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

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
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