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
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Casting Off – Make your way over to The Mire to start your fishing adventure!
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Mystery of the Axolotol – Every month an axolotl will be available to catch in two zones around Appalachia.
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**Local Legends **– Big game awaits! Haul them in and show them off in your C.A.M.P.
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**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:
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combat felt interesting and engaging.
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most/if not all weapons felt satisfying to use.
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all builds and weapons should have a reasonable amount of viability.
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manual aim should be satisfying and effective while still allowing VATS to perform well in specialized builds.
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majority of players should have an opportunity to participate in group content.
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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
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Harpoon Gun
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Base Damage has increased from 175 -> 245
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Barbed Mod: Range now matches base weapon and Bleed length lasts 15 seconds. Damage per tick has also increased as well.
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Fletchettes Mod: Range now matches the base weapon and Fletchettes now get a 20% buff to damage.
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Reload Speed increased by 10%
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Ammo Capacity increased from 1 to 3
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Delay between shots increased by 25%
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Crit Mult increased from 2 to 2.5
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Sneak Mult increased from 2 to 2.25
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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.
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Black Powder Pistol: 0.1 -> 0.5
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Black Powder Rifle: 0.1 -> 0.5
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Combat Shotgun: 0.1 -> 0.5
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Crossbow: 0.1 -> 0.5
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Double-Barrel Shotgun: 0.1 -> 0.5
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Cold Shoulder: 0.1 -> 0.5
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Gauss Shotgun: 0.1 -> 0.5
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Pump-Action Shotgun: 0.1 -> 0.5
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Pepper Shaker: 0.25 -> 0.5
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Pipe Bolt-Action: 0.25 -> 0.5
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Pipe Gun: 0.25 -> 0.5
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Pipe Revolver: 0.25 -> 0.5
Lowered Base AP Costs for the Following Weapons
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Alien Disintegrator: 25 -> 17
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Handmade Rifle: 32 -> 16
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Assault Rifle: 32 -> 17
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Combat Rifle: 25 -> 15
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The Fixer: 25 -> 16
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Radium Rifle: 25 -> 16
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Submachine Gun: 35 -> 15
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Tesla Rifle: 30 -> 17
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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.
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Alien Disintegrator: 40 -> 66
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Handmade Rifle: 45 -> 52
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Assault Rifle: 33 -> 66
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Now ~3.333 shots per second when semi-automatic, instead of 4
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Combat Rifle: 40 -> 53
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The Fixer: 40 -> 59
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Note: this weapon no-longer has an additional 20% damage bonus over the Combat Rifle.
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Radium Rifle: 37 physical, 15 radiation -> 42 Physical, 17 Radiation
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Submachine Gun: 29 -> 47
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Railway Rifle: 95 -> 112
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Laser Gun: 44 -> 72
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Ultracite Laser Gun: 40 -> 80
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Note: now fires 4 shots a second when semi-automatic (same as Laser Gun), instead of 5
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Plasma Gun: 29 Physical, 29 Energy -> 39 Physical, 39 Energy
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Enclave Plasma Gun: 32 Physical, 32 Energy -> 57 Physical, 57 Energy
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10mm SMG: 34 -> 42
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Combat Shotgun: 97 -> 150
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Tesla Rifle: 78 -> 112
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Lever-Action Rifle: 88 -> 133
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Double-Barrel Shotgun: 140 -> 204
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Note: Now fires 2.5 times per second instead ~3.57 times per second
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Cold Shoulder: 91 Physical, 91 Cryo -> 122 Physical, 122 Cryo
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Note: Now fires 2.5 times per second instead ~3.57 times per second
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Hunting Rifle: 140 -> 171
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Gauss Pistol: 115 -> 218
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Note: Now deals 33% damage instead of 50% damage when uncharged
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Gauss Rifle: 146 -> 279
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Note: Now deals 33% damage instead of 50% damage when uncharged
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Gauss Shotgun: 187 -> 285
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Note: Now deals 33% damage instead of 50% damage when uncharged
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V63 Laser Carbine: 44 -> 59
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Pump-Action Shotgun: 102 -> 172
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Pipe Bolt-Action: 94 -> 150
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Pipe Revolver: 85 -> 140
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Pipe Gun: 28 -> 42
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Pepper Shaker: 75 -> 95
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Black Powder Rifle: 217 -> 449
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The Dragon: 255 -> 541
The Following Weapons No-longer Receive an AP Cost Reduction from Their Automatic Receivers
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Alien Disintegrator
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Handmade Rifle
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Assault Rifle
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Combat Rifle
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The Fixer
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Radium Rifle
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Submachine Gun
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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
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Alien Disintegrator: 2.0 -> 2.25
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Handmade Rifle: 2.0 -> 2.25
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Assault Rifle: 2.0 -> 2.25
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Combat Rifle: 2.0 -> 2.25
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Radium Rifle: 2.0 -> 2.25
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Tesla Rifle: 2.0 -> 2.25
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Gamma Gun: 2.75 -> 2.5
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Railway Rifle: 2.0 -> 2.25
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Laser Gun: 2.0 -> 2.5
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Ultracite Laser Gun: 2.0 -> 2.5
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Plasma Gun: 2.0 -> 2.5
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Enclave Plasma Gun: 2.0 -> 2.5
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Submachine Gun: 2.0 -> 2.25
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10mm SMG: 2.0 -> 2.25
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Combat Shotgun: 2.0 -> 2.25
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Tesla Rifle: 2.0 -> 2.25
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Lever-Action Rifle: 2.0 -> 3.0
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Double-Barrel Shotgun: 2.0 -> 2.25
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Cold Shoulder: 2.0 -> 2.25
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Hunting Rifle: 2.0 -> 3.0
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Gauss Rifle: 2.0 -> 3.0
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Gauss Shotgun: 2.0 -> 2.25
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V63 Laser Carbine: 2.0 -> 2.25
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Pump-Action Shotgun: 2.0 -> 2.25
Adjusted the Base Sneak Attack Damage Bonuses for the Following Weapons
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Alien Disintegrator: 2.0 -> 2.25
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Handmade Rifle: 2.0 -> 2.25
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Assault Rifle: 2.0 -> 2.25
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Combat Rifle: 2.0 -> 2.25
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The Fixer: 2.0 -> 2.75
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Radium Rifle: 2.0 -> 2.25
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Tesla Rifle: 2.0 -> 2.25
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Gamma Gun: 2.0 -> 2.5
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Railway Rifle: 2.0 -> 2.25
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Laser Gun: 2.0 -> 2.5
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Ultracite Laser Gun: 2.0 -> 2.5
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Plasma Gun: 2.0 -> 2.5
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Enclave Plasma Gun: 2.0 -> 2.5
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Submachine Gun: 2.0 -> 2.25
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10mm SMG: 2.0 -> 2.25
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Tesla Rifle: 2.0 -> 2.25
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Lever-Action Rifle: 2.0 -> 3.0
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Hunting Rifle: 2.0 -> 3.0
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Gauss Rifle: 2.0 -> 3.0
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V63 Laser Carbine: 2.0 -> 2.25
Automatic Receivers for Semi-Automatic Weapons Now Have the Following
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20% reduction in Critical attack damage
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20% reduction in Sneak attack damage
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30% reduction in base damage (instead of a 10% additive reduction in damage for most automatic receivers)
Combat Shotgun Automatic Receivers
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No-longer increases AP cost by 10%.
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Now has a 30% increase in attack speed (up from 10%).
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Now has a 10% reduction to Base damage, Critical attack damage, and Sneak damage.
Increased Base Damage for the Following Melee Weapons
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Assaultron Blade: 40 > 51
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Baseball Bat: 55 > 69
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Baton: 40 > 47
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Bear Arm: 50 > 63
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Blade of Bastet: 52 > 61
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Board: 50 > 68
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Bone Club: 51 > 60
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Bone Hammer: 80 > 94
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Bowie Knife: 30 > 35
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Boxing Glove: 34 > 40
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Cattle Prod: 54 > 68
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Chinese Officer Sword: 36 > 42
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Combat Knife: 33 > 52
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Cultist Blade: 41 > 52
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Cultist Dagger: 32 > 38
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Death Tambo: 45 > 53
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Deathclaw Gauntlet: 55 > 69
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Electro Enforcer: 35 > 44
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Fire Axe: 72 > 84
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Gauntlet: 50 > 63
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Golf Club: 45 > 57
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Grognak Axe: 85 > 107
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Guitar Sword: 50 > 59
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Gulper Smacker: 62 > 88
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Hatchet: 40 > 51
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Knuckles: 35 > 44
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Lead Pipe: 39 > 49
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Machete: 40 > 51
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Meat Hook: 34 > 40
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Mole Miner Gauntlet: 45 > 57
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Multi-Purpose Axe: 69 > 87
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Pickaxe: 60 > 76
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Pitchfork: 47 > 59
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Pipe Wrench: 30 > 38
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Plasma Cutter: 26/68 > 30/86
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Pole Hook: 71 > 90
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Pool Cue: 46 > 58
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Power Fist: 58 > 73
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Revolutionary Sword: 44 > 56
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Rolling pin: 28 > 35
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Sheepsquatch Club: 60 > 76
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Sheepsquatch Staff: 75 > 95
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Shepherd's Crook: 50 > 63
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Shishkebab: 27 > 34
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Shovel: 40 > 70
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Sickle: 36 > 45
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Ski Sword: 50 > 63
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Sledgehammer: 71 > 90
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Spear: 58 > 68
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Super Sledge: 85 > 107
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Switchblade: 30 > 38
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Tenderizer: 75 > 95
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Tire Iron: 29 > 37
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Walking Cane: 42 > 53
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War Drum: 78 > 99
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War Glaive: 82 > 104
Weapon Mod Adjustments
Plasma Gun Mod Changes
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Removed the cone of fire increase on Plasma Gun Sniper mods
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Removed the action point reduction on Plasma Gun Standard and Bruising Grip mods.
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Plasma Gun Flamer mods now reduce action point cost by 10%.
Gatling Plasma Beam Splitter Mod Adjustments
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Fire rate reduction: -20% -> -35%
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Damage bonus: 20% -> 35%
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Cone of Fire and Recoil increased
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Range reduced
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Projectile Count: 4 -> 5
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Ammo capacity reduced by 50%
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AP cost increased by 50%
Removed the AP Cost Increase on the Following Mods
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Light Machine Gun Standard/Prime Receivers
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Tesla Automatic Barrel
Removed the Energy Damage Decrease on the Following Mods
- Tesla Automatic Barrel
Plasma and Enclave Plasma Gun Splitter Mod Adjustments
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Fire rate reduced by 35%
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Range reduced
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Ammo capacity reduced by 50%
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Damage Bonus: 15.5% -> 35%
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Cone of fire reduced
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Recoil reduced
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AP cost: +100% -> +50%
Plasma and Enclave Plasma Gun Flamer Mod Adjustments
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Ammo capacity: Set to 300 -> Increase by 400%
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Note: for a base Plasma Gun, this would result in 150 capacity.
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Removed 40% damage bonus
Plasma and Enclave Plasma Gun Automatic Mod Adjustments
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Removed increase to cone of fire
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Removed increase to AP cost
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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.
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Calibrated Receiver
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Vicious Receiver
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Severe Receiver
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Refined Receiver
Miscellaneous Combat Changes
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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.
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Reduced the maximum cone of fire for the Gatling Plasma.
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Reduced recoil for the Gatling Plasma.
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Added missing text for Sneak Attack Damage when modifying weapons.
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Reimplemented melee weapon damage adjustments that were missing in the Gleaming Depths update. For reference, those changes are listed below:
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Reduced the damage of the Auto Axe: 31 > 24
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Adjusted the damage of the V63 Zweihaender: 85/45 > 64/64
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Adjusted the non-VATS aiming behavior (recoil, cone of fire, etc.) for the Submachine Gun to be easier to use.
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Railway Rifle AP cost increased from 15 to 17.
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Ultracite Laser Gun AP cost increased from 14 to 17.
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The Submachine Gun Armor Piercing Receiver no-longer has an extra 40% armor penetration in addition to the intended 20% armor penetration.
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Increased durability for most weapons.
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Fixed an issue where the multi-shot canister and Quad legendary mods for the Broadsider would result in additional reload animations (one per Cannonball).
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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.
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Increased the delay after firing (between shots) for the Black Powder Pistol/Blunderbuss and Black Powder Rifle from 0.5 seconds to 1 second.
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Note: This only applies when using the Quad legendary mod.
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Increased the delay after firing (between shots) for The Dragon from 0.5 seconds to 1.5 seconds.
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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