PTS Patchnotes "Angeln in Appalachia"

Der neue PTS ist heute am 04.04.2025 live geschaltet worden und auf Steam für PC verfügbar. Hier findet ihr schon einmal die Patchnotes mit zahlreichen interessanten Änderungen an Perks und legendären Effekten. Da kommt Großes auf uns zu! Und Angeln!
Index
PTS Patchnotes 25.04.2025
PTS Update – 4/25Fishing
- Adjusted challenge rewards for catching some Local Legends.
- Sawgills will no longer be lured by Superb Bait, leaving more space for rarer fish to be caught.
- Fishing while under the influence of Nukashine will no longer turn your fishing rod into a weapon once you wake back up from your “inspired” desire to travel.
- Fixed a mod display issue with the Attractive Hook fishing rod mod.
- Fixed an issue where fish were removed from the inventory if the player logged off during the “Casting Off” quest.
PTS Only
- Fixed an issue with C.A.M.P. slots in PTS.
Perks
- Updated the loading screen tips for Perks
- Added a Help entry for Kill Streak
Legendary Mods
- Conductor’s
- Now restores 100 HP and AP over 5 seconds for the player and nearby teammates (20 HP/AP per second, refreshes the duration on subsequent applications).
- Dev Note: The original effect was granting more HP/AP than intended, even after our fix. After evaluating multiple playstyles, we found there was too much variance in build performance with some weapons benefiting vastly more than others. While trying to bring up the performance on the low end and maintain a strong but reasonable top end, we landed on a flat value instead of a percentage with a duration so more playstyles can benefit from this effect.
PTS Patchnotes 18.04.2025
PTS Update – 4/18Combat
- Added missing text for Sneak Attack Damage when modifying weapons.
- Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. These two damage value changes were accidentally unapplied in a prior update.
- Reduced the damage of the Auto Axe: 31 > 24
- Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64
- Increased the base damage for the following melee weapons:
- Assaultron Blade: 40 > 51
- Baseball Bat: 55 > 69
- Baton: 40 > 47
- Bear Arm: 50 > 63
- Blade of Bastet: 52 > 61
- Board: 50 > 68
- Bone Club: 51 > 60
- Bone Hammer: 80 > 94
- Bowie Knife: 30 > 35
- Boxing Glove: 34 > 40
- Cattle Prod: 54 > 68
- Chinese Officer Sword: 36 > 42
- Combat Knife: 33 > 52
- Cultist Blade: 41 > 52
- Cultist Dagger: 32 > 38
- Death Tambo: 45 > 53
- Deathclaw Gauntlet: 55 > 69
- Electro Enforcer: 35 > 44
- Fire Axe: 72 > 84
- Gauntlet: 50 > 63
- Golf Club: 45 > 57
- Grognak Axe: 85 > 107
- Guitar Sword: 50 > 59
- Gulper Smacker: 62 > 62
- Hatchet: 40 > 51
- Knuckles: 35 > 44
- Lead Pipe: 39 > 49
- Machete: 40 > 51
- Meat Hook: 34 > 40
- Mole Miner Gauntlet: 45 > 57
- Multi-Purpose Axe: 69 > 87
- Pickaxe: 60 > 76
- Pitchfork: 47 > 59
- Pipe Wrench: 30 > 38
- Plasma Cutter: 26/68 > 30/86
- Pole Hook: 71 > 90
- Pool Cue: 46 > 58
- Power Fist: 58 > 73
- Revolutionary Sword: 44 > 56
- Rolling pin: 28 > 35
- Sheepsquatch Club: 60 > 76
- Sheepsquatch Staff: 75 > 95
- Shepherd's Crook: 50 > 63
- Shishkebab: 27 > 34
- Shovel: 40 > 70
- Sickle: 36 > 45
- Ski Sword: 50 > 63
- Sledgehammer: 71 > 90
- Spear: 58 > 68
- Super Sledge: 85 > 107
- Switchblade: 30 > 38
- Tenderizer: 75 > 95
- Tire Iron: 29 > 37
- Walking Cane: 42 > 53
- War Drum: 78 > 99
- War Glaive: 82 > 104
Miscellaneous Combat Changes
- Fixed an issue where the automatic receivers for the Assault Rifle and Ultracite Laser Gun didn't include the fire rate decrease seen in their semi-auto variants.
- Reduced the maximum cone of fire for the Gatling Plasma.
- Reduced recoil for the Gatling Plasma.
Weapon Mod AdjustmentsGatling Plasma Beam Splitter mod adjustments:
- Fire rate reduction: -20% -> -35%
- Damage bonus: 20% -> 35%
- Cone of Fire and Recoil increased
- Range reduced
- Projectile Count: 4 -> 5
- Ammo capacity reduced by 50%
- AP cost increased by 50%
Plasma and Enclave Plasma Gun splitter mod adjustments:
- Fire rate reduced by 35%
- Range reduced
- Ammo capacity reduced by 50%
- Damage Bonus: 15.5% -> 35%
- Cone of fire reduced
- Recoil reduced
- AP cost: +100% -> +50%
Plasma and Enclave Plasma Gun Flamer mod adjustments:
- AP cost: Set to 30 -> reduced by 30%
- Ammo capacity: Set to 300 -> Increase by 400%
- Note: for a base Plasma Gun, this would result in 150 capacity (30 + (30 * 4))
- Removed 40% damage bonus
- Now has the same penalties to damage (-30%), critical attack damage (-20%), and sneak attack damage (-20%) as other semi-auto -> auto weapon mods.
Plasma and Enclave Plasma Gun spinner (automatic) mod adjustments:
- Removed increase to cone of fire
- Removed increase to AP cost
- Removed 10% ammo capacity penalty
- Now has the same penalties to damage (-30%), critical attack damage (-20%), and sneak attack damage (-20%) as other semi-auto -> auto weapon mods.
Base damage adjustments for the following weapons:
- Plasma Gun: 58 Physical, 58 Energy -> 39 Physical, 39 Energy
- Enclave Plasma Gun: 71 Physical, 71 Energy -> 57 Physical, 57 Energy
- Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy
Removed an unintended additional damage bonus on the following mods for the Western Revolver:
- Calibrated Receiver
- Vicious Receiver
- Severe Receiver
- Refined Receiver
Dev Note: The damage bonus removed here was already accounted for with the prior base damage increase.Fishing
- Fishing Rod modifications have been moved to the Tinker’s Workbench.
- Fish no longer decay and spoil.
- Note: Fish Bits and food recipes made with Fish Bits will continue to decay & spoil.
- All fish displays (Fish Display Plaque, Curved Fish Display, Fish Display Hooks) share a build limit with other camp displays (30 in each C.A.M.P.).
- Team-related UI notifications (ex: new player joining your team, notification of a newly created public team) will no longer obscure the fishing mini-game.
- Added addition wording creating replica fishing rods at the Tinker’s Workbench to help clarify they are for display purposes only.
- Fish Bits recipes now display after toggling the option to show unlockable recipes at a cooking station.
- The Reclaimed Ship Chandelier is now destructible.
- Added additional junk items that can be caught.
- Updated the following Public Events to ensure players receive Improved Bait as a reward:
- Encryptid
- Scorched Earth
- A Colossal Problem
- Seismic Activity
- Neurological Warfare
- Caravans
- Reduced the number of Axolotls required to be caught in the third "Fish Quest" challenge.
- Updated the Fish Quest challenge titles to better match the challenges requirements and help reduce confusion.
PTS ONLYSuperb Bait is now available through the PTS Locker (for real this time) to assist with player testing. As a reminder, when the Fishing update goes live you will be able to earn this bait through season rewards.Legendary Mods
- The mod description is now shown when in the item transfer menu.
- Normal and Legendary Mods are no longer moved to the stash when using a Scrap Kit.
- Nocturnal
- Armor: +4 PER and AGI while Cloaked
Perks
- Ghoul Perks are no longer able to be picked when leveling up as Human.
- Human specific Perks are no longer able to be picked when leveling up as a Ghoul.
- When leveling up, Perk Cards now sort alphabetically in all languages.
- Nerd Rage
- Reduced to a single rank
- Now costs 2 points at Rank 1
- Removed the Damage Resist effect
- Now grants Damage and AP Regen starting at 80% HP and scales up as your health becomes lower
PTS Patchnotes 11.04.2025
PTS Update – 4/11Combat Balance
Removed flat 15 energy damage decrease from Telsa automatic barrel Adjusted the non-VATS aiming behavior (recoil, cone of fire, etc.) for the Submachine Gun to be easier to use. Railway Rifle AP cost increased from 15 to 17. Ultracite Laser Gun AP cost increased from 14 to 17. Fixed an issue where the multi-shot canister and Quad legendary mods for the Broadsider would result in additional reload animations (one per Cannonball). Fixed an issue where the Black Powder Pistol/Blunderbuss, Black Powder Rifle, and The Dragon would repeat their reload animations for each .50 Caliber Ball when these weapons have the Quad legendary mod. Increased the delay after firing (between shots) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second.
- Note: this only applies when using the Quad legendary mod
Increased the delay after firing (between shots) for The Dragon from 0.5 seconds to 1.5 seconds.
- Note: this only applies when using the Quad legendary mod
Harpoon Gun Adjustments
Damage increased from 195 to 245 Now has a Bleed DoT which deals 20 Physical damage per second for 15 seconds Reload Speed increased by 10% Ammo Capacity increased from 1 to 3 Delay between shots increased by 25% Crit Mult increased from 2 to 2.5 Sneak Mult increased from 2 to 2.25 Weight Decreased from 16 to 14Removed the AP cost increase on the following mods:
Light Machine Gun Standard/Prime receivers
- Tesla Automatic Barrel
Adjusted the Out-of-Range Damage Multiplier for the following weapons:These weapons now keep more of their damage at longer ranges.
Black Powder Pistol: 0.1 -> 0.5 Black Powder Rifle: 0.1 -> 0.5 Combat Shotgun: 0.1 -> 0.5 Crossbow: 0.1 -> 0.5 Double-Barrel Shotgun: 0.1 -> 0.5 Cold Shoulder: 0.1 -> 0.5 Gauss Shotgun: 0.1 -> 0.5 Pump-Action Shotgun: 0.1 -> 0.5 Pepper Shaker: 0.25 -> 0.5 Pipe Bolt-Action: 0.25 -> 0.5 Pipe Gun: 0.25 -> 0.5 Pipe Revolver: 0.25 -> 0.5Lowered base AP costs for the following weapons:
Alien Disintegrator: 25 -> 17 Handmade Rifle: 32 -> 16 Assault Rifle: 32 -> 17 Combat Rifle: 25 -> 15 The Fixer: 25 -> 16 Radium Rifle: 25 -> 16 Submachine Gun: 35 -> 15 Tesla Rifle: 30 -> 17 V63 Laser Carbine: 40 -> 30Increased the base damage for the following weapons:These values represent the weapons at their maximum level - all lower levels are scaled proportionally.
Alien Disintegrator: 40 -> 66 Handmade Rifle: 45 -> 52 Assault Rifle: 33 -> 66
- Now ~3.333 shots per second when semi-automatic, instead of 4
Combat Rifle: 40 -> 53 The Fixer: 40 -> 59
- Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
Radium Rifle: 37 physical, 15 radiation -> 42 Physical, 17 Radiation Submachine Gun: 29 -> 47 Railway Rifle: 95 -> 112 Laser Gun: 44 -> 72 Ultracite Laser Gun: 40 -> 80
- Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5
Plasma Gun: 29 Physical, 29 Energy -> 58 Physical, 58 Energy Enclave Plasma Gun: 32 Physical, 32 Energy -> 71 Physical, 71 Energy 10mm SMG: 34 -> 42 Combat Shotgun: 97 -> 150 Tesla Rifle: 78 -> 112 Lever-Action Rifle: 88 -> 133 Double-Barrel Shotgun: 140 -> 204
- Note: Now fires 2.5 times per second instead ~3.57 times per second
Cold Shoulder: 91 Physical, 91 Cryo -> 122 Physical, 122 Cryo
- Note: Now fires 2.5 times per second instead ~3.57 times per second
Hunting Rifle: 140 -> 171 Gauss Pistol: 115 -> 218
- Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Rifle: 146 -> 279
- Note: Now deals 33% damage instead of 50% damage when uncharged
Gauss Shotgun: 187 -> 285
- Note: Now deals 33% damage instead of 50% damage when uncharged
V63 Laser Carbine: 44 -> 59 Pump-Action Shotgun: 102 -> 172 Pipe Bolt-Action: 94 -> 150 Pipe Revolver: 85 -> 140 Pipe Gun: 28 -> 42 Pepper Shaker: 75 -> 95 Black Powder Rifle: 217 -> 449 The Dragon: 255 -> 541The following weapons no-longer receive an AP cost reduction from their Automatic receivers:
Alien Disintegrator Handmade Rifle Assault Rifle Combat Rifle The Fixer Radium Rifle Submachine Gun
- Note: this weapon is always automatic, but still had its AP cost reduced by its receivers.
Adjusted the base Critical attack damage bonuses for the following weapons:
Alien Disintegrator: 2.0 -> 2.25 Handmade Rifle: 2.0 -> 2.25 Assault Rifle: 2.0 -> 2.25 Combat Rifle: 2.0 -> 2.25 Radium Rifle: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Gamma Gun: 2.75 -> 2.5 Railway Rifle: 2.0 -> 2.25 Laser Gun: 2.0 -> 2.5 Ultracite Laser Gun: 2.0 -> 2.5 Plasma Gun: 2.0 -> 2.5 Enclave Plasma Gun: 2.0 -> 2.5 Submachine Gun: 2.0 -> 2.25 10mm SMG: 2.0 -> 2.25 Combat Shotgun: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Lever-Action Rifle: 2.0 -> 3.0 Double-Barrel Shotgun: 2.0 -> 2.25 Cold Shoulder: 2.0 -> 2.25 Hunting Rifle: 2.0 -> 3.0 Gauss Rifle: 2.0 -> 3.0 Gauss Shotgun: 2.0 -> 2.25 V63 Laser Carbine: 2.0 -> 2.25 Pump-Action Shotgun: 2.0 -> 2.25Adjusted the base Sneak attack damage bonuses for the following weapons:
Alien Disintegrator: 2.0 -> 2.25 Handmade Rifle: 2.0 -> 2.25 Assault Rifle: 2.0 -> 2.25 Combat Rifle: 2.0 -> 2.25 The Fixer: 2.0 -> 2.75 Radium Rifle: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Gamma Gun: 2.0 -> 2.5 Railway Rifle: 2.0 -> 2.25 Laser Gun: 2.0 -> 2.5 Ultracite Laser Gun: 2.0 -> 2.5 Plasma Gun: 2.0 -> 2.5 Enclave Plasma Gun: 2.0 -> 2.5 Submachine Gun: 2.0 -> 2.25 10mm SMG: 2.0 -> 2.25 Tesla Rifle: 2.0 -> 2.25 Lever-Action Rifle: 2.0 -> 3.0 Hunting Rifle: 2.0 -> 3.0 Gauss Rifle: 2.0 -> 3.0 V63 Laser Carbine: 2.0 -> 2.25Automatic Recievers for semi-automatic weapons now have the following:
20% reduction in Critical attack damage 20% reduction in Sneak attack damage 30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers)(The above affects these weapons:)
Alien Disintegrator Handmade Rifle Assault Rifle Combat Rifle The Fixer Radium Rifle Tesla Rifle Gamma Gun 10mm Pistol Pipe Gun Railway Rifle Laser Gun Ultracite Laser Gun Plasma Gun Enclave Plasma GunCombat Shotgun automatic receivers:
No-longer increases AP cost by 10% Now has a 30% increase in attack speed (up from 10%) Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damageFishing
- Fixed an issue that caused C.A.M.P. weather machines to not impact the odds of catching fish.
- Players are now guaranteed to receive 3 Improved Bait upon completing the daily fishing quest.
- Updated the names of the Drowned Lamp rewards.
- Fixed an issue that would sometimes cause players to fish in the 1st person camera view.
- Reduced the weight of all bait from 0.2 to 0.05.
- Added missing SFX to The Fisherman’s animations.
- Slightly increased the grace period between when a fish is hooked and before it attempts to escape.
Legendary Mods
Nocturnal
Weapon: Increased the new effects damage from 25% to 50% Armor: Changed the bonus to +50 Energy Resistance while Cloaked Pin Pointer’s
- Changed to +20% Weak Spot Damage
Bully’s
- Changed to +25% damage per crippled limb the target has
Hitman’s
- Reverted changes
Perks
Renamed Perks
Science -> Science! Science Expert -> Pyro-Technical Science Master -> Cryologist Rifleman -> Down Ranger Rifleman Expert -> Scoped-up Rifleman Master -> Smart Shot Commando -> Center Masochist Commando Expert -> Fast Fighter Commando Master -> Number Cruncher Shotgunner -> Easy Target Shotgunner Expert -> Love the Spread Shotgun Master -> Shotgun Champ Fireproof
- No longer required to make the Flamethrower Trap
Home Defense
- Workshop traps no longer require Home Defense to make
Armor
- Reduced to a single rank
Power Smith
- Reduced to a single rank
Number Cruncher (Commando Master)
- Increased damage per AP from 1% to 2%
PTS Locker UpdateWe have updated the PTS Locker to include 5 Fishing Rod Mods that are part of the reward pool for Fishing Daily Quests.
- Advanced Drag
- Attractive Hook
- Improved Bearing
- Stabilized Gear
- Steady Handle
Visit the locker next to the entrance to Vault 76 to grab the recipes so you can test them out.After equipping the mods, we would love to get your feedback on them. Head over to the PTS section of the BGS Discord channel to share your thoughts in the Fishing Rod Mod feedback channel.Known Issue
- Displayed damage values in the Pip-Boy for automatic receivers on semi-automatic weapons are incorrect. Actual damage dealt should update as described above.
PTS Patchnotes 04.04.2025
Anywhere you can swim, you can fish! So, grab a spot near your local watering hole and get your fishing rods ready. There’s lots of “fresh” game to catch.
Welcome back!Ghoul activities are in full swing, but we hope you’re reely excited to get a look at what the team has coming for the next major update to Fallout 76.It’s time for the Public Test Server (PTS) for our Fishing patch!
Casting Off
Welcome to Fisherman’s Rest, a new location in the Mire where you’ll begin your fishing adventures. Here you will meet a new trio of new characters. Captain Raymond Clark, a mysterious new figure who goes by the name The Fisherman, and Linda-Lee, the Fisherman’s pet hermit crab. Good luck talking to The Fisherman though, doesn’t seem like they speak our language. Oh, and don’t be alarmed when you find out that Linda-Lee is a giant hermit crab who has taken up home in Captain Clark’s old fishing boat.Something seems off about this location… anyways!During the “Casting Off” questline you’ll receive your first Fishing Rod - allowing you to walk on over to the nearest body of water and start fishing. When trying to decide where you can fish, remember the mantra: “If I can swim, then I can fish.”Do note that the Fishing Rod won’t appear in your Pip-Boy menu as it’s not an item you need to equip. When you’re nearby and looking at a body of water, the “Fish” command will appear on your screen. The Fishing Rod will show up in your Weapons Workbench menu so you can modify it though.To start the new “Casting Off” questline head into the Mire region to receive a mysterious signal on your Pip-Boy. You can also start this questline by reading the sign in front of Vault 76.Upgrading your Fishing Rod
You can find the pieces you need to upgrade your fishing rod by completing the new fishing challenges and daily fishing quests. These will give you rod styles, bobbers, and linear reels to improve your fishing experience, and help you catch the mysterious creatures living in the irradiated waters of the wasteland.It’s important to know that some fish will be near impossible to catch until you have upgraded your fishing rod, so get out there and complete those fishing challenges!Catching Fish (Bait and Weather)
You can have the best-looking fishing rod in Appalachia, but it won’t help you catch any fish if you’re not using bait.There are three types of bait to gather, and each one increases your chances of enticing increasingly rarer fish to bite down on your hook.Common BaitGives you the chance to catch generic fish, scrapable junk, and common regional fish. Purchasable from The Fisherman and Captain Raymond Clark in Fisherman’s Rest. You also have a chance at receiving this bait after completing the daily fishing quest.Improved BaitThis bait gives you an increased chance to catch uncommon fish. While it’s not purchasable from any vendor , you can trade Improved Bait with other players. You can also get more from daily fishing quest, public events, and finding it in lootable containers around the world (coolers and refrigerators).Superb BaitEarnable as rewards in the upcoming season, this bait gives you the best chance to catch very rare fish.PTS Players: Keep an eye on the Discord server to be notified when this bait will enter the PTS Locker.WeatherWeather also has an influence on your odds of catching specific types of fish. Naturally occurring weather, as well as modified weather from a Weather Control Station in your C.A.M.P. will affect the type of fish that bite down on your hook.Clear Weather:Best suited for catching common fish that can be found in any region.Rainy Weather:Rainy weather has an increased chance of catching region-specific fish, as well as the elusive Axolotls.Radstorm/Nuke Weather:Radstorms and weather caused by nukes increase the chance of catching Glowing Fish. We’ll leave it to you all to figure out which combination of bait and weather will give you the highest chance of helping you find the fish you want.Food and More Adventures
Now that you’ve captured a few fish, what can you do with them?Of course, you can eat them directly out of your inventory to restore some Hunger and Health. The larger the fish, the more you’ll regain.You can also turn fish into….Fish BitsWhen you obtain a fish by fishing or trading with players, you immediately learn the recipe to convert that fish into Fish Bits at a cooking station. Fish Bits can restore small amounts of Hunger/Health on their own, but that’s not the best way to utilize this new material. When at a cooking station, you’ll notice a new food recipe. The Grilled Fish recipe becomes available after completing the new fishing quest. When eaten it provides you with an effect that reduces the time to hook a fish for 20 minutes, which is perfect because you’re about to do a whole lot of fishing.Completing fishing daily quests will give you the chance to earn other food recipes that utilize Fish Bits such as Fish and Tatos and Fish Chowder.There’s one other location where you can use Fish Bits. Rember Linda-Lee? If you feed Linda-Lee Fish Bits she’ll give you a random Legendary item ! Just don’t ask where it came from.Time to Explore
With the addition of fishing there is now a lot of aquatic life for you to find out in the wild of Appalachia.Common fish can be found across the map, but there are a ton of region-specific fish to discover along with their variants (GLOWING fish).There are also 12 adorable Axolotls to find. One of these glorious amphibians will be available for you to catch every month throughout the year.Lastly, Local Legends. These are the fish you’ll be bragging about catching. That’s all we’ll say about them for now.PTS Players: Axolotl’s will be put on an hourly rotation, so you have the chance to catch them all. We’ll share more details in the PTS section of the Bethesda Game Studios Discord server.Flaunting the Catch
Completing fishing challenges and dailies will reward you with new C.A.M.P. items along with upgrades for your fishing rod. One of these items is a curved fish display so you can show off that rare local legend or Axolotl you were able to catch!PTS Only
- The Fallout 1st status is granted to all players on the PTS.
Limb Damage and Crippling Changes
We are making changes to the way that enemy limbs are affected by various effects. The mods, perks, and weapons mentioned below previously had a chance to instantly cripple a target, but now they deal a percentage increase to the amount of limb damage dealt.We expect that these changes will make most enemies easier to cripple while making limb damage more consistent and predictable. It will also result in making crippling enemies like Region Bosses more difficult requiring more focused fire.These changes will also allow us to remove cripple immunity from many creatures and leverage limb and crippling in more engaging ways moving forward.Everything mentioned in this "Limb Damage and Crippling Changes" section will be released in an update before the Fishing patch later this year. You’ll have the opportunity to test them out in today’s PTS update.Perks
- Bashers
- Rank 1: Gun bashing does +35% limb damage.
- Rank 2: Gun bashing does +75% limb damage.
- Enforcer
- Rank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage.
- Rank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage.
- Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage .
- Modern Renegade
- Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage.
- Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage.
- Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage.
- One Gun Army
- Rank 1: Heavy guns gain 4% stagger chance and a +25% limb damage.
- Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage.
- Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage.
- Tormentor
- Moved from LCK to PER
- Rank 1: You deal 20% more damage per crippled limb your target has.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3
- Bone Shatterer
- Rank 1: Your melee weapon attacks deal +25% limb damage.
- Rank 2: Your melee weapon attacks deal +50% limb damage.
- Rank 3: Your melee weapon attacks deal +75% limb damage.
Mutations
- Twisted Muscles
- Standard: +25% melee, unarmed and bashing damage and +50% limb damage.
- With Strange in Numbers: +35% melee, unarmed and bashing damage and + 62% limb damage.
Weapons
These weapons all now have +50% limb damage instead of a chance to cripple. - Black Powder Rifle - Bone Hammer - The DragonWeapon Mods
These weapon mods now have +50% limb damage instead of chance to cripple the target.
- Baseball Bat – Bladed Rocket
- Baseball Bat - Bladed Rocket
- Baseball Bat - Heated Rocket
- Baseball Bat - Puncturing Rocket
- Baseball Bat - Rocket
- Baseball Bat - Searing Puncturing Rocket
- Baseball Bat - Spiked Rocket
- Bear Arm - Heavy
- Boxing Glove - Lead Lining
- Golf Club - Heavy Club
- Golf Club - Spiked Golf Club
- Lead Pipe - Heavy
- Pipe Wrench - Extra Heavy
- Pipe Wrench - Heavy
- Sheepsquatch Club - Heavy
- Sheepsquatch Staff - Heavy
- Sledgehammer - Heavy
- Sledgehammer - Heavy Rocket
- Sledgehammer - Heavy Searing Sharp Rocket
- Sledgehammer - Heavy Sharp Rocket
- Sledgehammer - Heavy Spiked
- Sledgehammer - Heavy Spiked Rocket
- The Tenderizer – Salty
Enemies No-Longer Immune to Crippling
- Grimm Bot
- Dr. Blackburn
- Sheepsquatch Imposterling
- Imposter Sheepsquatch
- Blue Devil
- Ogua
- Jersey Devil
- Lesser Devil
- Trog Fledgling
- Glowing Trog
- Trog
- Trog Superior
- Strangler Grafton Monster
- Cultists (Daily Ops)
- Includes related enemies
- Fanatics (Daily Ops)
- Overgrown (Daily Ops)
- Aliens (Daily Ops)
- Includes Drones and Invaders
- Robots [all types] (Daily Ops)
- Blood Eagles (Daily Ops)
- Mole Miners (Daily Ops)
- Communists (Daily Ops)
- Scorched (Daily Ops)
- Includes related enemies
- Super Mutants (Daily Ops)
Perk Balancing
We’re removing the Perk requirements are from crafting. Since you already need to have learned the plan, we feel that requiring you to change your Perk loadout to craft is cumbersome.
- Slow Metabolizer
- Rank 1: All food satisfies hunger by an additional 50%.
- Rank 2: All food satisfies hunger by an additional 100%.
- Removed Rank 3
- Dromedary
- Rank 1: All drinks quench thirst by an additional 50%.
- Rank 2: All drinks quench thirst by an additional 100%.
- Removed Rank 3
- Hydro Fix
- Rank 1: Chems restore thirst.
- Rank 2: Chems restore twice as much thirst.
- Munchy Resistance
- Rank 1: Chems restore hunger.
- Rank 2: Chems restore twice as much hunger.
- Chem Fiend
- Rank 1: Any chems you take last 100% longer.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3
- Travel Agent
- Rank 1: You can Fast Travel while over encumbered at an increased cost.
- Dodgy
- Rank 1: Evade now costs AP and no longer has a cooldown.
- Point Cost increased from 1 to 2
- Dev Note: The AP cost is 10x the cooldown time. The cooldown scales with damage avoided, meaning higher damage attacks cost more AP to avoid. If you would not have enough AP to pay for the evade, it cannot occur.
- Removed Ranks 2 and 3
- Adrenaline
- Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills.
- Now only one rank
- Science
- Rank 1: Increase energy damage based on your INT.
- Point Cost increased from 1 to 2
- Now only one rank
- Science Expert
- Rank 1: Increase fire damage based on your INT.
- Point Cost increased from 1 to 2
- Now only one rank
- Science Master
- Rank 1: Increase cryo damage based on your INT.
- Point Cost increased from 1 to 2
- Now only one rank
- Makeshift Warrior
- Rank 1: Melee weapons break 40% slower.
- Rank 2: Melee weapons break 60% slower.
- Rank 3: Melee weapons break 80% slower.
- Removed Ranks 4 and 5
- Gunsmith
- Rank 1: Guns break 20% slower.
- Rank 2: Guns break 35% slower.
- Rank 3: Guns break 50% slower.
- Removed Ranks 4 and 5
- White Knight
- Moved from AGI to INT
- Rifleman
- Rank 1: You do +10% ranged damage to far enemies.
- Rank 2: You do +15% ranged damage to far enemies.
- Rank 3: You do +20% ranged damage to far enemies.
- Rifleman Expert
- Rank 1: Your scoped weapons have 50% more range when aiming.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3.
- Rifleman Master
- Rank 1: Deal +25% weak spot damage while aiming a scoped weapon.
- Point Cost increased from 1 to 3
- Removed Ranks 2 and 3.
- Sniper
- Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes.
- Removed Ranks 2 and 3.
- Longshot
- Rank 1: Your scoped weapons have 30% more range and accuracy when aiming.
- Removed Ranks 2 and 3.
- Commando
- Rank 1: +25% ranged damage when targeting the torso.
- Rank 2: +50% ranged damage when targeting the torso.
- Rank 3: +75% ranged damage when targeting the torso.
- Commando Expert
- Rank 1: Your movement speed bonus is also applied to your reload speed.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3.
- Command Master
- Rank 1: Weapon damage is increased by AP cost.
- Point Cost increased from 1 to 3
- Removed Ranks 2 and 3.
- Ground Pounder
- Rank 1: Your small guns reload 10% faster and have better hip fire accuracy.
- Rank 2: Your small guns reload 20% faster and have better hip fire accuracy.
- Rank 3: Your small guns reload 30% faster and have better hip fire accuracy.
- Skeet Shooter
- Rank 1: Your small guns have improved accuracy and spread.
- Removed Ranks 2 and 3.
- Shotgunner
- Rank 1: +25% ranged damage to crippled targets.
- Rank 2: +50% ranged damage to crippled targets.
- Rank 3: +75% ranged damage to crippled targets.
- Shotgunner Expert
- Rank 1: Weapons that fire 3 or more projectiles gain 30% range.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3.
- Shotgunner Master
- Rank 1: Each projectile your weapon fires increases your damage against crippled targets by 10%.
- Point Cost increased from 1 to 3
- Removed Ranks 2 and 3.
- Scattershot
- Rank 1: 20% of the damage dealt to a limb is applied to all limbs on your target.
- Point Cost increased from 1 to 2
- Removed Ranks 2 and 3.
- Moving Target
- Rank 1: Gain +5% chance to Evade while sprinting. (No Power Armor)
- Rank 2: Gain + +10% chance to Evade while sprinting. (No Power Armor)
- Rank 3: Gain +15% chance to Evade while sprinting. (No Power Armor)
- Goat Legs
- Rank 1: Take no damage from falling.
- Removed Rank 2.
- Blood Sacrifice
- Rank 1: Using AP in VATS now consumes HP instead at 150% more cost.
- Rank 2: AP in VATS now consumes HP instead at 125% more cost.
- Rank 3: Using AP in VATS now consumes HP instead at 100% more cost.
- Rank 4: Using AP in VATS now consumes HP instead at 50% more cost.
Legendary Mods
- Nocturnal – New Effects
- Weapon: +25% Damage while Cloaked
- Armor: +20 DR and ER while Cloaked
- Bloodied
- Increased peak damage bonus from 95% to 130%
- Junkies
- Increased limit from 50% to 100%
- Resilient
- Now increases all resistances by 500 when reloading
- Two Shot
- Increased damage buff from 25% to 75%
- Stalkers – New Effect
- Now increases sneak attack damage by 100%
- Mutants
- Increased limit from 25% to 50%
- Gourmand
- Increased limit from 24% to 40%
- V.A.T.S. Optimized
- Increased bonus from 25% to 35%
- Hitman’s – New Effect
- +25% Weak Spot Damage While Aiming
- Instigating
- +50% Damage Against Targets above 60% Health
- Juggernaut’s
- Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
Pin-Pointer’s
Fixed the head being incorrectly counted as an appendage and the damage is now additive.
Mutations
- Adrenal Reaction
- Now grants +5% damage per kill (6.25% with Stranger in Numbers)
Workbench
- Moved the following into the Heavy Guns group at the Weapon workbench
- Gauss Minigun
- Plasma Caster
- Tesla Cannon
- Moved Fusion Core from the Chemistry Bench to the Tinker Bench
- You can now repair items at 100% health if you have the correct perks
Gameplay
- Added setting to change Quick Heal priority
- Reduced the cost to Fast Travel by 25%
Quality of Life
- Bulk Item Pickup: When looting from nearby corpses, items of the same type will now be lumped into one item to allow for bulk pickups.
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”.
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