  • Action Boy/Girl
    • Fixed a display issue for the AP Regen under Effects.
  • Born Survivor
    • Fixed an issue where all ranks used the 20% threshold.
    • Born Survivor no longer triggers when taking rad damage while your health is below 20%.
  • Fixed an issue where Legendary Perks would sometimes award less S.P.E.C.I.A.L than expected when joining a server.
  • Fixed an issue where multiple Perk card opening animations displayed the same joke. Humor has been reinstalled.
  • Addressed an issue where Tormentor perk had no effect for automatic weapons.
  • Addressed an issue where the Hack and Slash legendary perk would cause additional damage to the original target, rather than only deal that damage to other nearby targets.

Quests

  • Sins of the Father: Players should no longer be able to forcibly enter dialogue with Antonio in the split seconds between phases of the "Confront Antonio" conversation in Sins of the Father.
  • From Russia With Lev: Lev now has a visible interact prompt if he is downed before the player talks to him.
  • Fixed an issue where Scout badge for completing all daily quests could become incompletable.
  • Hornwright Estate Access Keycard and Hornwright Safe Room Access Card are no longer removed from the player's inventory after completing the quest and logging out.
  • Tunnel of Love: The objective marker for "Repair the tracks" now appropriately encompasses the gameplay area.
  • Robot Repair: The broken robot in this encounter no longer says "Protect and serve" until after being repaired.
  • Free Range: Appropriate failure fanfare is now displayed when the event fails due to all Brahmin dying.
  • Tax Evasion: The Family guards that occasionally appear during the beginning are no longer damageable or killable by players.

Seasons

  • Fixed an issue where names are cut off on the small Seasons board card.
  • Stone Oven Cooking Station can now be used again, bon appétit.
  • Jack-o-lites now play the right SFX upon destruction.

UI

  • Fixed UI error where text truncation will break season reward tile.
  • Progress bars now completely fill up during combat events when the wave is completed.
  • Fixed an issue where players learning a new recipe would jump to the top of the current list after learning.
  • Fixed an issue where player name plates were no longer showing above their heads.
  • Pip-Boy sorting no longer gets stuck in alphabetical option.

Weapons and Armors

  • Civil Unrest and Bunker Buster no longer incorrectly display as a 5-star Legendary weapons.
  • Added item tag for improvised weapons.
  • Thirst Zapper
    • Magazines now have the correct number of shots with the quad legendary mod equipped.
  • Karma Syringer
    • Updated effect description.
  • Gatling Plasma
    • Now deals split damage similar to other plasma weapons .
    • Dev Note: The Gatling Plasma should perform the same on average against enemies with equal physical and energy resistance.
  • Addressed an issue where Shotgun durability was much higher than expected as a result of an earlier change.
    • Dev Note: Shotguns previously would lose durability per-pellet instead of per-shot, and shotgun durability had not yet been updated to match the much-lower durability impact after the change.
  • Addressed an issue where weapons other than Shotguns could be affected by the Enforcer perk .
  • Addressed an issue where NPCs using Laser Rifles would occasionally deal unexpectedly high damage.
    • Dev Note: This occurred when those NPCs were using Laser Rifles with Sniper barrels which will charge over time when not being fired in order to deal more damage on the next shot. These mods have been removed from NPC-specific Laser Rifles.
  • The Ultracite Laser Gun and Ultracite Gatling Laser will display correctly and consistently in the Pip-Boy, repair view, and workshop view.
  • Fixed and issue where the "Hellstorm Missile Launcher" would deal lower damage than indicated by the Pip-boy.
  • V63 Laser Carbine:
    • Fixed an issue where the Flame icon was missing from the V63 Laser Carbine HUD.
    • Fixed an issue that prevented the display on the weapon from animating.
    • The weapon can no longer be dropped, traded and sold.
    • Fixed an issue where a player could miss the plan if it was learned before completing "Unconventional Weaponry".
  • Fixed an issue where the T-45 VATS matrix overlay did not show up as an option once learned.
  • Crafting Secret Service armor now correctly counts towards challenges.
  • Fixed an issue with jetpacks not working after exiting Power Armor.
  • Reaper paint is now correctly unlocked for the Ultracite Gatling Laser.
  • "Automatic" and "Charging" no longer appear on a weapon's item stats or dynamic description.

Weapon and Armor Mods

  • Adamantium
    • Fixed an issue where multiple armor parts with this effect did not stack.
  • The following are no longer considered Costumes:
    • Vault 63 Riot Control Helmet
    • Burnt Vault 63 Riot Control Helmet
    • Vault 63 Recon Helmet
    • Burnt Vault 63 Recon Helmet
    • Vault 63 Security Helmet
    • Burnt Vault 63 Security Helmet
  • Handmade
    • Fixed an issue where Handmade Rifle Reflex Sight (Circle) mod would not display in player’s inventory.
  • Gatling Plasma
    • New mod plans added are tradable.
    • Updated Beam Splitter to work similar to other splitter mods.
      • Now fires +4 projectiles instead of flame projectiles.
    • New: Flamer Nozzle (Scrap to Learn)
      • Converts weapon to flamer style weapon.
    • New: Accelerated Nozzle (Find Plans)
      • Increased fire rate.
    • New: Gamma Wave Emitter (Find Plans)
      • Adds burning damage.
      • Converts some damage into Fire
    • New: Calibrated Capacitor (Find Plans)
      • Adds Crit Damage.
    • New: Large Core Receptacle (Find Plans)
      • Increases ammo capacity.
    • New: Stinging Core Receptacle (Find Plans)
      • Grants Armor Penetration.
    • New: Swift Core Receptacle (Find Plans)
      • Increases Reload Speed.
    • Fixed an issue where Gatling Plasma Mods did not drop from Government Aid Drops in the Forest.
  • War Drum
    • No longer requires Tin Cans when crafting.
    • Added Steel and Lead requirements for crafting.
  • Canteen Mod
    • Updated the backpack mod to apply the correct buff, allowing the players’ thirst bar to continuously fill.
      • Players who learned the plan may reapply the mod to receive the proper buff.
      • Players who did not learn the plan will need to do so before applying the mod.
    • Important Note: The Canteen backpack mod needs to be removed and reapplied to work as intended.
  • Fixed an issue where the AP cost of 10mm SMG was not correctly affected by automatic fire receiver mods.

Source: bethesda.net

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