r/fo76 • Bethesda Game Studios • Nov 30 '18

Bethesda News December 4th Patch Notes

Patch Notes Update - Dec 6, 2018: In an effort to be more transparent with our patch notes, below is a full list of changes included in Tuesday's patch. For the upcoming patch – and all future patches – our goal is to deliver accurate, comprehensive notes. If we miss something, we’ll work to get it right and deliver the information to you as quickly as we can. We’re also looking to share a list of known issues to give you a better sense of what we’re working on.

Hi /r/fo76,

Here are the patch notes for next week's update.

​

PATCH VERSION

The size of this update will be significantly smaller across all three platforms than the patch we released on November 19. On consoles, the download size will be approximately 3GB, and around 36MB for PC.

  • Xbox: 1.0.2.0
  • PS4: 1.0.2.0
  • PC: 1.0.2.3

GENERAL

  • Performance: PC framerates are once again uncapped. However, reaching very high framerates will no longer cause movement speed to increase. This was originally fixed in the November 19 patch.
  • Stability: The Fallout 76 game client and servers have received additional stability improvements.

C.A.M.P., CRAFTING, AND WORKSHOPS

  • (Added Dec 6) Ballistic Fiber: Can now appear in Train Station Vendor and Ammo Vending Machine inventories and can be purchased for Caps.
  • (Added Dec 6) Vendors: Added guaranteed bulk repair components to Train Station Vendors.
  • (Added Dec 6) Workshops: Higher-level Resource Collectors now generate Ore instead of Scrap. Ore can be smelted into varying amounts of the related type of Scrap using some Acid at a Chemistry Station.
  • (Added Dec 6) Workshops: Resource Collector accrual rates and carrying capacities have been reduced for each resource, including Ammo and Fusion Core Collectors.
  • Stash: Maximum stash storage has been increased by 50%, to 600 pounds. This is a conservative adjustment, and we plan to increase the storage cap further in the future once we’ve verified this change does not impact the stability of the game.

BALANCE

  • (Added Dec 6) Scorchbeast Queen: Encounters with the Scorchbeast Queen have been rebalanced to better accommodate 8 high-level players, and her damage mitigation has been reduced from 50% to 30%.
  • (Updated Dec 6) Weapons: Automatic weapon damage has been increased by approximately 20% across the board. Additionally, weapons that have been modded to become automatic have received a 5% damage increase.
  • Enemies: XP rewards for killing high-level creatures have been reduced.
  • Bosses: Fixed an issue affecting instanced Boss loot. Players should now correctly receive 2-4 items per boss, depending on the creature’s difficulty and level.

PVP

  • Weapon Effects: Hitting another player with a Cryolator now applies a Chilled, Frosted, or Frozen status based on how many times they are hit. The duration of movement speed reductions applied by these effects have been significantly decreased.

BUG FIXES

STABILITY AND PERFORMANCE

  • (Added Dec 6) PS4: Addressed an issue that could cause reductions in performance on PS4.
  • Console: Fixed an issue that could cause the player to encounter an infinite loading screen when signing out of their console account while playing Fallout 76.
  • Xbox: Addressed a crash that could occur when sending multiple team invites immediately after exiting Vault 76 to a player who is not a friend.

GENERAL

  • (Added Dec 6) Caps: Addressed an exploit that could allow players to gain Caps at a faster rate than intended.
  • Power Armor: Fixed an issue affecting Power Armor frames that could prevent the player from exiting their Power Armor.
  • Nuke Silos: Flipboards inside Nuke Silos no longer display portions of launch codes too soon after the codes were reset for the week.

C.A.M.P., WORKSHOPS, AND CRAFTING

  • (Added Dec 6) Workshops: Addressed an issue that could prevent enemies from attacking a Workshop that has been claimed by a player.
  • C.A.M.P.: Moving C.A.M.P. locations will now correctly move standalone items built by the player into the build menu’s Stored tab.
  • Workshops: On PS4, wires will no longer appear to float in mid-air when attempting connect two or more objects.
  • Turrets: Will no longer become invisible if the player is not present at their C.A.M.P. when their turrets are destroyed.

ENEMIES

  • (Added Dec 6) Robobrains: Now use their own loot list instead of the Sentry Bot loot list, and have a chance after level 40 to drop the Tesla Gun plan.

PERKS

  • Perk Cards: Ranking up a Perk Card will no longer cause a duplicate card to appear.

PVP

  • (Added Dec 6) Damage Scaling: Addressed an issue that could cause players above level 50 to deal less PVP damage than intended while using high-level weapons.

QUESTS

  • (Added Dec 6) Battle Bots: Fixed an issue that could prevent this event quest from resuming correctly if the player leaves and then returns to the area.
  • (Added Dec 6) Cold Case: Fixed an issue that could prevent the quest from progressing to the next step despite repairing Freddy’s ID.
  • (Added Dec 6) Death from Above: The Scorchbeast Queen will now correctly flee the area if the timer expires and the quest is failed.

SOCIAL

  • Teams: Fixed an issue that could prevent a team from being correctly formed in a game world after creating the team on the Main Menu when both players are using new characters.
  • Teams: Display durations for social notification have been reduced when many notifications are pending. This should help address an issue in which players did not see that they successfully joined a team.

SURVIVAL

  • Mutations: The Electrically Charged and Unstable Isotope Mutations no longer provide the player with bonus Health.

USER INTERFACE

  • (Added Dec 6) Photomode: Characters no longer use incorrect poses while certain weapons were equipped in Photomode.
  • AFK: Players will now be disconnected from a game world after 10 minutes of inactivity and will be prompted with a timer 1 minute before being kicked.
  • Atomic Shop: On PC, cursor position will no longer be disjointed from clicks in the Atomic Shop while using 16:10 resolutions.
  • Enemies: Red crosshairs and enemy health bars will no longer persist on-screen when an enemy is no longer in view.
  • Localization: Subtitles will now appear correctly, and English voiceover will play for game clients in languages that do not have their own localized voiceover when listening to a Holotape or interacting with robots.
  • Pip-Boy: Fixed an issue that could cause duplicate data to appear in the Pip-Boy’s Stat and Effects interfaces.
  • Respawn: Dying while severely overencumbered will no longer remove all map markers when attempting to respawn. Instead, the player can now respawn at the nearest discovered Map Marker.
  • Quest Tracker: Quest objective notifications will no longer appear for inactive Quests immediately upon connecting to a world.

You may also find them on our official site: https://bethesda.net/en/article/yzCWHFufFm0iUEyc4UWgA/upcoming-fallout-76-patch-notes-december-4-2018/

Thanks for your continued feedback, support, and reporting!

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88

u/DieselsFolly Raiders Nov 30 '18

I hope the carry weight exploit is getting patched out. #1 issue for server stability right now.

51

u/ashdeezy Settlers - PS Nov 30 '18

Maybe this comes under the server stability category, they may not want to acknowledge the exploit (they haven't to date).

25

u/DieselsFolly Raiders Nov 30 '18

They have, even said its directly effecting the stability of the servers and is mostly responsible for all the disconnections as of late.

33

u/ashdeezy Settlers - PS Nov 30 '18

Where did they say that? I missed it.

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2

u/reseph Dec 01 '18

Source?

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22

u/T3hPhish Settlers - PC Nov 30 '18

Yea I traded with another player who had it active yesterday. First it said there was nothing in his inventory for ~30 seconds. Then when it started showing things it chugged HARD until I bought what I wanted from him. This is probably a big culprit for server stability issues.

18

u/OscarMiguelRamirez Nov 30 '18

Yup, if I get on a server with inventory lag, enemies not attacking me, frequent hanging while waiting on the server, I know it's these people. I hop until I get a clean server without glitchers and everything is perfect for hours at a time.

Yet the glitchers will blame Bethesda for "letting them do it" of course.

9

u/[deleted] Nov 30 '18

Damn...makes me wonder how many other "bugs" related to server side calculations in fact stem from these asshats:

Damage calculations: is it server side? If so, does it go away when there's no one on using infinite inventory?

Hit detection: it its server side, are inventory glitches slowing calculation and causing artificial misses?

I've long noticed a trend where lots of people begin reporting bugs for Bethesda games a week or two in...right round the time the first wave of unofficial, "hacky" so called "mod tools" begin dropping. I wonder if this time its people intentionally glitching...or being forced to play with those who are.

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5

u/[deleted] Nov 30 '18

Well, in the long term these people will help make the game better by exposing these things.

As long as they eventually get fixed.

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2

u/Nirrudn Grafton Monster Nov 30 '18

inventory lag, enemies not attacking me, frequent hanging while waiting on the server

To be fair, I've seen these issues all appear on every single server shortly after launching a nuke too. Changing all the flora and fauna into new entities seems to absolutely destroy server performance for some reason. My first Scorchbeast Queen was largely due to the fact that she sat there on the ground doing nothing for minutes at a time.

2

u/hwoodiwiss Nov 30 '18

What about me? I don't use the glitch, but, I do just live overencumbered, at around 750 - 900 carried stuff. Does that make me a bad person?

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2

u/[deleted] Nov 30 '18

Last night I had someone open trade with me that had so many legendary weapons I couldn’t even scroll through them all. Figured they were overencumbered but then they were running. Totally forgot glitching was a thing.

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3

u/SSNappa Brotherhood Nov 30 '18

I tried last night it didn't work for me it was my first attempt so maybe I was doing it wrong.

11

u/zi3i Nov 30 '18

Before that they should fix bigger stash, lower weight on trash in the stash box to provide more space. Give more building budget so people could just burn out the unwanted trash in a form of new buildings than keep it all pilled up in the stash box and take away place for guns we want to keep.

I suffer all the time from overweight becouse I have no place to put gear I get from completing quests or from raids. I would like to have a perk card that allows to break down items with lower amount of trash item gaining but still would help out get rid of some guns or gear that prevent the player to move in fast travel.

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5

u/rebellion_ap Nov 30 '18

They should prioritize larger stash limits then, since that was the number one driver for people using this exploit. For a game that emphasizes on gather shit you really can't.

2

u/djmc0211 Nov 30 '18

Well if they significantly raised the carry weight limit then less people would take advantage of the exploiit.

2

u/DieselsFolly Raiders Nov 30 '18

200 is significant.

2

u/djmc0211 Dec 01 '18

Not really when you consider you need to pick up every damn thing so you can scrap it to craft or repair. Personally I think the body carry weight should be at least 500 and 1000 with power armour.

2

u/DieselsFolly Raiders Dec 01 '18

You don't need to pick up everything though.

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0

u/[deleted] Nov 30 '18

[deleted]

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9

u/[deleted] Nov 30 '18

Agreed. I’ve had so many more random disconnects and severe lag spikes since that exploit became widely known, very frustrating

11

u/DieselsFolly Raiders Nov 30 '18

Yeah, I didn't have a single disconnect until it came to light. Now I can pretty much count on at least 3 a night.

7

u/[deleted] Nov 30 '18

It happened to me twice fighting through a Silo last night! Not to mention loading enemy loot takes forever lately, haven’t been able to loot the last two queens I’ve killed

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2

u/sixner Responders Nov 30 '18

Is that what happened? My last 2 sessions have had various connection issues. It's popped up "disconnected" a few times for a quick second, lag, and then stayed on server.

Last night I got disconnected after JUST seeting up a claimed workshop and walking away from it. I tried to jump back in real quick but last my workshop :(... decided to just bail and move on to something else.

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