What’s New

Fallout 76

Games

Bethesda Game Studios welcome you to Fallout 76.

Latest · by Bethesda Game StudiosWebsite

Changelog

Fallout 76 Update Notes - July 21, 2026

Changed
  • The Rusted Hogsplitter is now called the Poisoned Hogsplitter in Meat Week
  • Greatly reduced the health of the Mirelurk Queen that spawns during the Heart of the Swamp event
  • Updated the Daring Underarmor to allow different lining mods
  • Rainbow Weather Machine is now more scientifically accurate with the 2nd rainbow's coloring order
  • The Nuka-Stool can now be found in the Furniture > Seating category of the Workshop
Fixed
  • Fixed an issue causing Head Hunts to fail despite killing the target
  • The Foreman and Corporal Jane in Head Hunts now have correct boss tier loot
  • Fixed spawn issues with the Power Armor enemies in Dangerous Pastimes
  • Moo-Moo Curd now appears correctly when placed in a display case
  • Fixed an issue where completing Powering Up activity for Monongah resulted in the incorrect amount of XP
  • Fixed a visual issue on female characters in first person with the Leather Left Arm
  • Fixed an issue where Responder Civil Engineer armor required Secret Service Underarmor Mod plans instead of the intended Civil Engineer Underarmor
  • Fixed a bug where some weather station effects caused players to grunt as if taking damage
  • Fixed an issue where Dog C.A.M.P. Pets could jitter while resting in their doghouse
  • Fixed naming of the Cyprus Cat Bed
  • Fixed naming of the Glowing Doghouse
  • Fixed naming of the Glowing Radhog Bed
  • Framed Blue Tarp Roof can now be built correctly
  • Backpack Flairs are now properly aligned when a Backpack is put on display

Hey Everyone,

Today's update notes provides a status update on the native XBOX Series and PlayStation 5 update and includes notes for various bug fixes and improvements to Appalachia.


Activities and Public Events
  • Head Hunts: Fixed an issue causing Head Hunts to fail despite killing the target.

  • Head Hunts: The Foreman and Corporal Jane now have correct boss tier loot.

  • Dangerous Pastimes: Fixed spawn issues with the Power Armor enemies.

  • Meat Week: The Rusted Hogsplitter is now called the Poisoned Hogsplitter.

  • Meat Week: Moo-Moo Curd now appears correctly when placed in a display case.

  • Fixed an issue where completing "Powering Up" activity for Monongah resulted in the incorrect amount of XP.

  • Greatly reduced the health of the Mirelurk Queen that spawns during the Heart of the Swamp event.

Armor (and Clothing)
  • Fixed a visual issue that could be seen on female characters in first person with the Leather Left Arm.

  • Updated the Daring Underarmor to allow different lining mods.

  • Fixed an issue where Responder Civil Engineer armor required Secret Service Underarmor Mod plans instead of the intended Civil Engineer Underarmor.

C.A.M.P., Workshop, and Shelters
  • Fixed a bug where some weather station effects caused players to grunt as if taking damage.

  • Rainbow Weather Machine is now more scientifically accurate with the 2nd rainbow's coloring order.

  • Fixed an issue where Dog C.A.M.P. Pets could jitter while resting in their doghouse.

  • Fixed naming of the Cyprus Cat Bed.

  • Fixed naming of the Glowing Doghouse.

  • Fixed naming of the Glowing Radhog Bed.

  • The Nuka-Stool can now be found in the Furniture > Seating category of the Workshop.

  • Framed Blue Tarp Roof can now be built correctly.

  • Backpack Flairs are now properly aligned when a Backpack is put on display.

  • Fixed animation issues with the Camden Park Claw Machine.

  • An error message will be shown when trying to repair an item in a Workshop without the sufficient components needed to repair it.

  • Fixed inconsistent lighting seen between the Ghoul Vault Boy Lamp and Ghoul Vault Girl Lamp.

  • Wise Mothman Throne now has a build limit of 20.

  • Added a description to the Teal sink that indicates it produces water and cannot be built in a shelter.

Challenges
  • Fixed an issue where the "Harvest a Prickeye" challenge was shown as "Harvest a Slipper Cactus".

  • Fixed a typo in the "Epic - Complete an Event or Activity in the Toxic Valley Region" Challenge.

  • Addressed an issue where the "Scrap Headwear" Challenge did not function properly.

Gameplay
  • Cannery Recipes are now blocked from the benefits of Super Duper.

  • The Canned versions of Tato Salad, Brain Bombs, Broiled Scorchbeast Brain, Blight Soup, Deathclaw Wellington & Smoked Mirelurk Fillets are now consistent with previous recipes, requiring a Can and the cooked food.

  • Fixed an issue that prevented players from using V.A.T.S.to punch enemies.

  • Player Ghouls with health damage will no longer load in as having an active Glow meter.

  • All Fasnacht Bosses are now a 3* Legendary with increased health.

Infestations
  • Scrap Kits should now drop with the Atomic Shop symbol.

  • Fixed an issue where the map location was not properly displaying for Fort Defiance.

  • Protectrons will now attack if unarmed.

  • Super Mutant Floaters Now Explode Correctly On Death.

  • Enemies will no longer immediately detect a player arriving via Fast Travel.

  • Melee enemies will now properly attack if spawned unarmed.

  • Corrected a typo in Lieutenant Gutsy's name.

  • Fixed an audio bug that could occur when fast traveling between Infestation locations.

  • Tracked challenges no longer continue to appear after being completed.

  • Super Mutant Boss face's color now matches with the rest of his body.

  • Increased amount of ammo dropped by enemies.

  • Decreased chance of legendary items from non-boss enemies.

  • Bosses have been rebalanced to make them more challenging for large groups of players to fight.

  • All players on a server will now see a Server Message when an Infestation has spawned and when one has been cleared.

  • The initial search area for where an Infestation could be located has been reduced.

Thank you all for your feedback on Infestations since its release in June! We have more changes for the feature based on your feedback which are currently planned for the Fall update.

Pip-Boy
  • Fixed an issue where the perk Rad Specialist was not showing the correct amount of Glow intake within the Pip-Boy.

  • Fixed issue where player controls would lock if the Pip-Boy was opened just before the New Player Loadouts are shown when exiting the vault.

  • Player Team will now display a condensed version when the Pip-Boy is open to avoid overlapping information.

Weapons
  • LMG Critical .308 Receiver mod now properly changes ammo type to .308 instead of 5.56.

  • The ammo refund mechanic should be working again with Dom Pedro's fortunate magazine mods.

  • The Plasma Caster's short scope now has visible glass lenses.

  • The Handmade Rifle’s drum magazine reload animation is now correct when the "Light 'Em Up Paint" skin is applied.

  • Weapon mods that affected base damage (Automatic Receivers, for example) will now correctly reflect it in the Pip-Boy, Examine Menu and elsewhere.

Legendary Mods
  • Crafted Hogsplitter mods now follow proper naming conventions.

  • The Electrified Hogsplitter's visual effects stay attached to the blade better when playing in 3rd person.

UI
  • Gold Bullion exchange will now properly cap to the maximum 40 amount.

  • Players leaving Vault 76 with a level 20 loadout will no longer see an incorrect item reward message.

  • Fixed unintended text appearing on non-English Atomic Shop items.

  • Fixed a text issue when learning the "Rigged" Player Title.

  • Fixed an issue where “Plan: Healing Arch” could appear in Samuel's inventory incorrectly.

  • Fixed an issue with the "new page unlocked" Seasons flyout having incorrect button mapping.

  • Fixed an issue where the zoom amount was too much when inspecting some weapons.

  • Fixed an issue where the map could be zoomed out further than intended when loading.

  • Fixed an issue with the Workshop Menu and Quest Tracking UI overlapping.

Miscellaneous
  • Fixed an issue with the Rebar Rod and Janky Rod appearing incorrectly on Fishing Rod Displays.

  • The Lucky Dice emote should now be able to roll all 6 numbers again.

  • Fixed a crash that could happen when audio devices were swapped.

  • Fixed visual issues that were seen on the "Fish'n Hole Outfit" while worn on female characters.

  • Fixed issue with a bench that could not be sat upon in Athens.

  • Fixed a gap in the wall at the Helvetia bookstore.

  • Fixed an issue where screens may briefly produce a white flash with black pixels when exiting Terminal and Pip-Boy interfaces.

  • Text to speech and Speech to text sub option entries in the accessibility settings now display the appended text “Unavailable” when the options are turned off.

Known Issue

Missing French Voice Over

Due to production difficulties, voiceover support for Burning Springs Update is not available in French. For the best experience, we recommend enabling subtitles in the game. We look forward to bringing back French voice over as soon as possible and appreciate your understanding.

Fallout 76: Infestations Release Notes

Added
  • Infestations, a new endgame content type where challenging enemy factions take over locations and can be cleared for 4-Star Legendary rewards
  • New seasonal fish available in Summer, Fall, Winter, and Spring that follow equinox changes and can be crafted into seasonal food recipes
  • Deathclaw C.A.M.P. Pet available through the Deathclaw Bundle and Deathclaw Pet Deluxe Edition
  • Season 25: Appalachia Under Siege with new seasonal challenges and rewards
  • New 4-Star exclusive mods obtainable only through clearing Infestations, including Vector armor mod and Tarnished weapon mod
  • Energy damage added to the Gamma Gun in addition to existing Radiation damage
Changed
  • Retribution perk now works with Defender's mod
  • Updated Gutter weapon with new Legendary Mods including Inertial, Ghost's effects, and Implicit Poison Damage
  • Updated V63-HELGA weapon with new Penetrates targets Legendary Mod
  • Light Machine Gun "Standard Muzzle" mod renamed to "No Muzzle"
  • Added and updated mods for Light Machine Guns
Fixed
  • Addressed an issue where Scattershot could provide more limb damage than expected
  • Addressed an issue where Tormentor could provide more damage than expected

Vault Dwellers!

This is a call to action. Appalachia is under threat and she needs your help. Enemy factions are popping up in locations across the region, evicting former residents and fortifying their locations.

Are you brave enough to venture around and protect the Wasteland?

Update Highlights
  • Infestations – Find and clear out Infestations of challenging enemies for 4-Star Rewards. - New Seasonal Fish – Summer, Fall, Winter, and Spring. Follow the equinox changes for a chance of catching these new fish.

  • Deathclaw C.A.M.P. Pet - Dangerously Adorable and available through the new Deathclaw Bundle on Xbox, PlayStation, and Steam stores.

  • Season 25: Appalachia Under Siege – Protect Appalachia while earning new Seasonal rewards along the way!


Infestation Overview

Infestations are a new form of content that serves as an additional source of 4-Star Legendary items for those brave enough to hunt down and clear out these challenging pockets of enemies. Meant for experienced Appalachian Dwellers, Infestations must be discovered as you’re exploring the world. Looking at your Paper Map will show the general area that one can be found, but it will be up to you to find its exact location.

If you want to hunt for Infestations, we recommend you create or join an Exploration Public Team because on an active server full of hunters, you might find them difficult to find. Being on a team will increase your chances by giving you the opportunity to Fast Travel directly to a teammate who has found one.

Locations

Infestations can appear across the Toxic Valley, Forest, Ash Heap, Savage Divide, Mire, and Cranberry Bog regions. Multiple Infestations can be active across Appalachia at any given time, but if nobody comes to clear them out, the faction infesting the area will leave and head off to another area.

Enemies

When an infestation takes over a location, the enemies that usually ruled that area are pushed out and overtaken by a new faction. At launch, the Blood Eagles, Cultists, Communists, Mole Miners, Scorched, Super Mutants, and Robots all have the chance of being the new ruling faction in the area.

These new enemies will hit harder and be tougher to take down. There will also be accompanied by an elite-level boss.

Each Infestation boss will have their own unique weapon and be afflicted by a random Mutation to alter the fight even further. If you’re heading out to find an Infestation, make sure you’re well geared and ready for a fight.

More factions may also find their way into infesting Appalachia in the future.

Rewards

When clearing an Infestation, you should expect to get standard loot and a chance of a 3-Star Legendary weapon or armor from the lower-tier faction enemies. Defeating the boss leading the infestation is where the bigger rewards come into play.

Beating the Infestation boss will earn you a guaranteed 4-Star Legendary weapon or armor piece. This update also introduces new 4-Star mods that can only be obtained through clearing Infestations.

Here’s a sneak peek at two of the exclusive Infestation 4-Star Mods:

  • Vector (Armor Mod): Increase accuracy in V.A.T.S. from a very long distance by 10% (up to 50%)

  • Tarnished (Weapon Mod): The lower the equipped item condition, the greater the weapon damage (up to 120%).

Infestation Frenzy

To celebrate the launch of today’s update, Infestations will appear at a faster than standard rate for the first two weeks. After which, the rate at which Infestations appear will be returned to their intended values.

Don’t get swept up in the frenzy!

Season 25 – Appalachia Under Siege

A new season is upon us! Complete challenges and earn rewards as you create your dream post-nuclear homestead in Season 25: Appalachia Under Siege!

Deathclaw C.A.M.P. Pet

Prepare to welcome a new friend into your C.A.M.P. Our next C.A.M.P. Pet will be a Deathclaw. One of the most dangerous and scariest creatures in Wasteland will now be able to make a home in your C.A.M.P.

The Deathclaw C.A.M.P. Pet is obtainable through the purchase of the Deathclaw Pet Upgrade Bundle or the Deathclaw Pet Deluxe Edition on the Xbox, PlayStation and Steam stores. The bundle also includes 2 idle furniture’s and 2 pet cosmetics for your Deathclaw as well as a C.A.M.P. sign.

New Seasonal Fish – Available June 23

If you need a break from clearing out Infestations, you can try your luck at catching some of our new seasonal fish. Available on the first Tuesday after the summer solstice, these new fish will be joined by their Fall, Winter, and Spring siblings as the year goes on. This fishing update will also come with new challenges and rewards for you to obtain.

These new fish can’t be turned into Fish Bits like the other Appalachian fish because you’ll be using them to craft new seasonal food recipes. We’re not going to cover what the recipes are, what advantages they provide, or the locations for these new fish here. Our hope is that you’ll be able to discover all that on your own.

If you do want a little hint on where to start looking, head over to Fisherman’s Rest and find a note from Captain Raymond.

Perks
  • Retribution now works with Defender’s mod.
Weapons
  • Updated the following weapons with new Legendary Mods and effects. Existing items will gain new effects, but their Legendary Mods will not change.

  • Gutter

  • Vampires

  • (NEW) Inertial

  • (NEW) Ghost’s

  • (NEW) Implicit Poison Damage

  • V63-HELGA

  • (NEW) Penetrates targets.

  • Addressed an issue where Scattershot could provide more limb damage than expected.

  • Addressed an issue where Tormentor could provide more damage than expected.

  • Added energy damage to the Gamma Gun (in addition to the existing Radiation damage).

  • Renamed the Light Machine Gun "Standard Muzzle" mod to "No Muzzle".

Light Machine Guns

We have added and updated mods for this weapon.

The following Light Machine Gun mods are now available via scrap-to-learn, as well as loose mods in quest rewards.

Savage Divide quest rewards

  • Light Machine Gun Stub Barrel

  • Light Machine Gun Bruising Stock

  • Light Machine Gun Stabilized Stock

Cranberry Bog quest rewards:

  • Light Machine Gun Long Barrel

  • Light Machine Gun Large Magazine

  • Light Machine Gun Muzzle Brake

Legendary Mods
  • Diver’s

  • Changed effect to “Regenerate Health While in Water +3 HP/s”.

Workbench
  • The confirmation UI when making items now organizes items and ingredients into groups. Components are still itemized.

  • Crafting prompts that ask if you are sure now have a “Don’t ask again” option.

Radiation Resistance

With today’s update, resistance to radiation exposure is much more effective. All your armor, Power Armor, armor mods, Power Armor mods, Legendary Mods, and consumables (many of which have been buffed) will provide more protection against the irradiated elements.

This improvement also affects enemy resistance to incoming radiation damage too. It also paves the way for us to explore reducing radiation immunity on many enemy types and explore more ways for players to deal radiation damage in future updates.

Reaching 1500-2500 Radiation resistance will dramatically reduce the incoming radiation damage from heavier environmental radiation such as Nuke Zones. This is not a hard threshold, so you can pack on as much Radiation resistance as you can muster, and it'll continue to reduce the effect of environmental radiation.

Items with Radiation Resistance

  • Nuka-Orange: Radiation Exposure Resistance +25 -> +50

  • RadShield: Radiation Exposure Resistance +300 -> +600

  • RadShield can no-longer be repeatedly consumed to stack the effect.

  • Glowing Blood Pack can no-longer be repeatedly consumed to stack the effect.

  • Irradiated Blood Pack can no-longer be repeatedly consumed to stack the effect.

  • Rad-X: Radiation Exposure Resistance +600 -> +300

  • Dev Note: This will still be stronger than its previous effect due to the aforementioned Radiation Exposure Resistance change.

  • Rad-X: Diluted: Radiation Exposure Resistance +250 -> +125

  • Dev Note: This will still be stronger than its previous effect due to the aforementioned Radiation Exposure Resistance change.

  • Soot Flower Herb Paste Radiation Exposure Resistance 20 -> 25

  • Glowing Fungus Soup: Radiation Exposure Resistance 20 -> 25

  • Steeped Strangler Pod Tea: Radiation Exposure Resistance 20 -> 25

  • Steeped Strangler Bloom Tea: Radiation Exposure Resistance 20 -> 25

  • Mirelurk Cake With Bloodleaf Aioli: Radiation Exposure Resistance +25 -> +50

  • Bloatfly Loaf: Radiation Exposure Resistance +25 -> +50

  • Tesla Science 6: +15 -> +100

Player Ghoul

  • Player Ghouls now convert 35% (up from 15%) of post-resist Radiation Exposure damage to health (before converting to Glow when at full health).

  • Unified how Player Ghouls gain Glow from sources of Radiation damage. 35% of post-resist Radiation damage is converted to Glow when at full health.

  • Rad Specialist Perk: +5/10/15% more environmental Glow -> +10/20/30% more environmental Glow

  • Player Ghouls now have -50 Radiation resist by default (similar behavior to the Breathe It In Perk)

  • Dev Note: This gives Player Ghouls a higher threshold before they need to be concerned about radiation resistance on armor preventing them from healing/gaining glow from radiation.

  • Fixed cases where the Glowing One and Rad Reaver Perks weren't providing as much Glow as intended.

  • Fixed a case where the Glowing legendary weapon mod provided less Glow than intended.

  • Doubled the radius of the Glowing One Perk.

  • Reduced the Glow granted by the Glowing One Perk from 6/12 -> 4/8

  • Dev Note: The increased radius listed above should make the effect much more available and result in much more overall Healing/Glow income, so we've reduced the magnitude a bit to reduce the risk of this effect being too powerful.

  • Addressed an issue where Glowing Blood Packs added Radiation Resist to Player Ghouls.

  • Adjusted Irradiated Blood Packs to no-longer apply Radiation Resist to Player Ghouls.

  • Irradiated Blood Packs are now affected by the Bloodsucker perk (regular Blood Packs and Glowing Blood Packs were already affected).

Weapons with Radiation Damage

  • Adjusted the Gamma Gun to deal Radiation and Energy damage.

Environmental Radiation

  • Increased the magnitude of these effects (4 -> 5): Water in parts of Atlantic City, Radstorms, etc.

  • Increased the magnitude of these effects (7 -> 10): Most areas with irradiated water, Dyer Chemical, Power Plants, The Pitt, Scorched Statues, various Radiation Barrels, ambient radiation in Eviction Notice, etc.

  • Increased the magnitude of these effects (11 -> 20): Car Explosion, Pitcher Plant, various Toxic Vents/etc.

  • Increased the magnitude of these effects (21 -> 35): Vault 94 G.E.C.K. Wing, Water in parts of Vault 94, parts of Project Paradise, Fissure Sites, Gauley Mine, Power Plants, the trenches in The Pitt Heart of the Swamp, many locations with deep water, Blackwater Mine, Flooded Trainyard, Glassed Caverns, Black Mountain Ordnance Works, Irradiated Thistle, Bomb Berry, Undetonated Bomb C.A.M.P. item, Chemistry Set C.A.M.P. item, etc.

  • Increased the magnitude of these effects (35) -> 45): Radstorm Radiation in The Pitt, waste water in Power Plants, etc.

  • Increased the magnitude of these effects (40) -> 75): Parts of Project Paradise, Atlantic City, the Foundry Smelter C.A.M.P. item, a couple of spots near Nuka-World on Tour, West Tek, Ash Heap, Federal Disposal Field HZ-21, various locations with barrels of radioactive waste, etc.

  • Increased the magnitude of Radiation effects in Seismic Activity (7 -> 10, 11 -> 20, and 21 -> 35, depending on how far along the event has progressed).

  • Increased the magnitude of Nuclear Fallout Radiation (outside of burning springs): 40 -> 75

  • Increased the magnitude of Nuclear Fallout Radiation in Burning Springs: 40 -> 45

Enemies

  • Unified how Feral Ghouls and Glowing Ones heal from incoming Radiation damage - they now absorb 25% of post-resistance Radiation damage.

  • Removed Radiation Healing from Feral Lost - these were only meant to be immune to radiation.

  • Increased Bloodbug Spit radiation damage.

  • Increased Tick Spit radiation damage.

  • Increased Radtoad Spit radiation damage.

  • Increased the radiation damage from Irene The Irradiated's version of the Unstable Isotope mutation. Changed the effect slightly to avoid excessive radiation damage if the effect occurs too frequently.

  • Increased the radiation damage dealt by most glowing enemies.

Non-PA Radiation Resistances

  • Reduced the radiation resist on most non-PA armor (by 45-65%)

  • Note: With the changes to radiation in this update, each individual point of Rad Resist is much stronger than before. This left the radiation damage mitigation power of non-PA armor in a very strong state, even more so when used in combination with the increased usefulness of armor mods and items. This change still leaves non-PA armor radiation damage resistance at a higher level than it was before The Backwoods update while bringing it inline with our intended goals.

Miscellaneous Changes

  • Addressed some inconsistencies with the HUD radiation indicator that may have caused it to display incorrect values from time to time.
Additional Notes

Activities and Public Events

  • Brahmin should now ignore Cattle Rustlers during Free Range but defend themselves against other enemies.

  • Campfire Tales: Area to reveal quest markers has been increased during "Gather items left by the missing camper" objective.

  • Horde Activities will no longer trigger in game (originally intended to release with the Backwoods Update)

  • Public Event flyouts will now properly be shown as quests on the map when you've joined them.

  • Updated the map help menu entry for Activity and Public Event icons.

  • Updated text flyout upon entering an event or activity.

  • Expanded the radius of the Project Beanstalk activity so that all fast-traveling and respawning players will always remain active in the event.

Armor (and Clothing)

  • Fixed an issue with the Grim Reaper Masks so the mask appears correctly with other outfits.

  • Sturdy Metal Left Leg can now be scrapped to learn armor mods.

C.A.M.P., Workshop, and Shelters

  • Fixed an issue where repair bot could continue their repairs after being scrapped.

  • Fixed an issue which could cause player turrets to become invisible in rare cases.

  • Fixed the C.A.M.P. Red Elm trees so they do not glow at night.

  • Fixing an issue where several Survival Tents could be destroyed.

  • Lockpicked C.A.M.P. objects can now be relocked at the same lock level without the player having to manually unlock, or scrap that object.

  • Removed V.A.T.S. hit chance penalties from the Sandstorm Weather Station.

  • The C.A.M.P. Artillery Turret now fires projectiles when the Artillery Smoke Grenade is thrown within the correct Range bounds.

  • The Liberated and Red Rocket Collectrons should now be able to collect resources from any player-owned collectron list.

  • Updated Ammo-Matic ammo drop rates to be lower.

  • When purchasing an item through a player vendor, the max quantity purchasable now properly uses the value the item is offered at.

  • C.A.M.P. Pets clothing now can be scrapped.

  • The Appalachian Generator now has the same number of placements as other medium generators.

  • Fixed an issue that prevented the Dinghy from being placed in Pioneer Scout Shelter.

  • Fixed an issue that allowed players to craft a Rusted Brazier if their teammate owned it even though they did not.

  • The logs in the Rusted Brazier are no longer on fire when the brazier is unlit.

  • The Curing Shed can no longer be found in both Workshop categories and is now found in the Producers section.

  • C.A.M.P. items automatically stored load will now be unloaded into the proper camp.

  • Removed extra entry of V63 Security Baton Blueprint from workshop.

Challenges

  • "Start Head Hunts" challenges now correctly notify upon completion.

  • Prickeye Salad and Pickled Prickeye now count towards "Eat A Plant-based Meal" challenge.

  • Radhog Burnt Ends now counts toward progress on the "Cook a Meal that uses Prickeye" challenge.

Gameplay

  • Fixed an issue where Robots in Daily Ops weren’t immune to poison damage.

  • EyeBots will now correctly shoot or self-explode when hostile EyeBots target players.

  • Fixed a bug where locked containers could be freely accessed by a public team member.

  • Fixed an issue where certain damage bonuses would be much stronger than intended.

  • Fixed an issue where multi-projectile attacks (Shotguns, etc.) could kill other players much faster than expected.

  • Dev Note: This only affects damage dealt by a player when attacking another player.

  • Fixed an issue where Protectrons can spawn as non-aggressive during AWOL Armaments.

  • Fixed issue where certain allies could become Scorched after fighting Scorched enemies.

  • From Ashes to Fire: Fixed an issue that caused players' audio to be muffled while a teammate talked to Danilo in The Pitt.

  • Garb of Mysteries, Eye of Ra, Voice of Set, and Blade of Bastet are now droppable.

  • Locked Safes no longer contain invalid Legendary Items.

  • Military-Grade Circuit Board no longer auto scraps with scrap all function.

  • Normal Scorchbeasts now have a rare chanc

Fallout 76 Update Notes – April 21, 2026

Added
  • Added sound effects to the Raven Perch
  • Added sound effects to the Caged Owl
Changed
  • Increased chances of legendary enemies spawning in Distinguished Guests
  • Adjusted the amount of legendary enemies in Feed the People to follow similar amounts of other events
  • Reduced the amount of condition damage taken for all player armor so armor lasts longer before breaking
  • Reduced the amount of screen space occupied by the Lady Liberty Prime Power Armor when certain Heavy Weapons are equipped
  • Reduced condition damage dealt to armor and Power Armor when the player deals self-damage
  • Changed the name of Abraxodyne Overalls to Abraxodyne Coveralls
  • Updated the names Vault Tec Bed 1 and Vault Tec Bed 2 to Simple Bed and Simple Made Bed
  • Improved the animation of fish inside the Fish Tank C.A.M.P. display
  • Vault Suit Underarmor Style plan is now worth 200 Gold Bullion
Fixed
  • Fixed Tracked Quest Objective and Event timers so they now count down correctly
  • Fixed an issue with activity Battle Bots where the activity remains active if players never engage with it
  • Fixed an issue that could cause Grunt Hunts to fail to start for some players
  • Legion Legate Helmet no longer clips into the neck of the player
  • Liberty Prime pieces no longer display in the inspect menu while the Patriot Prime PA Skin is applied
  • The Deathclaw Skin Outfit no longer counts as Mothman Cultist disguise
  • NCR Trooper Outfit no longer increases the weight of the player when wearing underarmor
  • NCR Trooper Outfit shoulder pads on male characters no longer clip
  • Nuka-Cola Collectors Power Armor no longer has a dark void when equipped

Check out our latest update that brings improvements to Appalachia!

Update Version 1.7.24.12 & Sizes

Check the download sizes below for today’s update.

  • PC (Steam): 8.3 GB

Activities and Public Events
  • Increased chances of legendary enemies spawning in Distinguished Guests.

  • Tracked Quest Objective/Event timers should now count down correctly.

  • Fixed an issue with activity Battle Bots where the activity will remain active if players never engage with it.

  • Colossal Problem: The Casual Underarmor Style can now be earned upon event completion.

  • Grunt Hunts: Fixed an issue that could cause Grunt Hunts to fail to start for some players.

  • Powering Up: Doors locked by terminals at the Power Plants have been unlocked.

  • Feed the People: The amount of legendary enemies in “Feed the People” have been adjusted to follow similar amounts of other events.

Armor (and Clothing)
  • Legion Legate Helmet no longer clips into the neck of the player.

  • Liberty Prime pieces no longer display in the inspect menu while the Patriot Prime PA Skin is applied.

  • Changed the name of Abraxodyne Overalls to Abraxodyne Coveralls.

  • The Deathclaw Skin Outfit no longer counts as Mothman Cultist disguise.

  • NCR Trooper Outfit no longer increases the weight of the player when wearing underarmor.

  • NCR Trooper Outfit shoulder pads on male characters no longer clip.

  • Nuka-Cola Collectors Power Armor no longer has a dark void when equipped.

  • Vault Suit Underarmor Style plan is now worth 200 Gold Bullion.

  • Reduced amount of screen space occupied by the Lady Liberty Prime Power Armor when certain Heavy Weapons are equipped.

  • Addressed an issue with the Rust Raider Light/Medium/Heavy outfits where they weighed more than intended.

  • Fixed an issue where the Lady Liberty Prime Paint had an unintended opening.

  • Reduced the condition damage dealt to armor (and Power Armor) when the player deals self-damage (same reduction as for health damage).

  • Addressed issues where armor condition would degrade based on health damage taken rather than the health damage the armor piece prevented.

  • This improves cases where armor penetration effects or enemies simply dealing high damage relative to armor resistances (where armor isn't helping as much to mitigate that damage) would result in unexpectedly high armor condition damage.

  • Conversely, cases where player armor is mitigating more of the incoming damage will mean more of that incoming damage is converted to armor condition damage. This effectively means that the majority of the condition damage dealt to armor now occurs when the armor is actually mitigating incoming damage.

  • Fixed a case where percentage reductions to damage could apply to Power Armor condition damage.

  • Fixed a case where armor condition damage from multi-projectile attacks (shotguns, etc.) were handled differently between power armor and regular armor.

  • Addressed some cases where certain armor sets would take condition damage unexpectedly fast relative to other armor (especially Wood armor).

  • Fixed a case where increasing player max health wasn't resulting in proportionally hardier limbs.

  • Dev Note: This is player-only - NPCs already had the intended behavior. Also, this is unrelated to armor condition damage.

  • Reduced the amount of condition damage taken for all player armor (armor should generally last much longer before breaking).

Audio
  • Added sound effects to the Raven Perch.

  • Added sound effects to the Caged Owl.

C.A.M.P., Workshop, and Shelters
  • Fixed an issue where players were questioning who possessed the Raider Punk's Radio... (added “’s” to the name in the build menu).

  • Collectron terminals now work properly in public workshops.

  • Fix an issue preventing players from building allies or pets in their C.A.M.P.

  • Fixed an issue with the destroyed state of the Diner Letters.

  • Jack-O'-Lantern Backpack Flair: Fixed a display issue when placed in a display case.

  • Fixed an issue where players who earned the Blue Nuka-Cola Billboard couldn’t place it.

  • Axolotl plushie names have been updated to be consistent.

  • Fixed visibility of the Armoire Stash Box in the Workshop Menu.

  • The "Starlight Drive-In Marquee" snaps properly with floors and foundations.

  • Fixed an issue where some Nukashine beer kegs were incorrectly displayed in the C.A.M.P. build menu.

  • Cold Shoulder Pip-Boy Paint now displays its frost effect when on the display stand.

  • The Raider Fermenter can no longer be crafted in shelters.

  • Fusion and Plasma Core Rechargers can no longer be built in Shelters.

  • Fasnacht Captain Masks now sit in displays properly.

  • C.A.M.P. items built from plans obtained from premium vendors will show the atomic icon in the Workshop Menu.

  • Fixed an issue where the Mystery Magazine Box was not lootable from the Evidence Collection Assistant Collectron.

  • Fixed build limit being shared between the Crashed Cargo Bot and Rip Daring Survival Cache.

  • The Burning Springs Weather Machine no longer shows missing VFX and displays correctly.

  • Blueprints belonging to older accounts previously reported as being unplaceable due to missing plans should now be accessible.

  • Updated the names “Vault Tec Bed 1” & “Vault Tec Bed 2” to “Simple Bed” & “Simple Made Bed”.

  • C.A.M.P.s can no longer be built in proximity of the Starlight Drive-In.

  • Fixed an issue where Water Purifiers were listed in the Metal Doors category of the Workshop Menu.

  • Rabbit Plushie workshop icon realigned in the Workshop Menu.

  • Galaxy Map workshop icon enlarged in the Workshop Menu.

  • Improved the animation of fish inside the Fish Tank C.A.M.P. display.

Challenges
  • Fixed a bug preventing the Abraxodyne HQ Sign from being craftable after completing the relevant challenge.
Localization
  • Fixed localization character shown for the S.P.E.C.I.A.L. words in non-English.
Gameplay
  • Addressed an issue where bleed damage over time for the Talons mutation would affect bleed-immune targets.

  • Fixed possible soft-lock if cancelling joining a world while attempting to join a teammate.

  • Fixed players getting stuck inside of tires near the bridge between the Super Duper Mart and the Shade Hill Church locations.

  • Fix incorrect damage assignments on NPC War Drum, Meat Hook, and Cryolator.

  • Scrap kits will now ignore locked items.

  • Updated the critical death goo effect of Prototype ABX03.

  • Fixed an issue preventing some players from receiving rare rewards from Daily Ops.

  • Sentry Bot Helmet now uses Military Circuit Board as part of its recipe.

  • Janky Fishing Rod animates properly when reeling in fish.

  • Fixed an issue where scrapping a Thrill-Seeker's mod box resulted in fewer modules than intended.

  • Potbelly Kelt: Fixed an issue using the incorrect texture.

  • Armored Spinefish: Fixed an issue using the incorrect texture.

  • Fixed an issue where the XB-55 sentry bot in the “Over and Out"" quest had higher resistances than intended.

  • XB-55 will now scale down to lower levels when encountered by low-level players.

  • Increase the XP rewarded when killing XB-55.

  • Explosions now retain more of their damage when not directly hitting the target.

  • Explosions from multi-projectile attacks (Gauss Shotgun, Two-Shot + Explosive legendary mods, etc.) should now retain more of their damage when facing enemies with high resistances.

  • Bonuses to explosion damage (Demolition Expert, Bobblehead: Explosive, etc.) are no longer skipped for self-damage.

  • Dev Note: The global reduction in self-damage is still present and unaffected by this change.

  • Fixed an issue where multi-projectile attacks (Shotguns, etc.) could kill other players much faster than expected.

  • Dev Note: This only affects damage dealt by a player when attacking another player.

Pip-Boy
  • The "Tin of Caps" now has a proper preview model in the Pip-Boy.

  • Center Masochist now properly displays its effect in the Pip-Boy.

  • Jack-O'-Lantern Backpack Flair: Now correctly displays in the Pip-Boy preview.

  • The "Miner Musings" note now has a proper preview model in the Pip-Boy.

  • The Vault Boy correctly updates the armor visuals when equipping and unequipping inventory items.

  • Long Radio Station names will have their text auto resize to fit.

  • Restored D-Pad scrolling to the Effects and Perks tabs under “STAT” in Pip-Boy.

  • The 3D model in the Inventory page of the Pip-Boy will refresh when changing view modes of the menu.

  • Plans inside the Recipe Book display button hints as expected.

  • Fixed issue that Pip-Boy lists did not use audio feedback of selection change.

  • Serum effect text in the Pip-Boy does not display the "+1" value.

  • The item stat card in Pip-Boy Inventory will be visible after changing off of an empty tab.

  • Fixed PlayStation controller button for Pip-Boy View and exiting to Map.

  • Glowing One now shows in the Perk Tab. Shows how much Glow it grants to other Ghouls.

Weapons
  • Fixed an issue preventing the Rip Daring and Peepers paints from working with some Cremators.

  • Dom Pedro Aligned Grips now has Aligned Properties.

  • Dom Pedro Stabilized Grips now has Stabilized Properties.

  • Dom Pedro True Grips now has True Properties.

  • Fancy Single Action Revolver & Fancy Pump Action Shotgun

  • Increased weight by 10%

  • Decreased durability

  • Larger cone of fire

  • Increased ap cost by 10%

  • Sneaking results in smaller cone of fire

  • 25% faster reload speed

  • 10% Faster Fire Rate

  • Fixed an issue where certain damage bonuses would be much stronger than intended.

Legendary Mods
  • Fierce now costs the same as other 2-Star legendary mods.

  • Fixed an issue where locked mods could be applied at workbenches without being consumed.

UI
  • Added hyphens to correct Power Armor names in the descriptions.

  • Fixed visual rounding errors when showing the change in stats for certain weapon mods.

  • Stealth Indicator will now show when using V.A.T.S. while crouched.

  • Repositioned enemy damaged icons to the right of their health bar to avoid overlapping enemy resistance values in V.A.T.S..

  • Head Hunt target's health bar no longer displays when the map is open.

  • Updated description of Winterland Power Armor with correct types of Power Armors this skin can be applied.

  • Prompt to unequip a legendary perk card has been removed.

  • Lucid is now shown as a prefix.

  • All map elements (location icons and text) are now hidden when the MENU is expanded.

  • Fixed an issue where the Gold Bullion version of the antique speed bag and weight bench were showing as Atomic Shop objects.

  • Player Effects now refresh properly on the HUD.

  • Fixed issue where "Enter Text" would appear while signing in on Consoles.

  • "Type" prompt no longer appears on screen during the character creation wakeup animation, and the button bars behave as expected.

  • "Archaic" tag is now visible when inspecting items.

  • Fixed an issue where the Quantity Slider can stop responding to thumbstick input.

  • Quick Inventory' menu shows all items in Inventory as expected.

Quest
  • Blue Moon: Fixed up some differences between the VO and subtitles for conversations between Aries and Carver.

  • Insurrection: Fixed an issue where Team Members could progress Optional Objectives for the Team Leader.

  • Insurrection: Fixed an issue where some players were unable to progress past the "Talk to the loan shark" objective.

Miscellaneous
  • Destroying the Clean Industrial Fan now sounds like it was made of metal instead of wood!

  • Made various corrections to text across the game.

  • Fix for flashing white screen when closing the Pip-Boy for the Show on Map behavior.

  • Fixed an issue that sometimes caused the "Defaults" button to disappear in the Settings Menu.

  • Fixed the lighting in the Overseer's home.

  • Fixed an incorrect art issue with Treasurer and Rigged Player Titles.

  • Fixed an issue where world geometry/assets could appear to be missing after multiple fast travels.

  • Weightlifting Junk Items now have the updated names.

  • Prevented Fasnacht Porcelain Steins from being auto-scrapped.

  • A checkbox has been added for all accounts to Opt-In to receive Marketing e-mails.

  • Added help entry for C.A.M.P. Titles.

Known Issue

Missing French Voice Over

Due to production difficulties, voiceover support for Burning Springs Update is not available in French. For the best experience, we recommend enabling subtitles in the game. We look forward to bringing back French voice over as soon as possible and appreciate your understanding.

Fallout 76 Update Notes – March 17, 2026

Server Status: Servers are Back Up

Down for Maintenance, 10 AM EST.

Today we’re releasing an update to address some of the emergent topics brought up by the community after the release of The Backwoods update.


Gameplay
  • Fixed an issue where the Chainsaw Flamer would hit its target too fast resulting in more damage than intended being delt.

  • Fixed an issue where reflected damage could kill the Scorchbeast Queen in one hit.

Pip-Boy
  • Fixed an issue that prevented players from using shortcuts to increase the quantity of items they want to drop.

  • Fixed an issue that prevented players from closing the Pip-Boy with the expected “B” key bind.

  • Fixed an issue that prevented the scrolling feature from going back to the top of the list after reaching the bottom.

  • Fixed an issue that caused the inventory sorting feature to revert to default after exiting the Pip-Boy.

  • Fixed an issue where deployed Power Armor could be put into the stash by using the “New” Pip-Boy tab.

  • Fixed an issue where item stats were missing from the “Item” tab.

UI
  • Changed the Open Season Menu key bind on PC from “CTRL” to “Y”.

  • Adjusted the naming of several mutation effects that were confusingly worded.

Miscellaneous
  • Fixed an issue that caused Emotes, Loot Bags, and Survival Tents to be unequipped whenever the game is launched.

  • Players will no longer receive frequent “Waiting for response from server” messages when there are no server issues.

  • Fixed an issue which prevented players from extracting DNA from the Scorchbeast Queen during the “Heart of the Enemy” daily mission.

  • Fixed instances where the game could crash while scrapping legendary items or while in a Workbench.

  • Fixed an issue where replica Pip-Boy's did not show when placed in the Pip-Boy Display.

Fallout 76: The Backwoods Release Notes

thump, thump, thump

Bigfoot is coming! Put on your Power Armor and grab your favorite weapon. We have a 4-Star Legendary Creature to take down!

The Backwoods update arrives today, and it brings more rewards to all Vault Dwellers across the wasteland. Enjoy some great quality-of-life improvements to Public Events and Activities (formerly known as events), your Pip-Boy, and your Armor!

Read on below for the latest on today’s changes.

Update Highlights
  • Bigfoot Has Arrived – The legendary Bigfoot has appeared and will be invading your Public Events. This 4-Star Legendary creature has a chance to drop a new, exclusive 4-Star mod, Thrillseeker.

  • Uninvited Guests – Bigfoot isn’t alone with its desire to ruin your fun. Other special creatures such as a more challenging Deathclaw Matriarch, Wendigo Colossus, and more have the chance to show up and crash your party.

  • Activities and Public Event Balancing – Many Activities (formerly “Events”) and Public Events have received updates to improve their rewards and event flow to keep you playing and not waiting around.

  • Pip-Boy Improvements – Your Pip-Boy is now faster, smoother, and has some new menus to help you get to what you’re looking for faster than before.

  • Armor Balancing – Reduced armor weight (in and out of stash) and more resistances baked into the armor itself to give you more choices on how you protect yourself.

  • Vanity Lights - New Photo Mode feature. Take photos during the night or in dark interiors without worrying about how to make your character shine!

  • Season 24: Rip Daring and the Cryptids From Beyond The Cosmos – Rip Daring sets off on another adventure this time facing off against extraterrestrial creatures! We hope you’re ready for another Rip Daring adventure!


Update Version 1.7.23.30 & Sizes
  • PC (Steam): 3.9 GB

The Arrival of Bigfoot

Bigfoot has emerged from hiding in the Appalachian wasteland!

Armed with a giant tree branch to slap you around and bloodsucking ticks to throw, Bigfoot has a chance to appear at the end of a select group of Public Events. Which ones? You’ll have to figure that out because taking this creature down gives you a chance at earning a 4-Star Legendary Item with the new 4-Star mod, “Thrillseeker” on it.

To celebrate its arrival, we’re holding a little event for this larger-than-life creature. We’re calling it “Bigfoot’s Bash”! During the first full week of the update, Bigfoot and the Public Events that spawn it will have an extremely high chance of appearing. After which, it’ll return to being its normal camera-shy self.

We hope you’re ready to take on this legendary cryptid! Do note, if it takes you too long to bring this creature down it will return to the wild! So, act fast when you see it appear.

Uninvited Guests

Bigfoot isn’t the only surprise that could be waiting for you at the end of a Public Event. The Wendigo Colossus or a Deathclaw Matriarch can appear at the end of events like “Guided Meditation” and “Distinguished Guests”.

They are not the only two that can crash your party though. Make sure to participate in all the Public Events to see who else will show up to give you more rewards.

Season 24 – Rip Daring and the Cryptids From Beyond the Cosmos

Rip Daring is back for another adventure and this time he’s hunting extraterrestrial creatures. Earn new seasonal rewards such a Pip-Boy display, Bigfoot Stien Display, and an Alien Weather Machine!?

Events

Events have been renamed to Activities

We have rebranded the variety of smaller “Event” quests as “Activities” to better represent what we felt they truly are. A quick activity to complete with a couple of friends or on your own. Public Events will retain their name.

  • Activities will now be shown within the "Featured Activity" list when opening the map alongside Daily Ops and Public Events, making them much easier to find and join.

  • Public Events have been given their own unique icon.

  • We have adjusted the min/max levels of enemies that spawn during all Activities and Public Events to provide more of a challenge for higher level players, while still staying balanced for lower. Additionally, the difficulty labels have been removed.

How to Start an Activity

Activities will now operate on a time-based rotation which means several activities, such as Collision Course, can no longer be started by approaching the area it takes place in. There are some exceptions to this rule which we’ll detail below.

How does this work?

  • Approximately every 10 minutes, and depending on available activities being completed, players can expect a new Activity to become available, chosen randomly. Activities will not repeat until they have all been completed.

  • Enclave Activities, which previously required players to progress through the Main Quest to participate in, are now available to all players through this new system. (A Real Blast, Bots on Parade, Dropped Connection)

  • Worry not, members, as you can expect to receive…additional rewards for your commitment.

  • Powering Up will still need to be activated by approaching any of the 3 broken down Power Plants, which become available on a fresh server or 8 hours after the last repair was completed.

  • Riding Shotgun will also be excluded from the time-based rotation pool. You can repeat this activity every 20 minutes upon speaking to Vinny.

  • Hordes will appear as an Activity. They won’t interfere with the new Activity rotation noted above.

Reward Pools Update

All Activities and Public Events have received updated base reward pools. Any unique reward for an Activity or Public Event remains in place.

We have also removed items we felt bloated the play experience and just added weight to your inventory such as ammo/scrap/chem drops from the event rewards. These are things we feel should be found while playing and killing enemies rather than just dumped into your backpack without you choosing to get them.

  • Activities will now reward 75 Caps, a chance at a Legendary Item, 1 regional item schematic or mod, 3-5 Legendary Scrip, and Experience based on player level.

  • Public Events will now reward 150 Caps, 2 Legendary Items, 3-5 Legendary Modules, 3 Treasury Notes, 1-3 Improved Bait (if Fishing Main Quest is complete), 1 U-Mine-It map (if you have none), and Experience based on player level.

  • A variety of Player Titles have been added for Public Events, and a variety of C.A.M.P. Titles have been added for Activities.

World Loot Updates

We’re taking this opportunity to make a pass at updating various World Loot containers too.

  • The contents of lockboxes found throughout the world have had their loot improved.

  • Chance to receive a legendary item, depending on lock difficulty.

  • U-Mine-It Maps can now be found.

  • Contextual Season Items: depending on active challenges, players will now have a chance to find a related item (such as soap) to help progress their daily/weekly goals.

  • U-Mine-It Maps will now have improved loot depending on the level of the map used to activate the Lucky Strike quest.

  • Caps rewards have been adjusted for each tier of map used (75 -> 150 -> 225).

Balancing Pass on Activities and Public Events

Jail Break and Dogwood Die Off, have been disabled. These two events were going to take much more time and effort to bring up to the quality we would like so we have made the decision to disable them for now.

Always Vigilant

  • Additional Legendary Enemies can spawn.

  • Overall timer has been reduced to 3 minutes.

  • Enemies should now spawn more frequently.

  • Increased Roverbot’s health pool.

AWOL Armaments

  • Players can now begin the activate the recall beacon immediately after talking to Sergeant Gutsy

  • We've increased the variety of robots that will appear during the waves

  • Sentry Bot will now be a guaranteed Legendary enemy

Back on the Beat

  • Additional loot has been added to the saferooms

  • Enemy waves have been adjusted

  • Steelheart's movement speed has been increased, and health decreased

Battle Bot

  • Allowed time between the card swipes has been increased from 4 seconds to 10

  • Sentry Bot will now spawn as a Legendary

Beasts of Burden

  • Additional Legendary Enemies can spawn

  • The Ogua is now always a 3-star legendary enemy, and its overall strength has been increased

Bots on Parade

  • Additional Legendary Enemies can spawn

  • Amount of time required for the repair sequence has been reduced

Breach and Clear

  • The locked Hornwright Boxes now have a chance to drop a legendary item, and a U-Mine-It Map

  • Allowed time to start the activity has been reduced from 60 minutes to 5 minutes

  • Reduced the collection timer from 45 seconds to 30 seconds

Campfire Tales

  • Additional Legendary Enemies can spawn

  • Players can now receive Tadpole badges if they are not a Possum Scout, or Possum badges if they are. Ever upwards, scouts!

  • Increased the strength of the Flatwoods Monster

Census Violence

  • Additional Legendary Enemies can spawn

  • The Census Taker can no longer be crippled by enemies

  • Increased the Census Taker's movement speed and health

  • Reduced the length of the activity from 5 minutes to 4 minutes

Collision Course

  • Additional Legendary Enemies can spawn

  • Reduced the overall time of this activity by 2.5 minutes

Dangerous Pastimes

  • Additional Legendary Enemies can spawn

  • Balance adjustments for the enemies

Death Blossoms

  • Reduced the overall duration and wait times

  • Increased the health of the Corpse Flowers

  • Mole Rats have been replaced by Cultists

  • Health Bars have been added to display status of each flower

Distinguished Guests

  • Additional Legendary Enemies can spawn.

  • Increased Health pools of the Wait Staff.

  • The place settings and center pieces now have a glowing VFX, making them easier to spot.

  • Quest targets for the Robot Waitstaff have been adjusted.

Dropped Connection

  • New rewards can now appear in the final cache drop.

  • Increased odds of Legendary creatures appearing.

Eviction Notice

  • Slightly reduced the number of Legendary Enemies that can spawn.

  • Dev Note: Eviction Notice has always been a lucrative event. Today’s changes bring it closer in line with other events, but players should still expect for the event to provide more Legendary Enemies than other events.

  • Quest markers have been added to the Meat Bags

  • Balance adjustments for the enemies

Feed the People

  • Additional Legendary Enemies can spawn

Fertile Soil

  • Farmhand Supervisors are now all guaranteed Legendary Enemies

Fly Swatter

  • Increased the strength of the Vertibot

Free Range

  • Additional Legendary Enemies can spawn

  • The Brahmin will no longer attempt to attack

  • Sheepsquatch will now always be a Legendary Enemy, and has had its strength increased

Heart of the Swamp

  • Additional Legendary Enemies can spawn

  • Adjusted the difficulty of the Grafton Monster

Irrational Fear

  • Additional Legendary Enemies can spawn

  • Quest trackers have been added to the enemies

It's a Trap

  • Scorchbeast will now always spawn as a 3-Star Legendary Enemy.

Leader of the Pack

  • No longer triggers a Horde upon completion. Instead, a new objective to hunt the Alpha Wolf has been added to this Activity after defeating the pack leaders.

Line in the Sand

  • Adjusted spawn timers, allowing Enemies to spawn more often

  • Enemies should no longer spawn outside of the Event Radius

  • Pathing for the Scorched has been improved

Lode Baring

  • Adjusted the rewards available from the kiosk

Manhunt

  • Grafton Dam has been adjusted to make this feel more like an infiltration

  • Mad Dog Malone's health and damage have been increased

  • Mad Dog Malone's guards will now spawn as Legendary

Monster Mash

  • Additional Legendary Enemies can spawn.

  • Adjusted the rewards available in the Candy Machine.

  • Fixed an issue causing the Monster Mask appearance to be stuck on a character.

Moonshine Jamboree

  • Ghouls have been replaced with Floaters.

  • Reduced total time of different stages.

Most Wanted

  • Reduced the number of buckaroos needed to 500

  • If defeated, the Golden Varmint will now provide 500 caps and a random legendary item

  • Nuka Point payout has been increased to 7,500

  • Additional Legendary Enemies can spawn

One Violent Night

  • Additional Legendary Enemies can spawn.

  • The Nightstalker is now a guaranteed 3-Star Legendary enemy.

  • Increased the strength of the Night Stalker.

Path to Enlightenment

  • Additional Legendary Enemies can spawn

  • Cultists have been added to the attack waves

  • Reduced the required amount of bioluminescent fluid from 50 to 30

Patrol Duty

  • More enemies are now present during the defense stage

  • The Penitentiary Guard can no longer be crippled by enemies

  • Increased the Penitentiary Guard's movement speed and health

Project Beanstalk

  • Reduced the overall duration

  • Increased the movement speed of Pharmabot JD-7E

  • Pharmabot JD-7E can no longer be crippled

Project Paradise

  • Enemy waves have been adjusted for variety

  • Reduced the difficulty of the ambient creatures in Arktos Pharma

  • Reduced the required amount of collectables in each habitat to level the friendly creatures

Riding Shotgun

  • More loot has been added along the path of this event

  • Brahmin health has been balanced

Safe and Sound

  • Increased the strength of the Blue Devil

Spin the Wheel

  • Additional Legendary Enemies can spawn

  • Increased the health of the statues

  • Button timer has been adjusted from 30 seconds to 45 seconds

  • Nuka Point payout has been increased to 7,500

Surface to Air

  • Repairing the turret now only costs 1 steel, 1 gear, 1 oil, and 1 circuitry

  • Reduced overall time to 3 minutes

  • Increased amount of enemies

Tea Time

  • Additional Legendary Enemies can now spawn

  • Reduced overall time

Test Your Metal

  • If defeated, the Golden Eyebot will now provide 500 caps and a random legendary item

  • Reduced the start timer of the event to 5 minutes

  • Reduced the overall time

Tunnel of Love

  • Additional Legendary Enemies can now spawn

  • Nuka Point payout has been increased to 7,500

Uranium Fever

  • Molerats have been added to the enemy waves

  • Reduced the health of the Extractors

Pip-Boy Performance Update

Substantial Pip-Boy improvements are coming along with this update too. Smother navigation, improved responsiveness and more quality-of-life improvements should make navigating your Pip-Boy a better experience.

  • Performance Upgrades

  • Smoother Navigation: Menus load up to 52% faster, and inventory actions are 70% quicker.

  • Memory Efficiency: Up to 88% less memory usage, reducing lag and improving overall responsiveness.

  • UI and Quality of Life improvements

  • Clearer Tabs: Perks now have their own tab, separate from Effects, for easier management.

  • Recipe Book: Find Recipes and Plans faster with the new Recipe Book in the Notes tab.

  • Scrollable Text Boxes: No more shrinking text. Large Text boxes are able to be scrolled.

  • Dedicated Leads Tab: Organize quest-related info more clearly with a separate tab for leads.

Seasons Visibility Improvements
  • Season Flag Notification

  • A new blue exclamation mark flag appears to alert players about new seasons content they can unlock.

  • Disappears once the player enters the Seasons menu, it will reappear when new items are available.

  • Score Widget Enhancements

  • Updates to the score widget in the top corner of the screen now includes ticket balance, SCORE Progression, and a button to directly access the Seasons menu.

  • Includes reward image previews on unclaimed rewards.

  • Direct Navigation & UI Updates

  • Dedicated button mappings (V on keyboard, Menu Button on PlayStation and Xbox) for quick access to Seasons.

  • Updated flyouts for significant events (Challenge Completed, Ranking up, and Unlocking new Page).

  • Added ticket balance display to the paper map for better awareness

[/

Fallout 76 Update Notes – February 9, 2026

Today’s update focuses on a few priority issues that directly impacted your gameplay experience. The team is continuing to investigate fixes for many of the other topics that have been brought up since the release of the update in late January. Armor resistances, Bows (damage and repair), feeling like you're receiving more damage than normal in Burning Springs region, just to name a few.

As always, thank you all for your reports!

Update Notes
  • Fixed an issue with a C.A.M.P. Module skin that caused the Build Menu to appear empty.

  • Fixed instances of the “New” category of the Pip-Boy acting erratically.

  • Fixed an issue which caused Grunt and Head Hunt enemies to be 1-Star.

  • Fixed an issue which caused C.A.M.P. items purchased with Gold Bullion to not appear in the Build Menu.

  • Fixed an issue with the Cryo status effect which caused the damage to not apply to enemies.

  • Fixed an issue where it was possible to obtain a 100% evasion chance with the Reflex Legendary Mod.

Fallout 76 Update Notes – January 20, 2026

Maintenance Status Update: 10:30 AM - Servers are down for maintenance.

Our latest update has arrived and brings a bunch of improvements and fixes to your experience in Appalachia and Burning Springs!


Armor (and Clothing)
  • Adrenal and Lucid Armor mods should now have their dynamic names appear on Armors that have the Legendary Effect.

  • Fixed an issue where the Cutthroat Helmet had different color schemes between Pip-Boy preview and when worn on a character.

  • Additional headwear and eyeglasses can now be worn with the Ulysses Mask.

  • The Deathclaw Tamer Hat will no longer remove a player's facial hair.

  • Fixed an issue which caused the gloves on the male variant of the "Rust Raider Light Outfit" to clip in first person with some weapons.

  • Fixed an issue which caused the gloves on the female variant of the "Rust Raider Medium Outfit" to clip in first person with some weapons.

C.A.M.P.
  • Wall Mounted Oven description now contains "Collects Meat over time".

  • Pumpkin Pie description now contains "Collects Slices of Pumpkin Pie over time".

  • Fixed an issue that could cause the visual effects to disappear from the Hunting Lodge Fireplace.

  • Industrial Fusion Core Recharger no longer emits sound effects when unpowered.

  • Fixed an issue with the Winter Retreat Prefab did not properly display windows from the inside.

  • Addressed missing collision in the Dino Bite Gift Shop.

  • Fixed a mismatch between icon and actual appearance of the Red Shingle Wallpaper.

  • Increased size of the icon of the Medicine Cabinet Stash Box.

  • Reduced the brightness of the icons for the Farmers Market Letters Set.

  • Fixed inconsistent footstep sound effects in the Wrangler Casino Shelter.

  • Fixed an issue which caused the Ohio River Docks to incorrectly state they had to be placed on foundations.

  • The Abraxodyne Truck now costs the correct amount of materials to craft.

  • The Car Grill lights now point where you'd expect them to.

  • Fixed the health values of the Bounty Board C.A.M.P. item to match similar C.A.M.P. item values.

  • Fixed an issue which blocked camp Allies from being able to correctly path around the "Radscorpion Agitator".

  • The Babydoll Head Bobber now bobs as a bobber should.

  • Fixed an issue which caused the text to appear backwards for the "A Fresh Delight!" and "Build Mass with Sass" posters.

  • The back of the 'Build Mass with Sass Poster' poster no longer mirrors the front.

  • The word 'Frame' Removed from title "Blood X Rust" photo frame.

Challenges
  • Fixed an issue where the Super Duper Mart Cooler didn't unlock for players after collecting Abraxo Intel Briefcases.

  • Burning Springs "Discover Location" challenges should now trigger when players enter the required area(s).

  • Challenges that are being tracked and have been rerolled will now properly display the expiration timer.

  • Deploying a C.A.M.P. near Checkpoint Ridge will now correctly complete the challenge to "Deploy a C.A.M.P. in Burning Springs".

Events
  • Gearin' Up: The Beastmaster now correctly comments based on if you have completed the event before.
Localization
  • All of Windy's dialogue has been localized in most supported languages. Please see our known issues below for more information.

  • The Ghoul's opening lines have all been localized in most supported languages. Please see our known issues below for more information.

  • Loan Shark's VO is now properly localized in Italian.

  • Pop's VO should now properly localized in Japanese.

  • Multiple Legendary Mods are now correctly translated in Japanese.

  • Fixed an issue which caused "Show map region name markers" to appear as debug text in non-English languages.

  • Fixed an issue where Outfits were not properly translated in German.

Gameplay
  • If the player is disconnected as part of their first Grunt Hunt, the hunt will now properly reload rather than being stuck without a target.

  • Silas and Eugene no longer resurrect when relogging after completing 'Prove Your Resolve' or 'Execute Silas'.

  • Player Ghouls now require a disguise to enter Crater Core and Fort Atlas again.

  • Starlight Drive In: Fixed an issue that could cause the projector to disappear when turned off.

  • Ash Cave: Updated fishing locations within this area.

  • Various map markers (player, nukes, corpses) now display properly on the map for areas introduced with The Ghoul Within update.

  • Fixed animation issues with the Atomic Cast Fishing Rod.

  • Fixed an issue where Cletus Brimstone's Fire Cloak AOE was being applied to players outside of the encounter.

  • Head Hunts: Fixed an issue that could cause Head Hunts to not complete if the target was killed too quickly.

  • Slocum's Fat Stack lights will now correctly stay on when fast traveling away and back to the camp.

  • Added a Legendary Exchange Machine to Hocking Hills Station.

  • Fixed an issue which could cause the Abraxo caches to not respawn as intended.

  • Fixed an issue where the Deathclaw Handler was not targeting the player correctly.

  • Prickeye Salad now correctly provides damage resistance and reduces hunger.

Workshop
  • Public Workshops now properly display their provided materials in green when in the Workshop Menu.

  • Fixed some cases where the Atomic Shop symbol on a C.A.M.P. object thumbnail incorrectly showed as unlocked when the object was not owned.

  • Fixed an issue with the Dino Golf Volcano showing in multiple Workshop categories, now only displaying in Decorations -> Outdoor.

  • Ghoul Vault Boy and Ghoul Vault Girl lamps are no longer described as needing power in the Workshop.

  • Seasons C.A.M.P. rewards should appear in the Workshop's New category after they are claimed.

Weapons
  • All Rise

  • Add the Juggernauts and Steady Legendary Mods to the default mods. This does not affect existing items.

  • Increased the unique effect from +10 HP to +50 HP.

Legendary Mods
  • Elementalist now grants +5 Rad Resistance.

  • The effects of the Elementalist Legendary Mod now display correctly in the Item Card.

UI
  • Fixed an issue where recipes in certain languages did not display correctly.

  • Made improvements to the mouse cursor positioning when setting/selecting item quantities.

  • Adrenal Legendary mod description field is no longer blank in the Pip-Boy.

  • Power Armor no longer appears as a valid option in the description of the Reflex mod box.

  • Updated Help Menus for "Death" and "Fast Travel" to include Highway Town.

  • Fixed index issue in Workshop Menus that caused some items to not appear.

  • Fixed grammatical errors in the Athens National Guard Armory Terminal.

  • Reflex mod effect should now be properly displayed on the Pip-Boy.

  • “Build” button in Workshop menu while using a gamepad is no longer listed in the hint bar.

  • Fixed a spelling issue with the Glowing Fasnacht Buffoon mask.

  • Increased the Pip-Boy preview size of the Action Abe Plushie.

  • Fixed the name of the Razorback Rucksack in the Workbench menu and the Crafting menu.

  • Fixed multiple instances of reward HUD notifications displaying incorrectly when unlocking.

  • Fixed typo causing the Tailgate Bed to appear as “Taligate Bed” in game.

  • The life percentage meter no longer changes from yellow to black after leaving the idle animation.

Quest
  • Fixed an issue in “Welcoming Committee” where players cannot interact with Silas or the Rust King if they are a Ghoul wearing a disguise.

  • Insurrection: Fixed some issues with character hellos and idles

  • Dirty Laundry: Fixed an issue which could cause an objective to change without talking to Bodhi.

  • Dirty Laundry: Fixed an issue which caused one of the objectives to change for players earlier than intended.

  • Dirty Laundry: Fixed an issue where quest progression would skip the “Collect Abraxodyne intel briefcases (0/8)” objective.

  • Fixed an issue which caused The Loan Shark to stop saying his dialogue options.

  • Fixed an issue which could cause the Deathclaw to become stuck during “Prove Your Resolve”.

  • Fixed a visual issue with the Ambush Captains power armor.

**Miscellaneous **
  • Fixed Voice Lines for the Hocking Hills Station Robot. It should have more to say now!

  • Fixed an issue where the Ulysses Outfit was clipping when equipped on female characters.

  • Fixed incorrect bullet decals displaying when various unfortunate impaled heads in Burning Springs were shot.

  • Corrected misaligned animations on the Dino Peaks Photo Board.

  • Fixed an issue where the Deputy Badge Backpack Flair stated it was craftable in Armor Workbenches, instead of the correct Tinker's Workbench.

  • Fixed issues with some NPCs in Highway Town T-Posing on sleeping bags.

  • Mounted Armored Deathclaw Head can no longer be sold to NPC vendors.

  • Fixed issues with Player Ghoul characters clipping through collars on various outfits.

  • The Responder Medallion Flair will no longer stretch oddly while moving around.

  • Enlarged the icon for the Head Hunt Flair in the Workshop menu.

  • The Rust King flag has been removed from locations outside his direct influence.

  • Travelling away from another player will no longer kick them from a trade menu.

  • Fixed an issue which could cause the Special Loadouts Menu to appear blank when using the Punch Card Machine as a new character.

  • Fixed an issue which allowed teammates to see the stored items in a teammates camp menu.

Known Issues

Missing French Voice Over

Due to production difficulties, voiceover support for Burning Springs Update is not available in French. For the best experience, we recommend enabling subtitles in the game. We look forward to bringing back French voice over as soon as possible and appreciate your understanding.

Gleaming Depths Weekly Challenge Temporarily Removed

The Gleaming Depths Weekly Challenge has been temporarily deactivated while the team investigates a reported issue with the challenge.

Burning Springs Update - December 11, 2025

Today the team released a small update to address some of the larger discussion topics that have appeared after Burning Springs release.

  • Fixed an issue which could cause some pets to not spawn correctly once their C.A.M.P. item was built.

  • Fixed an issue blocking players from placing the Plastiform Vault Girl Elf decoration in their CAMP.

  • Cherry Bomb Tinker’s Workbench has been readded to the C.A.M.P. build options.

  • Consoles will now correctly play the new Main Menu music for Burning Springs.

  • Ultracite Ammo will now correctly unlock for players when claiming receiver mods for the Dom Pedro.

  • Fixed an issue which would cause the Pip-boy navigation to jump to the top of the list when learning new plans.

  • Fixed an issue displaying the wrong sleeves when using firearms wearing the Ulysses Outfit.

  • Disabled the Fire Cloak ability for Cletus Brimstone to prevent players from taking extra unintended damage. While his name has been cleared for causing player harm, this temporary fix unfortunately also cleared his name in-game. He will now be known as “LOOK UP FAILED” for the time being.

  • Addressed an issue with an AOE attack from the Bleached Ogua that we believe was damaging player C.A.M.P.S. by temporarily disabling the ability.

Known Issues

French Voice Over Not Available

French voice over support is not available for the Burning Springs update. We know this is disappointing and appreciate your understanding. We look forward to bringing back French voice over as soon as possible.

Burning Springs Location Challenge Not Completing Even Though All Locations Have Been Visited

The team is aware and are investigating an issue with the Burning Springs locations challenge not completing even though all locations have been visited.

Fallout 76: Burning Springs Release Notes

Grab your duster, hat, and your favorite weapon because it’s time for some Bounty Hunting! Explore our largest map addition yet and hunt down some of the largest bounties Burning Springs has to offer.

Update Highlights
  • Bounty Hunting – Grab your duster, cowboy hat, and your favorite weapon because it’s time for some Bounty Hunting!

  • Explore Burning Springs – Cross Point Pleasant Bridge to enter a new land of rust and blood. Explore our largest map expansion yet!

  • An Audience with the King – Prove yourself to The Rust King, the ruthless ruler of Burning Springs in the start of a whole new storyline for Fallout 76.

  • New Public Events – Participate in two new Public Events, “Gearin’ Up” and “Sinkhole Solutions”.

  • A Rad New Pet – Bring home a new friend from the Wasteland. A Radhog!

  • Season 23: Blood X Rust – A Season for the Raiders.


Update Version 1.7.22.12 & Sizes
  • PC (Steam): 28.8 GB

A new region of the map is opening for those with enough grit to cross Point Pleasant bridge. It’s time for you to travel westward towards Burning Springs. Taking place in rural Ohio, this is our largest map expansion to Fallout 76 yet!

Become one of the meanest Bounty Hunters around, as the Burning Springs update introduces Bounty Hunting to your Fallout 76 experience. A major new piece of content here to give you the opportunity to find and eliminate some of the area’s largest threats.

We’re extremely excited to share that The Ghoul from the Fallout TV Show on Amazon Prime will be joining us in Burning Springs! Voiced by Walton Goggins himself, The Ghoul will be your guide in all things Bounty Hunting.

The main questline for Burning Springs is just the start of your story in this new region. Planned as the beginning chapter for a story that spans multiple updates, this quest works as an introduction to characters that you’ll end up spending more time with down the line.

With a new questline for you to complete, two new public events, the introduction of Bounty Hunting, plus a load of additional content (including new fish and a local legend to catch), Burning Springs is our largest update since Wastelanders back in 2020.

Welcome to Ohio

Burning Springs, a region of southeastern Ohio rocked not only by the nuclear destruction of the bombs dropping, but also the environmental poisoning from the local Abraxodyne Chemical plant. The area is now a desolate and barren wasteland with poisonous water, and a dust storm coating everything in a toxin known as Rust.

Who would ever want to call this land home? The Rust King is who would. A Super Mutant with just as much brains as brawn, The Rust king is the unrelenting and unforgiving ruler of Burning Springs. He has twisted the land into his cruel kingdom, where the only rule is "might makes right."

Players will cross paths with this monstrous monarch during the new questline. He will task the player with proving their worth and braving the wilds of his wasteland.

While barren, Burning Springs still holds pockets of life. Highway Town serves as a pit stop for the last of humanity. Built on a section of elevated highway, players will be able to rest and resupply here.

Highway Town serves as the region's new social hub and a last resort for survivors-- speaking of which, The Last Resort saloon at the end of town also serves up Bounty Hunt contracts.

Once you unlock the location, you'll be able to fast travel directly to the saloon for maximum Bounty Hunt efficiency!

You can wander into Burning Springs by crossing the bridge in Point Pleasant. The questline can be started by tuning into the Ohio Distress Signal once they've reached level 30."

Bounty Hunting

Mosey down to the Last Resort saloon in Highway Town if you're looking to put your gun to work. The Ghoul has set up shop there, providing piles of bounties to plunder.

To start a Grunt Hunt, just pick up one of the posters off the table. There's plenty to go around, so you can repeat this activity to your heart's content.

Each time you start a Grunt Hunt, a random location in Burning Springs will be chosen, and a mutation will be applied to your target. Watch out, though, because these mutations are contagious: enemies near your target will also benefit from the effects of the mutation! Plan accordingly to take out your target without getting overwhelmed. Adjust your build to counteract their mutation or just go for the classic stealth approach.

If you're lucky, a Grunt Hunt target might drop a premium Bounty Poster. These will allow you to start a Head Hunt-- an extra challenging bounty hunt in the form of a public event! (Note: these are granted through the Quest Rewards and not found on the body itself.)

Just place your poster on the bounty board outside of the saloon to send the word wide. All players on the server will be alerted to show up to your aid when you do. Only one Head Hunt can be active at a time, though, so be sure to join in any actives ones before trying to start your own.

There's dozens of unique Head Hunt targets across a handful of locations. Each has a unique loadout and posse protecting them-- some with pretty wild and weird skills, too!

If you've got an itchy trigger finger, and caps to spare, The Ghoul would be more than happy to part with a premium poster... for the right price.

Players will be able to track which Head Hunts they've completed from their Challenges and earn a variety of unique rewards for doing so.

Speaking of loot, Bounty Hunting is primed to be the premiere path for Legendary Item hunters. Grunt Hunt targets will initially appear as 1-star Legendary enemies. As you complete more, they will eventually make their way toward 2 and 3-star!

Head Hunt targets will always appear as 3-star legendaries and are flanked by a pair of 2-star posse members.

But, most importantly, Head Hunts have a chance to drop items with NEW 1-, 2-, and 3-star Legendary effects. Some of these will offer special bonuses for Ghoul or human players...

New Legendary Mods

As mentioned above, you’ll be able to earn items containing new and exclusive-to-Bounty-Hunting Legendary Mods.

  • New 1-Star * Mods

  • Feral (Melee Weapon) - Kills make you more feral.

  • Sniper's (Ranged Weapon) – Gain 120% bonus damage to weak-points while aiming down sights.

  • Adrenal (Weapon) - +10% Damage per kill while on a kill streak. (Up to n%)

  • Adrenal (Armor) - +10% Damage resistance while on a kill streak. (Up to n%)

  • Lucid (Weapon) - Increase damage up to 40% based on how full your feral sanity meter is.

  • Lucid (Armor ) - Increase damage up to 6% resistance based on how full your feral sanity meter is.

  • New 2-Star** Mods

  • Pick Pocketer's (Melee Weapon) - Kills have a 50% chance to award a small amount of caps.

  • Pain Killer (Armor) - Gain HP Regen based on your kill streak (up to 3 HP per second)

  • Rushing (Armor) - Gain AP Regen based on your kill streak (up to 3 AP per second)

  • Elementalist's (Armor) - +5 All Resistances (up to +25)

  • Fierce (Armor only, not Power Armor) - Fortify limb resistance while on a skill streak (up to 10%, max 50%)

  • New 3-Star*** Mods

  • Glowing (Weapon) - Kills grant a small amount of Rads.

  • Healthy (Armor) - Max HP increased by 20 (up to 100)

  • Reflex (Armor) - 2% Evade (up to 10)

  • Active (Armor) - Max AP is increased by +20 (up to 100)

  • Barbarian (Melee) - +1 STR per kill while on a kill streak.

  • New Public Events

Gearin’ Up

Have you ever wanted to help a Deathclaw prepare for its debut in an Arena deathmatch? Now’s your chance!

The Rust King requires a new combatant. Your job is to head over to the Junkyard and help The Beastmaster gather the scrap metal needed to armor up her latest tamed Deathclaw.

During this public event, you'll fight alongside your Deathclaw-in-training against the wastelands wildest foes. Just be sure to keep the beast alive! It can't die a glorious death in the arena if doesn't survive the junkyard first...

Remember: you can heal friendly NPCs using the Medic's Legendary Mod. Don't have one? Well luckily a new unique named weapon, the Stimpike, comes with this pre-installed! You'll have a chance to earn it-- alongside many other rewards-- by completing this event.

Sinkhole Solutions

Fires rage beneath the surface of Burning Springs and natural gas deposits occasionally breach the surface near places where the ground has broken.

Willow, a resident of Highway Town, needs your help culling Radscorpions and Stingwings that have gathered around a highly volatile sinkhole. These creatures are causing issues for the residents of Highway Town so you’ll need to head over to the aptly named Scorpion Lake to activate a “stomper” device to draw them out of their dens.

Your objective will be to destroy their dens, all while dodging pillars of fire and navigating a blinding sandstorm.

Also, stick around to the end to learn why Radscorpions aren't an apex predator...

Additional Content

More Fish

Assuming you can even find them, the watering holes around Burning Springs are poisonous and irradiated, but that doesn’t mean there aren’t new fish to catch. Explore this new zone and find new fish (including a Local Legend) to add to your collections.

Side Quest: Dirty Laundry

Keep a sharp eye out for mysterious Abraxodyne intel briefcases hidden all over Burning Springs. Return them to Bodhi in the city of Athens to take part in the Dirty Laundry side quest. Unlike other collectibles, these brief cases appear in specific locations, once per player. You'll have to search every nook and cranny to find all 150.

(Schoolyard rumors say there's a 151st one hidden under a red truck, but we're pretty sure that's made-up.)

As you turn these cases in, you'll help Bodhi unravel the mystery of his missing daughter-- and earn unique Abraxodyne-themed rewards along the way.

You'll earn a unique Legendary weapon for completing the quest-- which only requires finding about half of the total cases-- but you'll get an even more powered-up version if you find every last one.

Season 23: Blood X Rust

Season 23: Blood X Rust is here to inspire you to unleash your inner raider spirit. Check out the trailer above to get your fix before you head into Burning Springs yourself.

Closing Milepost Zero

The bandits roaming Skyline Valley looking for caravans to rob have proved themselves to be dastardly threats to the Blue Ridge Caravan Company. Scaring poor brahmin into going off track, leaving deliveries incomplete.

For now, Milepost Zero will be closing shop and moving their wares to other vendors across Highway Town. Awaiting a time in the future when things might be a bit safer for their operations.

The rewards from Milepost Zero are now spread across the Wasteland:

  • Plans for the V63 Laser Carbin and mods have been moved to the Weapon Vendor Splint in Highway Town.

  • Mac in Highway Town will sell the following items:

  • Rolled Persian Rug

  • Persian Wall Rug

  • Makeshift Wine Rack

  • Noren Curtains

  • Park Ranger Supply Box

  • Persian Rug

  • Stargazer’s Telescope

  • Lightning Battery Lamp

  • Noren Awing

  • Snow Globes from the Milepost Zero vendors will now be sold by Windy in Highway Town (she is a Gold Bullion vendor).

  • Spooky Scorched will reward the Lederhosen Outfit & Hat, Redcoat Outfit *Hat, and the Vault Girl/Vault Boy backpacks.

  • Holiday Scorched will reward all the Skyline Valley specific Snow Globes.

All characters who completed the “A Bump In the Road” Caravan intro quest will receive the title “Caravan Investor” (immediately upon logging in).

We will also be granting a pennant that can be used account wide (any character on the account will have access to this pennant) and characters that have completed the quest will also receive 2K Gold Bullion. The Pennant will be granted during the first week of Burning Spring’s release while players should expect to see the 2K Gold Bullion upon logging into characters who have completed then quest.

We believe that Bounty Hunting delivers on the same promise of on-demand content, with Legendary enemies, and great rewards in a more succinct and satisfying way. We love the Skyline Valley region and have some fun things planned.

New C.A.M.P. Pet - Radhog

One of the new creatures you’ll find in Burning Springs is the Radhog. They’re tough and fiercely protective of their young, so if you get too close expect to be attacked.

What would happen if you brought one to your C.A.M.P.? You would probably have the most adorably disgusting pet this side of the Ohio River!

After purchasing the Radhog C.A.M.P. Pet from the Atomic Shop, the radhog bed item can be found in the “Dwellers” section of the Workshop menu and its Nose Ring is in the “Pet Clothing” section of the Armor Workbench.

New Seasonal Weapon – Dom Pedro

A new weapon is entering the fray.

The Dom Pedro is a Hand Cannon that can fire .50 rounds or be swapped to .308. It has an explosive effect and can pierce enemies too. Really sending a message to anyone foolish enough to stand in your way.

Emote Wheel

Whether you’re hitting your favorite emote at the wandering traveler passing by in the hulking Power Armor skin or trying to convince a level 30 Vault Dweller to pick up the loot you just dropped for them, emoting is core to the Appalachian way of living.

In the Burning Springs update we’re reorganizing emotes so that more emotes can be equipped at once.

We’re doing this by:

  • introducing 2 new categories, “Social” and “Performance”

  • removing the “Follow Me” and “Team Up” categories and placing most of their emotes into “Help” and “Social”

  • reorganizing the emotes in the “Misc” so that more of them live in more appropriate categories like “Performance” and “Taunt”.

With the work done here, you can now equip all your favorite emotes at once with little to no need to go into the Atomic Shop to swap them in and out.

Gleaming Depths

Almost a year after its introduction, Gleaming Depths has proved to be an excellent place for players looking for an endgame challenge to push themselves and their builds to the limit. We’re introducing a new weekly challenge for Gleaming Depths that can be completed by working through all stages of the raid. Your reward for doing so will be a 4-Star Legendary cache that contains a 4-Star Armor, Power Armor, Melee Weapon, and a Ranged Weapon.

To go along with this new weekly challenge, we’re also redistributing the raid rewards so that the farther you progress in Gleaming Depths the more enticing the rewards will be. We know this may cause some disruption to your local EN06 farming group (and you can still farm him for XP), but it was never our intention to have one phase of the raiding experience be the source of some of the most coveted rewards in the game.

In this update we’re also fixing numerous bugs and introducing quality-of-life improvements to make the raiding experience smoother for everyone.


Combat

Combat in Appalachia has experienced a lot of changes since the Skyline Valley update was released last year. For Burning Springs we’re slowing things down to see how it all settles.

We are making a few more adjustments to V.A.T.S. to address the feedback we’ve received after the Fallout 76: C.A.M.P. Revamp update. All in all, you should experience far less instance of V.A.T.S. chance to hit fluctuations and targeting issues.

  • Fixed cryo slow being applied to players who aren't in PvP.

  • Fixed an issue where Hack and Slash could damage players outside of PvP.

C.A.M.P.
  • All items from the Mischief Night rewards now appear in the Build menu.

  • Build budgets of various items have been adjusted.

  • Fixed an issue which could cause the Store/Scrap button to not work when pressed by the player.

  • Straw Goat decoration plans are now known by default for all players.

  • Fixed issue where C.A.M.P. Pet interact prompt could sometimes display near the C.A.M.P. when it shouldn't.

  • The Bat Plushie reward from Mischief Night should now face forward in all displays when placed.

  • The Old Glory Fireplace is now buildable.

  • Removed noticeable seams with the Haunted Mansion prefab.

  • Fixed an issue which could cause some items to not appear correctly in the "New" tab of the build menu.

  • Chems from the Fallout First Aid Box can now be used to build C.A.M.P. objects.

  • Fixed an issue that prevented objects from being moved vertically while building in precision mode.

  • Fixed an issue with the Morse Code Poster: .-. . -- --- ...- . -.. / ... .--. .- -.-. . / ..-. .-. --- -- / ..-. .-. --- -. - / --- ..-. / - .... . / -. .- -- .

  • Pet collar apparel can now be scrapped.

Events
  • Feral Ghouls will no longer get stuck on the roof access door during Feed the People.
Gameplay
  • Switching the equipped grenade will no longer reset the heavy gunner perk stack.

  • Fixed an issue where the Cryolator wasn't counting as a valid weapon for challenges requiring an automatic weapon.

  • Zetan Drones are no longer susceptible to the Bleed DoT.

  • Uranium extractors in the Uranium Fever Event are no longer susceptible to Bleed DoT.

  • Fixed an issue which could cause Mole Miners during the event Uranium Fever to appear initially neutral to the player.

  • Addressed an issue where enemy turrets in The Pitt weren't hostile to the player.

  • Camp Liberty: The Glowing Yao Guai in this location now correct

Fallout 76 Update Notes – October 21, 2025

Update Version 1.7.21.41 & Sizes

Check the download sizes below for today’s update on your platform of choice:

  • PC (Steam): 42.8 GB

C.A.M.P.s

Workshop Menu

  • Overwriting blueprint that causes a duplicate no longer results in crashing.

  • Items should no longer erroneously show the Atomic icon on Xbox.

  • Items placed on the first floor should no longer float.

  • When inside a shelter, the blueprinted subcategory is no longer available in Build Mode.

  • Build menu should no longer scroll faster as you change scroll directions.

  • The Fisherman's cooking station, Fish Display Plaque, and all three fishing plushies are now visible in the Workshop Menu once learned.

  • Decontamination Shower should no longer show as unlearned for players that have already learned it.

  • C.A.M.P. item names should no longer be cut off when selecting them in the Build Menu.

  • Players using gamepad can now toggle the free cam control mode while placing wires, unless they are targeting an item that accepts wire connection.

  • The “Blueprint Save” pop-up in the Workshop Menu now supports mouse input.

  • The "Options" button is again displayed when using the Replace option.

  • Last selected variant is now tracked separately between replace and build mode in the Workshop Menu.

  • Made some improvements to the blueprinting flow in the new workshop.

  • Blueprinting now reserves items.

  • A scroll bar has been added when players save their blueprints.

  • Added additional messaging when a lock is applied or removed from a Workshop item.

  • The Atomic symbol should now correctly update for purchased wallpapers.

  • Players should not get kicked back to the subcategory menu when selecting variants while building.

  • Players should no longer become stuck moving an object when editing furniture items.

  • Workshop background should no longer be invisible.

Help Menu

  • Help Menu now lists the correct Subcategory for Foundations

  • Made improvements to Help Menu information for “Free Camera Mode”, "Attaching Wires", “Item Lock” and “Death”.

  • Fixed an issue with the Help menu which listed the incorrect controller button for "Save Blueprint"

Items

  • The Atomic Roller should now be interactable.

  • Removed the Blood Punch Bowl from being buildable in shelters to be consistent with other dispenser type items.

  • Removed the Blue Nuka-Cola Vending Machine from being buildable in shelters to be consistent with other dispenser type items.

  • Removed the Crania Candy Bowl from being buildable in shelters to be consistent with other dispenser type items.

  • Atomic Shop icon no longer appears on the Sheepsquatch Poster

  • Fixed an issue which could cause players to be unable to enter their Power Armor suit until they dropped Fusion Cores in their inventory.

  • Fixing an issue where the Ultracite Stool and Ultracite Throne were no longer buildable under certain conditions.

  • Tiki C.A.M.P. kit should now display as a full C.A.M.P. kit.

Combat
  • Enemies will now display the correct icon for bleeding beneath their HP bar.

  • Nuke Silo Mainframes Cores should now be damaged by explosions.

  • Fixed an issue causing Scorchbeasts to focus on their audio scream attack.

  • Sheep Shard poison damage will now correctly scale with the player's level.

Events
  • Mischief Night: The "Light the Mischief Pyre" objective is now translated in all languages.

  • Mothman Equinox: Fixed a formatting issue with all 6 of the Mothman Equinox event lore books.

  • “Jail Break” should now qualify for the repeatable Public Event challenge

  • Glowing Skeleton Costume and Glowing Skeleton Hood can be now sold to NPCs.

  • The Freezing Touch mutation now deals Cryo damage.

  • Decryption:

  • Removed the armor penetration and increased damage effects.

  • Enemies are now higher levels than you would normally encounter

  • The Big Bloom: Beezlebub's health and damage has been increased.

  • The Big Bloom: Increased performance with flower respawning.

  • The Big Bloom: Overgrown now have a chance to drop Carnal Weepers, Radlilies, or Crystalcups.

  • The Big Bloom: Lowered the active landmine count.

Gameplay
  • Becoming immune to fall damage while not in power armor now always prevents the stagger animation.

  • All Cryo damage now has a unified effect that slows the target and drains Action Points. This effect scales up the more Cryo damage the target takes and recovers over time when the target isn’t taking Cryo damage. Cryo resistance also plays a role in how quickly the status effect is built up and recovers. Weapons and effects that caused a slowing effect now deal Cryo damage instead.

  • Fixed a bug where applying slow effects to a target could make them move very fast.

  • RAD damage is no longer recovered to a minimum value when loading into the world. RAD damage is still recovered to a minimum value when respawning. This also applies to Glow for Ghouls.

  • Fixed an issue where damaging auras would not deal any damage in certain cases.

  • Fixed an issue where players could be stuck in a state where their AP constantly drains.

Perks
  • Cryo damage should now correctly trigger the Deal Sealer Perk.

  • “What Rads” Perk can now only be equipped by Humans.

  • Fixed an issue on the S.P.E.C.I.A.L. page which displayed "0 unused point" over full categories.

  • S.P.E.C.I.A.L. Loadout Manager should now perform better when scrolling.

  • Blood Sacrifice: AP should no longer continue to drain HP while outside of VATS.

  • The Cloaked icon should now be displayed for Escape Artist and Chameleon.

  • Twisted Muscles penalties to VATS accuracy and cone of fire are now reduced by the Class Freak perk card.

  • Four Leaf Clover: Now grants the correct amount of crit meter for multiple projectile weapons.

  • Fast Fighter: Now grants 50% of your movement speed above 100% (your bonus movement speed) as reload speed.

  • Improved the utility of Fast Fighter for Black Powder weapons.

  • Lifegiver

  • Fixed an issue where players could die when unequipping this Perk Card.

  • Fixed an issue where the players HP could be incorrect and overlapping the RADS portion of the HP bar when this Perk Card was equipped.

  • Night Eyes: Reduced cost to 1 point.

  • Number Cruncher: Now applies to weapon DoT effects.

  • Deal Sealer

  • Cryo slow now counts as an impairment for this Perk.

  • Poison aura effects now correctly inflict poison impairment.

  • United Ordeal: Now shows in the Pipboy Effects tab when active.

  • Rad Sponge: Thirst and Hunger should no longer be restored at different rates.

  • Increased the rate at which Thirst and Hunger are restored.

  • Good With Salt: Moved from LCK to INT.

  • Curator: Moved from LCK to INT.

  • Tightly Wound: Animation speed should no longer reset when entering or exiting Power Armor.

  • Bloody Mess: Fixed an issue that would allow this to proc on bleed immune targets.

Miscellaneous
  • The "Combat Knife" should now be properly translated in all languages.

  • "Rusted Glory Flag" should now be properly translated in all languages.

  • Players should no longer experience visual clipping when equipping a hazmat suit as a Ghoul wearing a disguise.

  • Unarmed Bobble Head now displays proper name.

  • Players should now be able to complete the Possum: Leatherworker challenge by building a Bear Skin Rug.

  • Chinese Stealth Armor should no longer stretch oddly at the neck of male characters.

  • Corn Cob Fasnacht Masks can now be placed in Chess & Pillar display cases.

  • Cranberries should no longer spawn as Blast Berries.

  • Big eared characters no longer have their ears clip through the Brother Hood of Steel hood apparel.

  • Improved textures for Drill Fist Ultracite Bits.

  • Light Machine Gun Prime 5.56 and .45 plans no longer keep dropping from Scorchbeast Queen once learned.

  • Improved VFX to better match damage inflicted by explosions.

  • Fixed a rare crash on the loading screen.

  • Silver Extractors should no longer produce Silver Scrap instead of Silver Ore.

  • Fixed missing armor names in the how to learn text.

  • Fixed an issue that would cause cut content to be displayed in the workbench.

Note: There was a patch note announcing that some items were added to vendors Samuel, Mortimer, and Giuseppe. This note was not intended to appear in today's patch notes. Please stay tuned to for future information on items being added to those vendors.

Mutations
  • Bird Bones now displays its Fall Damage reduction in the Pip-Boy.

  • Fixed a bug where Herbivore and Carnivore mutations could be acquired at the same time.

  • If you currently have both mutations, they will be removed from your character.

Quest
  • Reading the Sacred Tomes of the Mothman now correctly progresses the hidden quest.
Weapons

Mods

  • Damage from explosive launchers with the two-shot Legendary Mod is no longer duplicated.

  • US Covert Ops magazine now states its correct effect: Bonus damage against Humans.

  • Scopes that support multiple zoom levels will now display a button hint for zoom during use.

  • Cremator now deals the same damage after changing the color of the chemical fuel.

  • Alien Blaster Cryo mod now receives benefits from the Explosive Legendary mod.

  • The Bowie Knife Pioneer Scout Paint now appears with all other appearance mods.

  • Certain weapons should no longer increase in size as you scroll through their mods.

  • Ceremonial Mace Skin for Lead Pipe, Revolutionary Sword, & Tire Iron now use the correct appearance mod slot and can be removed after application.

  • Removed debug text from the Chameleon and Stealth Boy mods used in Power Armor

  • The Cryo mod for the Compound Bow now receives contextual ammo (Arrows)

  • Bleed damage has been added to the Cosmic Knife.

  • The Durability Legendary mod now correctly reduces but does not remove durability loss when attacking enemies.

  • The Gatling Plasma Stinging Core Receptacle now correctly notes as "piercing".

  • Icemen's Four-Star Legendary Mod effects have been replaced with 20% extra Cryo damage.

  • Pipe Wrench no longer incorrectly displays 2 cosmetic mod slots.

  • Weapons will no longer experience a delay in firing after being reloaded when using effects that increase reload speed.

  • The Light Machine Gun full stock mod no longer adds the Rifle tag to the weapon.

  • The Stalker’s mod can now be attached to melee weapons.

  • The Miasma mod has been reworked to always deal poison damage to nearby targets, similar to the Plague Walker mutation.

Miscellaneous

  • 5.56 Ultracite Ammo will now unlock as expected for the LMG.

  • Improved the Cryo effects for multiple weapons.

  • Players should no longer be able to continue to use auto melee weapons after running out of AP.

  • Improved the ability to target bee swarms with VATS.

  • Nuka-cola Ammo is now an explosive ammo type.

UI
  • Some HUD elements should no longer be hidden while the player is aiming with a scope.

  • Players should no longer see a blank confirmation window when choosing a loadout upon exiting Vault 76.

  • Damage over Time will no longer display as floating numbers when setting is disabled.

  • Floating damage numbers now correctly dynamically adjust.

  • Players should no longer be flagged AFK incorrectly.

  • The confirmation window should now display correctly when trying to delete a custom world.

  • Leaving the Steam Overlay by clicking the X button now correctly resets the game's input, allowing Pip-Boy to be opened with Tab.

  • Radiation gained by consuming irradiated food should now be displayed correctly.

  • Some UI elements should no longer disappear when a player disconnects from a controller.

  • Health and stamina bars should no longer become misaligned.

  • Rebinding an input in the Settings Control menu should now rebind correctly.

  • Fishing: Inputs are no longer influenced by remapping controls in the Options Menu.

  • United Ordeal will now correctly show as an active effect.

  • Fixed a display issue where Number Cruncher would increase the Pip-Boy damage values more than expected.

  • Fixed an issue where DoT floating numbers would sometimes display twice.

  • V.A.T.S. Accuracy is now correctly displayed with a percentage sign in mod properties.

Patch Notes - September 23, 2025

The team has deployed an update to address the following:

  • Wallpapers will now correctly show for players using the “Buildable” or “Unlocked Items” filters while building their C.A.M.P..

  • Fixed an issue preventing Wallpapers from showing in the Build menu for player using the Raider, Settler, or Future-Tec deployable C.A.M.P. skins.

  • Fixed an issue that showed the C.A.M.P. budget bar as visually exceeding the limit.

Fallout 76: C.A.M.P Revamp Release Notes

Today’s update is a huge one for the builders!

A reworked Workshop UI makes finding the items you want to build faster. While relaxed build rules in Adventure mode gives everyone more freedom to create the C.A.M.P of their dreams.

We’re also nearing the end of combat rebalancing project that kicked off last year with a significant increase to melee weapon damage, boosts to damage-over-time effects, improving the feel of manual aiming, and some changes to VATs that make the experiences more reliable.

There’s a lot to dig into so go ahead and get started!

Update Highlights
  • Relaxed Build Rules – Unleash your creativity! With relaxed building rules allowing you to build new styles of C.A.M.P.S.

  • Reworked Workshop UI – The Workshop UI has been revamped to make it easier for you to get to the C.A.M.P. items you’re looking for.

  • Item Locking – Never accidentally scrap your gear again with this highly requested feature.

  • Combat – Improvements to manual aiming and V.A.T.S. plus a bunch of damage and range increases.

  • Season 22: Appalachian Modern Living – A modern dweller needs a modern home.

Update Version 1.7.21.25 Sizes
  • PC (Steam): 9.9 GB
Relaxed Build Rules

For those of you who like to build C.A.M.P.S. in Fallout Worlds, you already know the benefits that relaxed build rules provides. Let’s go over some of the more common situations where you’ll experience these relaxed build rules and talk about how they’ll change what you’ll be able to do!

Snapping Items

Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap. Over-snapping your walls to get wallpaper on both sides is also possible now. Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.

Placement Mode Toggles

Three placement modes are available to help you place items in your C.A.M.P.:

  • Snap Mode (Normal) – Place items the way you’re used to.

  • Collision Mode – Items will not auto-snap but will consider collisions.

  • Free Mode – No snapping and no collisions.

Placement Restrictions

While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.

Foundations

Items that used to require a foundation to be placed no longer have that requirement. Also, when removing an item, you no longer have to worry about part of your structure being inaccessible.

Power Cables

Can now be built even if the cable intersects with another object!

Blueprints

No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it.

Workshop 2.0

Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.

New Main and Subcategories

One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.

The categories are:

  • Quests

  • Objectives (This category only appears when a quest is active and will disappear after the quest is completed.

  • Recent

  • Quickly find your last used items.

  • History

  • New

  • Recent

  • Blueprinted

  • Stored

  • C.A.M.P. Pieces

  • Foundations

  • Porches

  • Floors

  • Walls

  • Roofs

  • Stairs

  • Doors

  • Columns

  • Fences

  • Shelters

  • Defense

  • Barricades

  • Turrets

  • Traps

  • Power

  • Generators

  • Power Connectors

  • Lights

  • Candles

  • Ceiling Lights

  • Fire

  • Lamps

  • Signs

  • Wall Lights

  • Resources

  • Crafting

  • Collectors

  • Food

  • Producers

  • Water

  • Utility

  • Instruments

  • Player Benefits

  • Services

  • Vending Machines

  • Furniture

  • Appliances

  • Beds

  • Electronics

  • Seating

  • Shelves

  • Surfaces

  • Decorations

  • Balloons

  • Clutter

  • Crockery

  • Entertainment

  • Fauna

  • Holiday

  • Lawn and Garden

  • Novelties

  • Outdoor

  • Rugs

  • Signs

  • Statues

  • Taxidermy

  • Toys

  • Vehicles

  • Wall Décor

  • Accents

  • Ceiling

  • Holiday

  • Mounted

  • Novelties

  • Signs

  • Tapestry

  • Wall Art

  • Wall Letters

  • Window

  • Storage

  • Additional Storage

  • Displays

  • Stash Boxes

  • Structure

  • Farm

  • Frontier

  • Industrial

  • Military

  • Modern

  • Rustic

  • Scavenger

  • Dwellers (formerly Allies)

  • Allies

  • Pets

  • Pet Furniture

Modify Menu

The Modify Menu is your main tool for customizing your C.A.M.P. This feature has received a major facelift. Now giving you more direct access to crucial editing features.

  • Edit Mode:

  • Pick up and move items

  • Scrap or store things you've already built

  • Wallpapers:

  • Add wallpaper to give your C.A.M.P. a fresh style

  • Remove wallpaper if you want to go back to basics

  • Locks:

  • Doors

  • Generators

  • Resource collectors

  • This helps prevent other players from taking your things.

  • Blueprints:

  • Save your creations

  • Place them again later, even if you move your C.A.M.P.

  • Replace:

  • Swap out placed items without needing to scrap and rebuild!

Miscellaneous Notes

We wanted to list out some neat features that we think builders will appreciate that don’t necessarily require a whole section to themselves.

  • Build/Modify Mode: On keyboards you can change modes by pressing Q. On a controller you can click the Left Stick.

  • New Navigation Option: Use Shift + WSAD to move around menus faster. On controller the left and right bumpers allow you to quickly navigate the categories.

  • You can filter by Buildable, Unlockable, and Known items.

  • Social Menu is blocked while in Workshop menus giving you more space to work with.

  • Quest Markers and Team List are also hidden while building.

  • The menu will remember which mode you were in when you re-enter it.

  • In the Options Menu, you can minimize or maximize the Variants panel as well as expand the info card.

Caravans

We're restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.

Caravans will now reward all players with the same number of Supplies, regardless of who started the event.

Item Locking

Say NO to accidental scrapping because you can now protect your favorite items by locking them!

Lock your weapons, lock your armor, lock your Power Armor. Heck, you can even lock your meds too!

This new feature will prevent locked items from being sold, scrapped, traded, and even dropped. Item Locking has been a long-requested quality-of-life request from many in the community. We’re really excited about bringing this feature to you.

Add or remove a lock anywhere you can interact with items including:

  • Pip-Boy

  • Stash

  • Including looking at your stash through the My C.A.M.P. device.

  • Workbench

  • Ammo Box

  • Player to player trading

  • NPC vendors

  • Vending machines

  • Allies

  • Display cases

  • Corpses and loot bags

A Few Notes: Locking an item will not prevent loss of junk on death or prevent items from being used as a material for crafting (cooking etc.). Also, by default, locking consumables will prevent their use. You may adjust this in your settings.

Accessibility

We’ve made strong strides towards making sure Fallout 76 is more accessible to more players. If you would like a look at all the accessibility features offered at the time of this update you can find that listed out here. [Link to Article]

Mischief Night Returns

Mischief Night returns on October 7! Prepare to head over to Rapidan Camp in Skyline Valley to enjoy this refreshed take on a fun and chaotic event.

Ping and Emote Swap

Thanks to community feedback we've decided to flip the Press (currently set to Ping in the live game) and Press and Hold (currently set to bring up the Emote wheel in the live game) command for Ping and Emote. With this update, when playing with a controller, Ping can be activated by Pressing and Holding the Down D-Pad button. Emote is now set to Press on the Down D-Pad button.

Season 22: Appalachian Modern Living

Combat Balancing

In the Gone Fission release notes, we shared an update on how we felt the combat rebalancing project we kicked off during Skyline Valley was going. We mentioned that we’ve seen a significant improvement in the variety of ranged weapons being used, fewer difficulty spikes in the early to mid-game experience, and increased build diversity amongst the player base.

Today’s update continues this process with a focus on:

  • Improving the manual aiming experience.

  • Improvements to the V.A.T.S. formula.

  • Providing significant buffs to melee and ranged weapon damage.

  • Boosts to damage-over-time effects.

  • Increases to weapon ranges.

There’s a lot to dig into. If you’re interested, head over to our Fallout 76: C.A.M.P. Revamp Combat Release Notes article for all the nitty and gritty details.

We’re going to keep things high-level here.

Manual Aim Improvements

We’ve made changes to all ranged weapons to improve players’ ability to hit targets outside of VATS.

These changes vary by weapon and include:

  • 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.

V.A.T.S.

The formula for calculating hit chances in VATS has been rewritten to be more consistent and intuitive. Overall, hit chances with most weapons will be higher. Distant, smaller, and more difficult enemies will sometimes be harder to hit.

Here’s a basic overview of how it works:

  • 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.

Weapon Mods

The vast majority of melee and ranged weapon mods have been updated to have more consistent and intuitive effects, and to offer additional choices for a variety of play styles.

There are far too many changes to list (well over 1,000 mods updated), so instead here’s some highlights for common mods.

Stub Barrels

Stub barrels now make a weapon easier to use while moving at short range.

Medium & Long Barrels

While the longer range for Medium and Long barrels makes it easier to hit targets both in manual aim and VATS and preserve more of your damage when firing at distant targets, they’re now a bit more difficult to use on the go.

Weapon Scopes & 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.

Muzzle Mods

  • 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.

Bleed, Fire, and Poison Mods

Changes have been made to Fire and Poison mods to offer better damage over time. We’ve also made changes to some of these mods to convert more of their original damage to Fire or Poison.

Mods that add blades to weapons now more consistently have a Bleed (physical) damage over time effect. The damage from this effect has been greatly increased.

Receiver Mods

Mods which change the ammo type of a weapon have been modified to better reflect the increase or decrease in ammo strength. Stronger ammo will typically have higher AP costs, lower durability, and be harder to control in manual aim. Weaker ammo will typically have lower AP costs and be easier to control and maintain. Now the choice of which ammo to use on a weapon is more about whether you want a more comfortable, lower-maintenance experience with a weaker ammo type – or instead push the weapon further with stronger ammo at the cost of increased difficulty of use and more expensive maintenance.

Similar to ammo type conversion mods which use a stronger ammo type, Hardened receivers now have additional recoil and higher AP costs. Critical receivers now also increase a weapon’s AP cost.

Stocks and Bayonets

Paired with the damage increases on the weapons themselves, switching from a Grip to a Stock or adding a Bayonet (or both!) will greatly improve Bash Damage.

Prime Receivers

Prime Receivers went through a lot of changes during the Public Test Server. We wanted to outline where we landed for these mods.

Prime Receivers provide the following in addition to their increased damage to Scorched enemies:

  • +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.

Semi-Automatic to Automatic Weapon Mods

In addition to the earlier Base Damage, Sneak Damage, and VATS Critical Attack damage changes from the Gone Fission update, Automatic mods for Semi-Automatic weapons also have the following changes (relative to the un-modded weapon):

  • 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.

Adjustments to Hardened Receivers:

Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)

  • Bonus Damage: +25% -> +35%

  • Recoil: +10% -> +15%

  • AP Cost: +10% -> +15%

  • Weight: +25% -> +30%

  • Durability: -7% -> -12.5%

  • Value: +35% -> +40%

**Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes: **

  • Base Damage: Now +40%

  • Removed 25% additive damage bonus

  • Fire Rate: Now -35%

  • Range: Set to 59 -> Reduce by 35%

  • Durability: -7.5% -> -15%

  • Fire Rate: Now -35% Adjustments to Cone of Fire, Recoil, etc. now are relative to the weapon's base properties rather than set to specific values regardless of weapon.

**Laser Gun and Ultracite Laser Gun Splitter mod changes: **

  • Base Damage: Now +40%

  • Removed +50% additive damage bonus

**Laser Gun and Ultracite Laser Gun Sniper mod changes: **

  • Base Dam

Fallout 76 Update Notes – July 22, 2025

Today's update to Fallout 76 brings improvements and bug fixes to Appalachia.

Note: At the time of posting, servers are not back online. We'll update this article when servers return.

C.A.M.P.
  • Reduced the wood cost to build the Fire Watch Tower from 25 to 5.

  • Fixed a missing textures issue with the Atomic Ceiling Light.

  • Corrected several typos for buildable and craftable items.

  • Increased the build limit of several flag variants from 3 to 25.

  • Covered Bridge Cap and Covered Bridge Deck have been updated to correctly cost wood instead of steel.

  • Canoe Planter now plays the correct destruction effects.

  • Fixed an issue with the Tool Shed's radiant powered area not extending to the top.

  • Fixed an issue where the Seaweed Scrapbox did not show as a premium item.

  • Fixed an issue with the Industrial Fusion Recharger which caused it to become unresponsive in certain circumstances.

  • Updated the Sphynx Cat and Bombay Cat beds to use separate models to avoid a cat fight.

  • Caged Owl now grants the correct materials upon destruction.

  • Updated the placement and destruction SFX for the Pointing Cappy Signs.

Combat
  • Fixed an issue where Daily Ops Alien enemies could drop stacks of unusable Alien Blaster Rounds.

  • Fixed an issue where the Imposter Assaultron Head weapon did not play SFX when firing.

  • Fixed an issue where the Electro Enforcer's name did not change when applying the "Overcharged" weapon mod.

  • Fixed an issue where sometimes corpses, meat piles, ash piles, and loot bags disappear before the player can loot them.

Ghoul
  • Fixed an issue where the Bomb Scientist perk incorrectly applied damage over time.

  • Fixed an issue where Ghouls could contract diseases.

  • Fixed an issue where certain headwear would become stretched when worn by Ghouls.

Fishing
  • Fixed an issue where fish were slightly offset when displayed in the Curved Fish Display.

  • Fixed an issue where fishing in rainy weather in Skyline Valley did not progress the "catch a fish in the rain" challenge.

Weapons
  • Fixed an issue where sound would get stuck on Chainsaw and Auto axe when attacking after AP was drained.

  • Fixed an issue where the Industrial Paint for the Plasma Caster did not apply to the barrel.

  • The Death Tambo, Cattle Prod, and Plasma Cutter weapons no longer make cloth and several other objects bleed when striking them.

  • Fixed an issue with the M-16 style Handmade Skins' alignments for glow and iron sights.

Outfits
  • Updated the Snorkel Mask to prevent damage from airborne hazards.

  • Fixed an issue with the Mothman Wing Clipper Backpack not correctly displaying its dynamic name in crafting.

  • Fixed an issue where certain masks and bandanas clip through female faces when equipped.

UI
  • Fixed an issue where the Mods List text would overlap with the crafting or modification menu.

  • Updated the Help Menu "Feral" section.

  • Addressed typos within the Help menu.

  • Updated all Ghoul perk cards to have the green border and burnt card textures on their cards.

  • Mr. Fuzzy Antennae Ball Backpack Flair has been correctly renamed Mr. Fuzzy Antennae Ball Backpack Flair. Apologies for not putting the correct amount of respect onto Mr. Fuzzy's name.

  • Fixed an issue where the Item Stats box could overlap other menus.

  • The Gun Runner perk animation will not have the Vault Boy flipped mid animation.

  • Updated the Vault Storage Facility Shelter Entrance to correctly identify the item as an entrance.

  • Fixed an issue where the transfer menu would fail to show all items when using "take all" from Nearby Corpses.

  • Fixed an issue where the Ice Breaker's Cryo Cold Harbor description could appear in the Pip-Boy.

Miscellaneous Fixes
  • Updated various premium item names to display their missing their Atomic Shop symbol.

  • Fixed an issue where the player's character appears gloved in 1st person when the 'Nurse Outfit' is equipped.

  • Fixed an issue where the player can see inside their arms when sitting on "Tiki Bar Stool".

  • Fixed an issue where the "No Mic" emote continued to play after the action was canceled.

  • Fixed an issue where players could not fast travel to Old Danielson Cabin.

  • Fixed an issue where too many caps would be charged to respawn if you became over encumbered during death.

  • Fixed an issue where Ginseng Root was not affected by Verdant Season & Backwoodsman 4.

  • Fixed an issue where the Power Armor headlamp was misaligned in 3rd person when the "Hydro Tech Exo Power Armor Paint" was applied.

Fallout 76: Gone Fission Release Notes

Put on your most comfortable outfit and drop your C.A.M.P. next to some serene water. You’ve got some fishing to do.

The irradiated Appalachian waters now play host to a variety of different fish of different rarities.

Remember. Anywhere you can swim, you can fish.


Update Highlights
  • Casting Off – Make your way over to The Mire to start your fishing adventure!

  • Mystery of the Axolotol – Every month an axolotl will be available to catch in two zones around Appalachia.

  • **Local Legends **– Big game awaits! Haul them in and show them off in your C.A.M.P.

  • **Season 21: Gone Fission **– A brand new season with rewards that are fishtacular.


Casting Off – New Questline

Head over to Fisherman’s Rest, a new location in the Mire where you’ll begin your fishing journey. Here you will meet a new trio of new characters. The disoriented Captain Raymond Clark, a mysterious new figure who goes by the name The Fisherman, and Linda-Lee, the Fisherman’s adorable pet hermit crab.

During the “Casting Off” questline you’ll receive a working Fishing Rod - allowing you to walk up to any body of water and start fishing. When deciding where you can fish, remember the mantra: “If you can swim in it, you can fish in it.”

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 standing next to and looking at a body of water, the “Fish” command will appear on your screen. The Fishing Rod will show up in your Tinkers Workbench menu so you can modify it though.

Upgrading your Fishing Rod

You can find the pieces needed to upgrade your fishing rod by completing the new fishing challenges and daily fishing quests. These will reward you with rod styles, bobbers, and linear reels to fine tune 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 upgrade 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 rarer fish to bite down on your hook.

Common Bait

Gives you the chance to catch generic fish, scrapable junk, and common regional fish. Common Bait is purchasable from The Fisherman and Captain Raymond Clark in Fisherman’s Rest. You also have a chance to receive this bait after completing the daily fishing quest.

Improved Bait

This bait gives you an increased chance of catching uncommon fish. While it’s not purchasable from any vendor, you can trade Improved Bait with other players. You can also get more from the daily fishing quest, public events, and finding it in lootable containers around the world.

Superb Bait

Earnable as rewards in Season 21, this bait gives you the best chance to catch very rare fish.

Weather

Weather also influences 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 Bits

When 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 main fishing questline. 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. 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. Common fish can be found across the map, but there are a ton of region-specific fish to discover along with their glowing variants.

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. Keep an eye on our social channels for hints on where they’re located every month.

Lastly, Local Legends. These are the fish you’ll be bragging about catching. That’s all we’ll say about them for now.

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!

Season 21: Gone Fission

Speaking of flaunting. Season 21 brings a whole suite of new fishing-themed rewards for you to unlock.

Watch the trailer above and then head over to our Season 21: Gone Fission article for more information.

Starting today, unused Season Tickets will be turned into Gold Bullion when the next season starts. This retroactively applies to your unused tickets from the previous three seasons.

When you log in after today’s update, you’ll be greeted with a message asking you to confirm the transfer of Gold Bullion to your character inventory. If you’re not sure you have the space, deny the transfer and check your character. The next time you launch the game you’ll be greeted with the same message.

Combat Rebalance – A Year in Update

Last year we kicked off our long-term combat rebalancing project with the Skyline Valley update. We started this work wanting to make sure:

  • combat felt interesting and engaging.

  • most/if not all weapons felt satisfying to use.

  • all builds and weapons should have a reasonable amount of viability.

  • manual aim should be satisfying and effective while still allowing VATS to perform well in specialized builds.

  • majority of players should have an opportunity to participate in group content.

  • reduce the need for “tag the mob” play styles.

With the changes made so far, we’ve seen significant improvement in the variety of ranged weapons being used. There are also fewer difficulty spikes in early to mid-game locations which makes the leveling experience smoother for our newer players. Build diversity has also increased as we see people exploring the new opportunities that the Perk card changes have provided.

While we've already made significant progress, the next few updates will include a few larger and more impactful changes and represent the culmination of much of the balancing work we've done. This gives us a solid new foundation for the future content we have planned.

After these updates, we plan on slowing down to let things settle and evaluate how things shake out.


Combat Balance
  • Harpoon Gun

  • Base Damage has increased from 175 -> 245

  • Barbed Mod: Range now matches base weapon and Bleed length lasts 15 seconds. Damage per tick has also increased as well.

  • Fletchettes Mod: Range now matches the base weapon and Fletchettes now get a 20% buff to damage.

  • 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 14

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 -> 0.5

Lowered 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 -> 30

Increased 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 -> 39 Physical, 39 Energy

  • Enclave Plasma Gun: 32 Physical, 32 Energy -> 57 Physical, 57 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 -> 541

The 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 -> 2.25

Adjusted 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 -> 2.25

Automatic Receivers 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)

Combat 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 damage.

Increased 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 > 88

  • 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

Weapon Mod Adjustments

Plasma Gun Mod Changes

  • Removed the cone of fire increase on Plasma Gun Sniper mods

  • Removed the action point reduction on Plasma Gun Standard and Bruising Grip mods.

  • Plasma Gun Flamer mods now reduce action point cost by 10%.

Gatling 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%

Removed the AP Cost Increase on the Following Mods

  • Light Machine Gun Standard/Prime Receivers

  • Tesla Automatic Barrel

Removed the Energy Damage Decrease on the Following Mods

  • Tesla Automatic Barrel

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

  • Ammo capacity: Set to 300 -> Increase by 400%

  • Note: for a base Plasma Gun, this would result in 150 capacity.

  • Removed 40% damage bonus

Plasma and Enclave Plasma Gun Automatic Mod Adjustments

  • Removed increase to cone of fire

  • Removed increase to AP cost

  • Removed 10% ammo capacity penalty

Base Damage Adjustments for the Following Weapon

  • Gatling Plasma: 35 Physical, 35 Energy -> 31 Physical, 31 Energy

Removed an Unintended Additional Damage Bonus on the Following Mods for the Western Revolver

The damage removed from these mods was already accounted for with prior base damage increases.

  • Calibrated Receiver

  • Vicious Receiver

  • Severe Receiver

  • Refined Receiver

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.

  • Added missing text for Sneak Attack Damage when modifying weapons.

  • Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. For reference, those changes are listed below:

  • Reduced the damage of the Auto Axe: 31 > 24

  • Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64

  • 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.

  • The Submachine Gun Armor Piercing Receiver no-longer has an extra 40% armor penetration in addition to the intended 20% armor penetration.

  • Increased durability for most weapons.

  • 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.


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 a