Bethesda has released a major new update for Fallout 76, this time around with the focus on revamping how the game’s C.A.M.P. system works. The update, appropriately titled the C.A.M.P. Revamp, now offers more relaxed rules for players that like building and decorating their C.A.M.P.s. These changes to the C.A.M.P. system are part of the larger Season 22: Appalachian Modern Living update.
Some of the highlights of the update include a reworked user interface for the Workshop, making things easier for the player to get to the C.A.M.P. items they might be looking for. As for the relaxation of C.A.M.P. building rules, players can now disable snapping for items that previously required snapping. Players can also place walls underneath floors, and players can also place walls on upper floors without needing a staircase.
A host of these features have been highlighted in a new trailer, dubbed Appalachian Modern Living, which shows off the new levels of creativity that can be afforded to players thanks to the addition of brand new C.A.M.P. items that can work in tandem with the reworked and relaxed rules for C.A.M.P. building. Check out the trailer below.
The game has also gotten some changes in how its combat is balanced. Some of these changes include a change in how VATS has been coded in order to make hit chances more consistent and intuitive. This change has led to overall hit chances on average for most weapons becoming higher, with more distant and smaller enemies becoming on average more difficult to hit.
Weapon modes have also been updated, both for melee and ranged weapons. For example, Stub barrels have been changed to make a weapon easier to use while moving at a short range. Medium and Long barrels, on the other hand, now make manual aiming to hit targets easier, with VATS also getting a boost in preserving more damage against distant enemies.
The C.A.M.P. Revamp update also brings in more of the Perk updates that we saw signs of back in June when the Gone Fission update was first released for Fallout 76. For more details on the changes to perks, check out the patch notes below.
Fallout 76 C.A.M.P. Revamp update patch notes:
- Smaller cone of fire.
- Reduced recoil.
- Additional shots can be fired before reaching peak recoil.
- Cone of fire now increases less as a result of moving.
- Reduced cone of fire while crouching/sneaking.
- Reduced cone of fire while aiming down sights.
- Spin-up weapons such as the Minigun and Gatling Laser now have reduced recoil after firing for a short period of time.
- Reduced camera movement for many weapons’ actions in First Person view.
- This includes firing, reloading, and post-fire actions such as bolt-action animations.
- Medium and long scopes have additional zoom levels. Press the VATS button to toggler between 2 or 3 zoom levels, depending on the scope.
- Note: When first aiming down a scope, you’ll begin at the lowest zoom level. We’ve listed some general expectations for how weapons will behave below. Please note that mods can have a significant impact on weapon behavior, so these descriptions refer to the un-modded version of each weapon type.
- Reasonable accuracy in all situations.
- Retains accuracy pretty well while moving.
- Minimal recoil.
- Somewhat of a bridge between regular Pistols and Single-Shot rifles.
- Accurate at long ranges but need to remain still and aim down sights for best accuracy.
- Recoil is higher than many other weapons.
- Spread improves while crouching or aiming down sights.
- Not especially accurate and has higher recoil than most other weapons.
- Doesn’t have the same peak accuracy in various situations as pistols or rifles, but easier to use while moving.
- Solid accuracy at long range.
- Strong benefits from crouching and aiming down sights.
- Not especially accurate relative to some other weapons while moving.
- Highest overall accuracy at longest ranges.
- Fare best while crouching and aiming down sights.
- Not very accurate while moving, and cone of fire takes longer to recover than other weapons.
- Reasonable overall accuracy and controllable recoil during sustained fire, but not as precise as other weapons.
- Spin-up weapons fare better here.
- Good recoil and cone of fire benefit from crouching and aiming down sights.
- .50 Caliber Machine Gun maintains more accuracy while moving than other heavy autos.
- The Light Machine Gun can act somewhat as a bridge between a Heavy weapon and an Automatic Rifle. It can be more precise at longer ranges than other Heavy weapon s but isn’t as accurate while moving.
- High recoil but doesn’t have a strong impact on accuracy due to the low rate of fire.
- Not very accurate relative to other weapons.
- Low accuracy while moving.
- The formula begins with an assumption of max hit chance (95%).
- Various factors reduce your hit chance, such as distance to the target, visibility of the target, difficulty of hitting each of the target’s body parts, your weapon’s range, cone of fire, recoil, fire rate, etc.
- Perks, weapon mods, etc. can improve each of these factors or directly increase your hit chance.
- Perception reduces some of the penalties of a large cone of fire and long distance to the target relative to your weapon’s maximum range.
- Beyond about half of a weapon’s range, hit chance steadily decreases to 0%.
- Below about half of a weapon’s range, penalties to hit chance are reduced. As you close in on point blank range, hit chance will increase until you have a very high chance of hitting the target.
- Players can no-longer target body parts on the opposite side of enemies, such as the Ultragenetic Shield Generator through the front of the EN06 Guardian.
- The distance-to-target calculation for large enemies now begins on the outer bounds of the creature rather than the center of the creature. This improves hit chances for many large creatures such as the Scorchbeast Queen.
- Perception now provides a larger benefit to hit chance.
- Recoil and cone of fire now play a more prominent role in deciding hit chance.
- Adjusted many player weapon explosions so they lose less damage towards the outer edge of the explosion.
- Made adjustments to the Fatman Experimental MIRV and Frag Grenade MIRV explosions to have a wider spread for the MIRV projectiles.
- Fire Arrows no-longer have an explosion that causes nearby targets to catch fire.
- Increased the damage dealt by Explosive Arrows.
- Alien Detonator Drone
- Auto Grenade Launcher
- Baseball Grenade
- Brahmin Corpse (C.A.M.P. item)
- Bug Grenade
- Collateral Damage (Legendary Perk)
- Cryo Arrow
- Detonation Contagion (Legendary Perk
- Die Bot (Test your Metal), EyeBomb
- Dynamite and Dynamite Bundles
- Exploding Palm (Legendary Perk)
- Explosions that occur during Spin the Wheel
- Explosive Arrow
- Explosive Bait
- Fanatic Protectron Suicider
- Fatman Experimental MIRV
- Flatwoods Monster beam attack
- Floater Freezer Death
- Floater Freezer Grenade
- Frag Grenade
- Frag Grenade MIRV
- Frag Mine
- Grafton Monster Oil Bomb
- M79 Grenade Launcher
- Missile strikes during Invaders from Beyond
- Mole Rat Landminer
- Nuka Grenade
- Oxygen Tank explosions
- Plasma Arrow
- Plasma Grenade
- Pulse Grenade
- Pumpkin Grenade
- Storm Goliath weapons
- Thirst Zapper Nuka-Cola mods
- Thunder Crab appearance (Dangerous Pastimes)
- Turbo-Fert Fertilizer
- Various exploding vehicles
- Various explosions from Robots self-destructing
- Vertibird Death
- Workshop Artillery
- Bug Grenade: +30%
- Cryo Grenade: +20%
- Cryo Mine: +20%
- Frag Grenade MIRV (initial explosion): +40%
- Frag Grenade MIRV (resulting projectiles): +50%
- Thirst Zapper Nuka-Cherry Gun: +92%
- Thirst Zapper Nuka-Cola Gun: +220%
- Third Zapper Nuka-Quantum Gun: -43%
- Fatman Experimental MIRV (initial explosion): +150%
- Floater Flamer Grenade: +150%
- Floater Freezer Grenade: +120%
- Floater Gnasher Grenade: +120%
- Frag Mine: +20%
- Explosion VFX from the Explosive Legendary mod and Ultracite Laser weapons and the V63 Laser Carbine now match the weapon’s projectile color.
- Reduced the frequency of Grenades, Mines, and Explosive Weapon Ammo in containers and enemy loot.
- Increased the crafting cost of Nuka and Nuka-Quantum Grenades
- .50 Cal Machine Gun: 43 -> 52
- .44 Revolver: 132 -> 161
- 10mm Submachine Gun: 42 -> 59
- 10mm: 45 -> 77
- Alien Blaster: 59 -> 72
- Alien Disintegrator: 66 -> 80
- Assault Rifle: 66 -> 112
- Assaultron Blade: 51 Physical -> 115 Physical, 10 Bleed per second for 10 seconds
- Auto Axe: 24 -> 32
- Auto Grenade Launcher: 3 Impact, 117 Explosion -> 3 Impact, 244 Explosion
- Baseball Bat: 69 -> 182
- Baseball Grenade: 175 -> 346
- Baton: 47 -> 115
- Bear Arm: 63 -> 160
- Black Powder Blunderbuss: 347 -> 346
- Black Powder Pistol: 347 -> 751
- Black Powder Rifle: 449 -> 857
- Blast Mine: 225 -> 379
- Board: 63 -> 152
- Bone Club: 60 Physical, 2 Bleed per second for 5 seconds -> 142 Physical, 42 Bleed per second for 15 seconds
- Bone Hammer: 94 -> 228
- Bow: 95 -> 194
- Bowie Knife: 35 -> 77
- Boxing Glove: 40 -> 124
- Broadsider: 5 Impact, 135 Explosion -> 5 Impact, 688 Explosion
- Cattleprod: 109 Energy -> 84 Physical, 84 Energy
- Chainsaw: 16 -> 28
- Chinese Officer Sword: 42 Physical -> 142 Physical, 15 Bleed per second for 12 seconds
- Circuit Breaker: 64 -> 80
- Combat Knife: 42 -> 87
- Combat Rifle: 53->95
- Combat Shotgun: 150->206
- Commie Whacker: 5 -> 14
- Compound Bow: 112 -> 244
- Cremator: 100 Fire Impact, 20 Fire Explosion, 29 Fire per second for 6 seconds -> 140 Fire Impact, 32 Fire Explosion, 32 Fire per second for 6 seconds
- Crossbow: 111 -> 253
- Crusader Pistol: 56 -> 80
- Cryo Grenade: 50 Cryo -> 396 Cryo
- Cryo Mine: 175 Cryo -> 396 Cryo
- Cryolator: 41 -> 52
- Cultist Blade: 52 Physical -> 150 Physical, 14 Bleed per second for 12 seconds
- Cultist Dagger: 38 -> 84
- Death Tambo: 53 -> 133
- Deathclaw Gauntlet: 69 -> 182
- Dynamite: 175 -> 449
- Dynamite Bundle: 225 -> 777
- Explosive Bait: 200 -> 396
- Fat Man: 5 Impact, 455 Explosion -> 5 Impact, 1386 Explosion
- Fire Axe: 84 -> 204
- Flamer: 29->42
- Floater Gnasher Grenade: 79 Poison, 40 Poison per second for 12 seconds-> 182 Poison, 140 Poison per second for 40 seconds.
- Floater Flamer Grenade: 124 Fire, 50 Fire per second for 5 seconds->300 Fire, 257 Fire per second for 4 seconds
- Floater Freezer Grenade: 99 Cryo->346 Cryo
- Fragmentation Grenade: 150->300
- Fragmentation Mine: 150->362
- Gamma Gun: 85->115
- Gatling Gun: 86->112
- Gatling Laser: 25->25
- Gatling Plasma: 31 Physical, 31 Energy->28 Physical, 28 Energy
- Gauntlet: 63->160
- Gauss Minigun: 50->68
- Gauss Pistol (fully charged): 218 Impact, 33 Explosion->216 Impact, 32 Explosion
- Gauss Rifle (fully charged): 315 Physical, 47 Explosion->309 Impact, 46 Explosion
- Gauss Shotgun (fully charged): 285 Impact, 43 Explosion->390 impact, 59 explosion
- Golf Club: 57->172
- Guitar Sword: 59 Physical->142 Physical, 15 Bleed per second for 10 seconds
- Handmade Rifle: 52->84
- Harpoon Gun: 245->330
- Hatchet: 51->150
- Hellstorm Missile Launcher: 178 -> 379 Impact, 379 Explosion
- Cryo Payload: 206 Impact, 107 Cryo Explosion -> 379 Impact, 194 Cryo Explosion
- Napalm Payload: 206 Impact, 107 Fire Explosion, 25 Fire Damage per second for 7 seconds -> 379 Impact, 194 Fire Explosion, 25 Fire Damage per second for 7 seconds
- Plasma Payload: 206 Impact, 178 Energy Explosion -> 379 Impact, 330 Energy Explosion
- Hunting Rifle: 171 -> 285
- Knuckles: 44 -> 130
- Laser: 72 -> 64
- Lead Pipe: 49 -> 140
- Lever Action Rifle: 133 -> 182
- Light Machine Gun: 42 -> 47
- M79 Grenade Launcher: 3 Impact, 117 Explosion -> 3 Impact, 522 Explosion
- Machete: 51 Physical -> 160 Physical, 17 Bleed per second for 11 seconds
- Meat Cleaver: 60 -> 413
- Meat Hook: 40 -> 115
- Medical Malpractice: 132 -> 161
- Minigun: 24 -> 29
- Missile Launcher: 5 Impact, 262 Explosion->5 Impact, 968 Explosion
- Mole Miner Gauntlet: 57->160
- Mr. Handy Buzz Blade: 25->21
- Multi-Purpose Axe: 87->204
- Nuka Grenade: 250 Physical, 125 Radiation-> 257 Physical, 244 Radiation
- Nuke Mine: 250 Physical, 125 Radiation->855 Physical, 244 Radiation
- Nuka-Quantum Grenade: 300->968
- Pickaxe: 76->204
- Pipe Bolt-Action: 150->330
- Pipe Revolver: 140->171
- Pipe Wrench: 38->140
- Pipe: 42->66
- Pitchfork: 59->152
- Plasma Caster: 76 Physical, 76 Energy->103 Physical, 103 Energy
- Plasma Cutter: 30 Physical, 86 Energy->109 Physical, 109 Energy
- Plasma Grenade: 200 Physical, 200 Energy->300 Physical, 300 Energy
- Plasma Gun: 39 Physical, 39 Energy->42 Physical, 42 Energy
- Plasma Mine: 200 Physical, 200 Energy->300 Physical, 300 Energy
- Pole Hook: 90->194
- Pool Cue: 58->152
- Power Fist: 73->171
- Pulse Grenade: 175 Physical, 175 Energy->346 Physical, 346 Energy
- Pulse Mine: 175 Energy, 175 Energy per second for 2 seconds->257 Physical, 257 Energy per second for 2 seconds.
- Pump Action Shotgun: 172->228
- Pumpkin Grenade: 80 Explosion, 20 Poison per second for 5 seconds, 40 Radiation per second for 5 seconds->160 Explosion, 45 poison damage for 7 seconds, 80 Radiation damage per second for 7 seconds.
- Radium: 42->66
- Railway: 112->171
- Revolutionary Sword: 56 Physical->150 Physical, 14 bleed per second for 10 seconds
- Ripper: 20->28
- Rolling Pin: 35->121
- Salvaged Assaultron Head: 95->152
- Sheepsquatch Club: 76->160
- Sheepsquatch Shard: 75 Physical, 25 Poison, 15 Poison per second for 7 seconds->150 Physical, 112 Poison, 112 Poison per second for 35 seconds
- Sheepsquatch Staff: 95->257
- Shepherd’s Crook: 63->231
- Shishkebab: 34 Physical, 20 Fire->64 Physical, 64 Fire
- Shovel: 51->182
- Sickle: 45 Physical->130 Physical, 12 Bleed per second for 10 seconds
- Single Action Revolver: 184->218
- Ski Sword: 63 ->142
- Sledgehammer: 90->218
- Spear: 68->142
- Submachine Gun: 47->64
- Super Sledge: 107->271
- Switchblade: 38->80
- Syringer:
- Bleedout: 3 Bleed per second for 10 seconds->65 Bled per second for 20 seconds
- Radscorpion Venom: 16 Poison per second for 10 seconds->51 Poison per second for 40 seconds
- Tenderizer: 95->244
- Tesla Cannon: 175->285
- Tesla: 112->121
- The Dragon: 541->1145
- The Fixer: 59->103
- Thirst Zapper:
- Nuka-Cola: 50 Explosion, deals 10 Radiation damage per second in the area for 30 seconds->300 Explosion, deals 12 Radiation damage per second in the area for 20 seconds
- Nuka-Cherry: 150 Explosion->362 Explosion, deals 20 Radiation damage per second in the area for 20 seconds
- Nuka-Quantum: 350 Explosion->547 Explosion
- Throwing Knife: 75->315
- Tire Iron: 37->130
- Tomahawk: 100->506
- Ultracite Gatling Laser: 28->29
- Ultracite Laser: 80->87
- Ultracite Terror Sword: 54 Physical, 32 Poison, 30 Poison per second for 10 seconds ->154 Physical, 93 Poison, 42 Poison per second for 10 seconds
- V63 Laser Carbine: 47->59
- V63 Zweihaender: 107->244
- Walking Cane: 53->121
- War Drum: 99->228
- War Glaive: 104 Physical->231 Physical, 20 Bleed per second for 10 seconds
- Western Revolver: 157->194
- Thrown weapons such as Throwing Knives, Fragmentation Grenades, Sheepsquatch Quills, and Mines now scale with player level up to level 50.
- Weapons which have a hold-to-charge (Gauss weapons) or wait-to-charge (Sniper Lasers) now display their un-charged damage in the Pip-Boy and Inspect menus rather than their fully-charged damage.
- Weapons which can be fired in a partially-charged state and have an explosive projectile (primarily Gauss weapons) will now have their explosion damage scale to the amount of charge.
- The Gauss Minigun now gains increased damage when being fired for prolonged periods of time, peaking at +60% bonus damage.
- Bladed weapons now include a Bleed (physical) damage over time effect.
- Submachine Gun: +15%
- 10mm SMG: -10%
- Ammo Capacity: 25 -> 50
- Crystallizing Barrel:
- Range: +75% -> +200%
- Ammo Capacity: Now -50% (resulting in 25 ammo capacity, same as before this update)
- Damage Bonus: Now 35%
- Base Damage: 47
- LMGs found in the world will, by default, use the new “Standard” receiver which means the weapon uses 5.56 ammo.
- Any existing LMG with a .308 or Prime .308 receiver will still have those receivers installed when you launch the game. They will not be switched over to 5.56.
- Crafting a .308 receiver on an LMG will give you more damage.
- Crafting a .45 receiver on an LMG will give you a higher rate of fire at the cost of lower damage. Prime versions of these receivers can be obtained from their usual locations. These changes will not affect your currently owned weapons.
- Artillery Smoke Grenade: 0.5 -> 0.1
- Baseball Grenade: 1.0 -> 0.6
- Blast Mine: 0.5 -> 0.55
- Cryo Grenade: 0.5 -> 0.75
- Cryo Mine: 0.5 -> 0.70
- Dross (Dross Toss): 0.5 -> 0.25
- Dynamite Bundle: 0.5 -> 0.75
- Dynamite: 0.5 -> 0.6
- Flare: 0.5 -> 0.1
- Floater Flamer Grenade: 0.5 -> 0.7
- Floater Freezer Grenade: 0.5 -> 0.7
- Floater Gnasher Grenade: 0.5 -> 0.7
- Fragmentation Grenade: 0.5 -> 0.6
- Fragmentation Mine: 0.5 -> 0.55
- HalluciGen Gas Grenade: 1.0 -> 0.8
- Meat Cleaver: 0.25 -> 0.2
- Molotov Cocktail: 0.5 -> 0.45
- Nuka Grenade: 0.5 -> 0.85
- Nuka Quantum Grenade: 0.5 -> 1.0
- Nuke Mine: 0.5 -> 0.85
- Orbital Strike Beacon: 0.5->0.35
- Plasma Grenade: 0.5->0.7
- Plasma Mine: 0.5->0.65
- Pulse Grenade: 0.5->0.7
- Pulse Mine: 0.5->0.35
- Sheepsquatch Shard: 0.5->0.15
- Throwing Knife: 0.25->0.1
- Tomahawk: 0.7->0.25
- Vertibot Signal Grenade: 1.0->0.1
- 10mm: 10 -> 48
- Circuit Breaker: 10 -> 54
- 10mm Submachine Gun: 10 -> 50
- 44 Revolver: 10 -> 51
- .50 Cal Machine Gun: 15 -> 107
- Alien Blaster: 10 -> 47
- Alien Disintegrator: 15 -> 71
- Assault Rifle: 15 -> 77
- Auto Grenade Launcher: 15 -> 121
- Black Powder Pistol: 10 -> 57
- Black Powder Blunderbuss: 10 -> 57
- Black Powder Rifle: 15 -> 63
- The Dragon: 15 -> 63
- Crusader Pistol: 10 -> 54
- Hellstorm Missile Launcher: 15 -> 101
- Broadsider: 15 -> 98
- Combat Rifle: 15 -> 71
- The Fixer: 15 -> 61
- Combat Shotgun: 15 -> 71
- Compound Bow: 10 -> 54
- Cremator: 15 -> 108
- Crossbow: 15 -> 63
- Cryolator: 15 -> 75
- Tesla: 15 -> 77
- Harpoon Gun: 15 -> 104
- Lever Action Rifle: 15 -> 63
- Handmade Rifle: 15 -> 66
- Paddle Ball: 6 -> 7
- Western Revolver: 10 -> 61
- Double-Barrel Shotgun: 15 -> 63
- Cold Shoulder: 15 -> 63
- Enclave Plasma: 10 -> 48
- Fat Man: 15 -> 122
- Flamer: 15 -> 104
- Gamma Gun: 10 -> 48
- Gatling Gun: 15 -> 121
- Gatling Laser: 15 -> 104
- Gatling Plasma: 15 -> 121
- Gauss Minigun: 15 -> 121
- Gauss Pistol: 15 -> 57
- Gauss Rifle: 15 -> 72
- Gauss Shotgun: 15 -> 74
- Hunting Rifle: 15 -> 71
- Laser: 15 -> 48
- M79 Grenade Launcher: 15 -> 60
- V63 Laser Carbine: 10 -> 71
- Light Machine Gun: 15 -> 74
- Minigun: 15 -> 104
- Missile Launcher: 15 -> 135
- Pepper Shaker: 15 -> 121
- Pipe Bolt-Action: 10 -> 54
- Pipe: 10 -> 57
- Pipe Revolver: 10 -> 54
- Syringer: 15 -> 19
- Plasma Caster: 15 -> 121
- Plasma: 15 -> 48
- Pump Action Shotgun: 15 -> 63
- Radium: 15 -> 71
- Railway: 15 -> 81
- Bow: 10 -> 57
- Single Action Revolver: 10 -> 61
- Submachine Gun: 15 -> 63
- Tesla Cannon: 15 -> 98
- Thirst Zapper: 5 -> 50
- Ultracite Gatling Laser: 15 -> 107
- Ultracite Laser: 10 -> 50
- 44 Revolver: 84-> 139
- .50 Cal Machine Gun: 204 -> 182
- 10mm Submachine Gun: 84 -> 120
- 10mm: 120 -> 119
- Alien Blaster: 120 -> 143
- Alien Disintegrator: 204 -> 214
- Assault Rifle: 120 -> 178
- Auto Grenade Launcher: 120 -> 219
- Black Powder Blunderbuss: 204 -> 148
- Black Powder Pistol: 204 -> 148
- Black Powder Rifle: 395 -> 241
- Bow: 204 -> 259
- Broadsider: 204 -> 206
- Circuit Breaker: 204 -> 123
- Cold Shoulder: 72 -> 67
- Combat Rifle: 120 -> 198
- Combat Shotgun: 36 -> 95
- Compound Bow: 204 -> 288
- Cremator: 204 -> 180
- Crossbow: 186 -> 245
- Crusader Pistol: 120 -> 139
- Cryolator: 120 -> 62
- Double-Barrel Shotgun: 36 -> 67
- Enclave Plasma: 120 -> 160
- Fat Man: 117 -> 257
- Flamer: 91 -> 62
- Flare Gun: 147 -> 296
- Gamma Gun: 120 -> 137
- Gatling Gun: 120 -> 252
- Gatling Laser: 204 -> 198
- Gatling Plasma: 204 -> 169
- Gauss Minigun: 204 -> 252
- Gauss Pistol: 120 -> 174
- Gauss Rifle: 204 -> 257
- Gauss Shotgun: 36 -> 112
- Handmade Rifle: 120 -> 148
- Harpoon Gun: 120 -> 237
- Hellstorm Missile Launcher: 204 -> 266
- Hunting Rifle: 132 -> 245
- Laser: 120 -> 145
- Lever Action Rifle: 123 -> 219
- Light Machine Gun: 174 -> 224
- M79 Grenade Launcher: 120 -> 193
- Minigun: 204 -> 241
- Missile Launcher: 204 -> 245
- Paddle Ball: 12 -> 26
- Pepper Shaker: 96 -> 127
- Pipe Bolt-Action: 96 -> 183
- Pipe Revolver: 84 -> 131
- Pipe: 84 -> 105
- Plasma Caster: 120 -> 206
- Plasma: 120 -> 151
- Pump Action Shotgun: 36 -> 107
- Radium: 120 -> 158
- Railway: 120 -> 159
- Salvaged Assaultron Head: 94 -> 218
- Single Action Revolver: 204 -> 154
- Submachine Gun: 72 -> 183
- Syringer: 84 -> 261
- Tesla Cannon: 204 -> 252
- Tesla: 228 -> 186
- The Dragon: 228 -> 209
- The Fixer: 102 -> 198
- Ultracite Gatling Laser: 204 -> 198
- Ultracite Laser: 120 -> 152
- V63 Laser Carbine: 204 -> 196
- Western Revolver: 120 -> 151
- Weapons now have reduced damage when exceeding their maximum range, down to 10% at double their maximum range.
- Previously, we had modified most weapons to scale to 50% damage at their maximum range – this is unchanged. The change mentioned above only applies as weapons exceed their maximum range.
- Assaultron Blade: 35->26
- Auto Axe: 4->9
- Baseball Bat: 35->40
- Baton: 30->26
- Bear Arm: 40->32
- Board: 33->34
- Bone Club: 30->31
- Bone Hammer: 40->49
- Bone Tambo: 25->29
- Bowie Knife: 20->19
- Boxing Glove: 25->27
- Cattleprod: 30->28
- Chainsaw: 4->9
- Chinese Officer Sword: 35->31
- Combat Knife: 20->18
- Commie Whacker: 25->12
- Death Tambo: 25->29
- Deathclaw Gauntlet: 40->35
- Drill: 4->8
- Electro Enforcer: 40->58
- Fire Axe: 30->44
- Gauntlet: 40->32
- Grognak’s Axe: 20->46
- Guitar Sword: 35->32
- Gulper Smacker: 35->45
- Hatchet: 30->29
- Knuckles: 25->26
- Lead Pipe: 30->28
- Machete: 30->31
- Meat Hook: 30->26
- Mole Miner Gauntlet: 40->31
- Mr. Handy Buzz Blade: 4->8
- Multi-Purpose Axe: 40->43
- Pickaxe: 40->43
- Pipe Wrench: 35->27
- Pitchfork: 40->33
- Plasma Cutter: 35->39
- Pole Hook: 40->38
- Pool Cue: 30->36
- Power Fist: 35->33
- Revolutionary Sword: 35->30
- Ripper: 4->9
- Rolling Pin: 25->26
- Sheepsquatch Club: 30->32
- Sheepsquatch Staff: 40->49
- Shepherd’s Crook: 40->43
- Shishkebab: 35->38
- Shovel: 40->39
- Sickle: 30->26
- Single Action Revolver: 35->24
- Ski Sword: 30->32
- Sledgehammer: 40->44
- Spear: 40->31
- Super Sledge: 45->52
- Switchblade: 20->18
- Tenderizer: 45->46
- Tire Iron: 25->26
- Ultracite Laser: 17->14
- Ultracite Terror Sword: 35->51
- V63 Laser Carbine: 30->40
- V63 Zweihaender: 45->47
- Walking Cane: 20->28
- War Drum: 45->48
- War Glaive: 40->45
- Whacker Smacker: 45->52
- Alien Blaster: 2.25->2.5
- Assaultron Blade: 2->2.5
- Baseball Bat: 2->2.5
- Baton: 2->4
- Bear Arm: 2->4
- Black Powder Rifle: 2->3
- Board: 2->2.5
- Bone Club: 2->4
- Bone Hammer: 2->2.5
- Bow: 2->2.75
- Bowie Knife: 2->2.5
- Boxing Glove: 2->4
- Cattleprod: 2->4
- Chinese Officer Sword: 2->2.5
- Combat Knife: 2->2.5
- Commie Whacker: 2->4
- Compound Bow: 2->2.75
- Crossbow: 2->2.25
- Cultist Blade: 2->2.5
- Cultist Dagger: 2->2.5
- Death Tambo: 2->4
- Deathclaw Gauntlet: 2->4
- Electro Enforcer: 2->2.5
- Fire Axe: 2->3
- Gauntlet: 2->4
- Golf Club: 2->2.5
- Grognak’s Axe: 2->3
- Guitar Sword: 2->2.5
- Gulper Smacker: 2->2.5
- Hatchet: 2->2.5
- Knuckles: 2->4
- Lead Pipe: 2->4
- Machete: 2->2.5
- Meat Hook: 2->4
- Mole Miner Gauntlet: 2->4
- Multi-Purpose Axe: 2->3
- Paddle Ball: 2->2.5
- Pickaxe: 2->3
- Pipe Bolt-Action: 2.75->2
- Pipe Wrench: 2->4
- Pitchfork: 2->3
- Plasma Cutter: 2->2.5
- Pole Hook: 2->3
- Pool Cue: 2->2.5
- Power Fist: 2->4
- Protest Sign: 2->2.5
- Revolutionary Sword: 2->2.5
- Rolling Pin: 2->4
- Sheepsquatch Club: 2->4
- Sheepsquatch Staff: 2->2.5
- Shepherd’s Crook: 2->2.5
- Shishkebab: 2->2.5
- Shovel: 2->2.5
- Sickle: 2->2.5
- Ski Sword: 2->4
- Sledgehammer: 2->2.5
- Spear: 2->3
- Super Sledge: 2->2.5
- Switchblade: 2->4
- Syringer: 2->3
- Tenderizer: 2->2.5
- Tesla Cannon: 2->3
- Thirst Zapper: 2->2.5
- Tire Iron: 2->4
- Ultracite Terror Sword: 2->3
- V63 Zweihaender: 2->2.5
- Walking Cane: 2->4
- War Drum: 2->2.5
- War Glaive: 2->3
- Whacker Smacker: 2->2.5
- Alien Blaster: 2.25->2.5
- Assaultron Blade: 2->3.5
- Auto Axe: 24->32
- Auto Grenade Launcher: 2->2.5
- Baseball Bat: 2->3
- Baton: 2->3
- Bear Arm: 2->2.5
- Black Powder Rifle: 2->3
- Board: 2->3
- Bone Club: 2->3
- Bone Hammer: 2->3
- Bow: 2->2.25
- Bowie Knife: 2->3.5
- Boxing Glove: 2->2.5
- Broadsider: 2->2.5
- Cattleprod: 2->3
- Chinese Officer Sword: 2->3.5
- Combat Knife: 2->3.5
- Commie Whacker: 2->3
- Compound Bow: 2->2.25
- Cremator: 2->2.5
- Croquet Mallet: 2->3
- Crossbow: 2->2.5
- Cultist Blade: 2->3.5
- Cultist Dagger: 2->3.5
- Death Tambo: 2->2.5
- Deathclaw Gauntlet: 2->4
- Drill: 2->2.25
- Electro Enforcer: 2->3
- Fat Man: 2->2.5
- Fire Axe: 2->4
- Flare Gun: 2->2.5
- Gauntlet: 2->2.5
- Golf Club: 2->3
- Grognak’s Axe: 2->4
- Guitar Sword: 2->3.5
- Gulper Smacker: 2->3
- Hatchet: 2->3.5
- Hellstorm Missile Launcher: 2->2.5
- Knuckles: 2->2.5
- Lead Pipe: 2->3
- M79 Grenade Launcher: 2->2.5
- Machete: 2->3.5
- Meat Hook: 2->4
- Missile Launcher: 2->2.5
- Mole Miner Gauntlet: 2->4
- Multi-Purpose Axe: 2->4
- Paddle Ball: 2->2.5
- Pickaxe: 2->3
- Pipe Wrench: 2->3
- Pitchfork: 2->3
- Plasma Cutter: 2->3
- Pole Hook: 2->3
- Pool Cue: 2->3
- Power Fist: 2->2.5
- Protest Sign: 1->3
- Revolutionary Sword: 2->3.5
- Ripper: 2->2.25
- Rolling Pin: 2->3
- Salvaged Assaultron Head: 3->2.75
- Sheepsquatch Club: 2->3
- Sheepsquatch Staff: 2->3
- Shepherd’s Crook: 2->3
- Shishkebab: 2->3.5
- Shovel: 2->3
- Sickle: 2->3.5
- Single Action Revolver: 2->2.75
- Ski Sword: 2->3
- Sledgehammer: 2->3
- Spear: 2->3
- Super Sledge: 2->3
- Switchblade: 2->4
- Syringer: 2->3
- Tenderizer: 2->3
- Tesla Cannon: 2->3
- The Dragon: 2->3
- Thirst Zapper: 2->2.5
- Tire Iron: 2->3
- Ultracite Terror Sword: 2->4
- V63 Zweihaender: 2->3
- Vox Syringer: 2->3
- Walking Cane: 2->3
- War Drum: 2->3
- War Glaive: 2->4
- Reduced minimum recoil.
- Increased maximum recoil and cone of fire.
- Increased draw time.
- Slower transition to aiming down sights.
- Glow sights now increase VATS accuracy and reduce a weapon’s AP cost by 20%.
- Front sight rings now make a weapon more precise while aiming and reduce the weapon’s maximum cone of fire.
- Compensators now reduce a weapon’s initial recoil and greatly increase the amount of shots that can be fired before reaching maximum recoil.
- Muzzle Brakes reduce a weapon’s minimum and maximum recoil and reduce the amount of lateral movement from recoil.
- Along with reducing the volume of each shot and slightly reducing recoil, Suppressors now grant a 50% bonus to sneak attack damage.
- +35% bonus damage
- 20% longer range
- +15% AP cost
- +30% Weight
- +50 Value
- Higher recoil and maximum cone of fire.
- 10% slower rate of fire.
- 50% higher ammo capacity.
- 17.5% reduced range.
- 7.5% increased weight.
- 7.5% reduced durability.
- 30% increased value.
- 10% reduction to reload speed
- Higher maximum recoil and cone of fire.
- Bonus Damage: +25% -> +35%
- Recoil: +10% -> +15%
- AP Cost: +10% -> +15%
- Weight: +25% -> +30%
- Durability: -7% -> -12.5%
- Value: +35% -> +40%
- Base Damage: Now +40%
- Removed 25% additive damage bonus
- Fire Rate: Now -35%
- Range: Set to 59 -> Reduce by 35%
- Durability: -7.5% -> -15%
- Base Damage: Now +40%
- Removed +50% additive damage bonus
- Base Damage: +25% -> +35%
- Fire Rate: Now -40%
- AP Cost: +35% -> +55%
- Base Damage: Now +35%
- Removed +100% additive damage bonus
- AP Cost: +35% -> +55%
- Changed a duplicate Automatic .38 receiver for the Pipe Gun to instead be an Automatic .45 Receiver.
- Fixed an issue where Laser and Plasma weapon mods which added fire damage only had fire damage over time instead of also having fire damage on hit.
- Damage from Sniper (charging) mods on Laser weapons has been greatly increased.
- Bonus damage, armor penetration, increased limb damage, Bleed damage, etc. from heavy, barbed, bladed, spiked, puncturing, and other mods on melee weapons is now applied much more consistently relative to the mod’s name and appearance.
- “True” mods now primarily improve crouching and sighted aim for weapons (highest overall precision).
- “Stabilized” mods now increase the ability to use a weapon accurately while moving but benefit less from crouching and ADS.
- “Aligned” mods now increase V.A.T.S. hit chance and reduce AP cost.
- Adjusted some weapon mods to be more consistent in how they change weapon durability.
- Fixed an unintended interaction with Plasma Gun Pulse Capacitors and Flamer Barrels.
- Fixed some inconsistent applications of semi-auto -> auto mod damage adjustments on Plasma Flamer mods.
- Adjusted the Brotherhood Recon Rifle to have slightly higher damage, but higher AP cost, higher recoil, higher weight, and lower durability.
- Fixed an issue where Ultracite Laser Gun Sniper barrel mods would deal less damage than intended when fully charged.
- Fixed incorrect VFX on the V63 Laser Carbine when using the Explosive legendary mod.
- The Executioner’s legendary mod now is an additive damage boost instead of multiplicative.
- The Minigun Shredder mod no-longer benefits from the Radioactive Strength perk.
- Removed an unintended damage bonus from the Laser Gun and Ultracite Laser Gun Aligned Automatic Barrel mods.
- Fixed missing Cryo damage on the Freezing mod for the Electro Enforcer
- Fixed the description for the Executioner’s legendary mod.
- Adjusted the Tenderizer Salty and Peppered mods:
- Salty now adds Armor Penetration.
- Peppered adds Limb Damage.
- The crafting yields and contextual ammo drop rates for 2mm EC ammo have been increased.
- Gauss Pistol now uses 2 ammo per shot and has an 18-round clip.
- Gauss Rifle now uses 3 ammo per shot and has a 15-round clip.
- Gauss Shotgun now uses 5 ammo per shot and has a 40-round clip. Adjustments to Large Magazines:
- Ammo Capacity: +50% -> +100%
- Weapon Draw Time: +25% -> +35% (slower)
- Reload Time: +20% -> +35% (slower)
- Sighted Transition Time: +20% -> +35% (slower)
- Weight: +35% -> +50%
- Durability: -7.5% -> -10%
- Rad storms are slightly more common across Appalachia.
- Nuke Flora such as Bomb Berries and Flash Ferns now have a chance to appear in Rad Storms.
- Glowing creatures now have a chance to appear in Rad Storms.
- Glowing creatures will often scale slightly above players’ levels, up to level 100.
- Glowing creatures now scale more appropriately for lower-level players.
- Glowing creatures can drop Hardened Mass and similar nuke-only materials during Rad Storms, including glowing creatures that would have spawned regardless of the Rad Storm.
- The Auto Axe and Chainsaw attack speeds have been reduced from about 27 hits per second to 14 hits per second.
- These weapons should no-longer differ in attack speeds between first and third-person views.
- Fixed an incorrect firing sound for the 10mm Tweaked Automatic Receiver.
- Improved loot from Petrified Corpses common in Morgantown Airport and other locations.
- Reduced the impact of Luck on the rate at which the VATS critical attack meter fills.
- Situations where the player would fill the meter in 2 hits will now be closer to 3-4 shots.
- Reduced the damage of the Vox Syringer so players are less likely to kill smaller targets.
- Sneak Damage is now multiplicative instead of additive, meaning sneak attacks can hit much harder than before.
- Adjusted the range and flight characteristics of the Thirst Zapper Nuka mod projectiles.
- Increased the speed of the Baseball Grenade projectile.
- Ghoul Feral accuracy reduction now reduces VATS hit chance by 70% in addition to the (unchanged) 300% cone of fire increase.
- Bonus limb damage from Twisted Muscles no-longer works with ranged weapons.
- Twisted Muscles now reduces VATS chance by 30% in addition to the (unchanged) 50% cone of fire increase.
- Vulcan Power Armor Gimbal Bracers mod:
- Cone of Fire reduction: 60%, 80%->20%, 40%
- Scope Stability increase: 20%, 40%->10%, 20%
- Floater Flamer and Floater Freezer grenade explosions no-longer damage enemies through walls.
- Fixed an issue where Enclave Plasma Gun mods weren’t dropping from Enclave events.
- Fixed an issue which prevented some thrown weapons from scaling with player level.
- Fixed a few cases of thrown weapons not scaling with player level.
- Changed the V63 Laser Carbine’s AP cost back to 30 instead of 40.
- Crack Shot Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
- Ground Pounder Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
- Modern Renegade Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
- Stabilized Cone of Fire reduction: 15%, 30%, 45% -> 10%, 20%, 30%
- Stabilizer’s 4-Star Legendary mod:
- Cone of Fire reduction: 50%->35%
- Scope Stability Increase: -50%->20%
- Note: This change is a bug fix as the mode previously made stability worse instead of improving it.
- Turret (hostile turrets – not in player camps and workshops)
- Super Mutant
- Mole Miner
- Enemies in Power Armor
- Protectron
- Rad Scorpion
- Robobrain
- Assaultron
- Fog Crawler
- Hermit Crab
- Sentry Bot
- Deathclaw
- Super Mutant Behemoth
- Grafton Monster
- Scorchbeast
- Mirelurk Queen
- Storm Goliath
- Ultracite Abomination
- Scorchbeast Queen
- Ultracite Terror
- Liberator lasers now deal Energy Damage instead of Physical Damage.
- A few Deathclaw attacks which dealt 200% damage now deal 150% damage.
- Deathclaw move speed increased by 10%.
- Deathclaw combat behavior modified to be slightly more aggressive and more melee-focused.
- Most Robots are now immune to Bleed damage over time effects.
- Robots with an organic component such as Robobrains have been excluded from this.
- Adjusted the damage of the Volatile mutation seen in Daily Ops.
- This effect no-longer ignores armor.
- Now deals damage similar to other explosions rather than a percentage of players’ max health.
Perk Changes
Perk Card Changes
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Slugger
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Rank 1: +10% melee damage vs crippled.
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Rank 2: +20% melee damage vs crippled.
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Rank 3: +30% melee damage vs crippled.
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Slugger Expert
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New name: Knee Capper
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Point Cost: 2
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Rank 1: Melee weapons deal +50% limb damage. (No Power Tools)
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Slugger Master
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New name: Heavy Hitter
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Point Cost : 3
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Rank 1: Melee weapons deal +25% power attack damage. (No Power Tools)
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Gladiator
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New name: Wound Salter
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Rank 1: +10% damage against bleeding enemies
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Rank 2: +20% damage against bleeding enemies
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Rank 3: +30% damage against bleeding enemies
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Gladiator Expert
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New name: Natural Stance
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Point Cost: 1
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Rank 1: While equipping a melee weapon, reduce Incoming Stagger by 25%
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Gladiator Master
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New name: Blood Luster
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Point Cost: 1
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Rank 1: Your bleed effects have 35% more damage and 25% less duration.
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Iron Fist
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Rank 1: Your fist weapons deal more damage based on your DR.
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Heavy Gunner
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New name: Bullet Storm
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Rank 1: Gain 1 stack of Bullet Storm for every 30 ammo spent up to 10 stacks. Each stack increases damage by 3%. Resets when you reload or change weapons.
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Rank 2: 6% damage per stack of Bullet Storm.
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Rank 3: 9% damage per stack of Bullet Storm.
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Note on Bullet Storm: Bullet Storm grants the ability to gain a stacking buff based on ammo spent. This buff increases the damage you deal, and other Perks can add additional effects. You can have up to 10 stacks of Bullet Storm and they last until you change weapons or reload.
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Heavy Gunner Expert
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New name: Tightly Wound
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Point Cost: 2
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Rank 1: Weapons spin up 60% faster.
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Heavy Gunner Master
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New name: Bringing the Big Guns
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Point Cost: 3
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Rank 1: Your Bullet Storm stack limit is doubled.
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Lock & Load
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Point Cost: 2
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Rank 1: You keep half of your Bullet Storm stacks when you reload. Each stack increases reload speed by 1%.
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Bear Arms
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Rank 1: Each stack of Bullet Storm increases your bash damage by 5%
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Pain Train
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Improved hit detection and limited hit rate.
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Counts as a Fist Weapon.
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Increased base damage and damage per rank.
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Uses 5 AP per hit.
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Bow Before Me
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Rank 1: 20% armor pen and 5% stagger with bows or thrown melee.
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Rank 2: 40% armor pen and 10% stagger with bows or thrown melee.
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Archer
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New name: Hat Trick
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Rank 1: Arrows and thrown melee weapons bounce towards an additional target dealing 70% damage.
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Rank 2: Arrows and thrown melee weapons bounce towards two additional targets dealing 70% damage.
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Rank 3: Arrows and thrown melee weapons bounce towards three additional targets dealing 70% damage.
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Dev Note: The damage is reduced 30% each bounce. Bounce range is based on the weapons range.
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Archer Expert
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New name: Deal Sealer
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Point Cost: 2
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Rank 1: Deal +10% damage for each impairment your target has.
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Dev Note: Impairments are Crippled, Bleeding, Burning, Poisoned. This info is shown in the Pipboy Effects tab. We will be adding Freezing from cryo to count towards this in a later patch.
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Archer Master
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Point Cost: 3
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Rank 1: Arrow and thrown melee weapons pierce targets.
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Tank Killer
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Rank 1: Your ranged weapons ignore 20% armor.
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Rank 2: Your ranged weapons ignore 40% armor.
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Fire in the Hole
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New name: Strong Arm
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Rank 1: Thrown weapons fly 50% further.
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Dev Note: The throwing arc effect has been moved to the settings menu.
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Homebody
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Rank 1: Improve benefits of being well rested.
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Dev Note: Well Rested grants +2 AGI, Kindred Spirit grants +2 PER, Lovers Embrace grants +2 CHA. This is in addition to what the Perk currently grants.
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Stabilized
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Point Cost: 2
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Rank 1: Big guns gain 30% accuracy. Double in Power Armor.
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EMT
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Point Cost: 2
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Rank 1: Automatically revive a downed teammate once every 3 minutes and grant them increased healing for 1 minute.
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Dev Note: Both players need to be in the same area or interior and within a reasonable distance.
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Injector
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Rank 1: Players you revive have 18 AP regen for 1 min.
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Revenant
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Rank 1: Players you revive have +25% damage for 2 min.
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Healing Hands
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Rank 1: Players you revive are fully healed.
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Rad Sponge
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Point Cost: 2
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Rank 1: Absorb 20% of RADs taken and restore Hunger and Thirst.
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Ninja
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Rank 1: +50% sneak attack damage with melee and bows.
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Rank 2: +100% sneak attack damage with melee and bows.
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Dev Note: Extending this Perk to bows and thrown weapons.
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Psychopath
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Point Cost: 2
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Rank 1: Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
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Grim Reapers Sprint
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Point Cost: 2
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Rank 1: Kills in VATS restore your AP based on your LCK.
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Bloody Mess
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Rank 1: Bleeding enemies you kill have a chance to explode based on your LCK.
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Dev Note: Added damage to the gore explosion that scales with player level. This explosion does not damage you. Chance to proc increases with Luck. Bloody Mess has a small chance to proc without the Perk equipped based on your Luck.
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Power Armor Reboot
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Rank 1: Automatically Revive using a Stimpak while in Power Armor. Cooldown 10 min
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Rank 2: Automatically Revive using a Stimpak while in Power Armor. Cooldown 8 min
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Rank 3: Automatically Revive using a Stimpak while in Power Armor. Cooldown 6 min
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Rank 4: Automatically Revive using a Stimpak while in Power Armor. Cooldown 2 min
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Dev Note: The random chance was removed and a cooldown added.
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Hack and Slash
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Rank 1: Melee attacks deal 20% of their damage in a small area.
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Rank 2: Melee attacks deal 30% of their damage in a small area.
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Rank 3: Melee attacks deal 40% of their damage in a small area.
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Rank 4: Melee attacks deal 60% of their damage in a small area.
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Concentrated Fire
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Adjusted the Concentrated Fire Perk to increase VATS hit chance for non-automatic weapons by 4/8/12% per shot (automatic is still 1/2/3%).
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Legendary Mods
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Life Saving
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Chance to auto revive increased from 50% to 100% and added a 5 min cooldown that is reduced by 1 min per additional piece.
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Lucky
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Renamed to Lucky Hit
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Rejuvenator’s
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Now adds HP and AP regeneration to the Hunger and Thirst abilities.
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Full + Rejuvenated Perk Rank 2 provides 6 HP and AP regeneration
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Full + Rejuvenated Perk Rank 1 provides 4 HP and AP regeneration
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Full provides 3 HP and AP regeneration
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Well provides 2 HP and AP regeneration
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Normal provides 1 HP and AP regeneration
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Partial provides 1 HP and AP regeneration
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Choo-Choo’s
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This effect has been overhauled to use the Pain Train Perk.
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Each item equipped with this mod grants +1 rank to Pain Train. This can go beyond the max rank of 3 and works even if you do not have the Perk equipped. It also adds an on-hit bleeding effect to Pain Train that scales with more Choo-Choo mods equipped.
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