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FALLOUT 76: INSIDE THE VAULT – UPCOMING FIXES AND IMPROVEMENTS

Welcome back to Inside the Vault! This week, we’re sharing a look at a number of bug fixes and improvements coming with Patch 13. We’ve also got details for you on the Purveyor’s latest Legendary Sale Event, which starts today.

 

UPCOMING FIXES AND IMPROVEMENTS

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We’d like to share a preview of a few of the fixes and improvements we’re making based on community reports and feedback in our next update, Patch 13. While a given update may not include a fix for every bug reported to us, we remain dedicated to addressing as many issues as we can with each new patch we release. Thank you to everyone who continues to share their feedback and bug reports with us. If you have bug reports or thoughts you’d like to send our way, share them with us on the Fallout 76 forums, Reddit, Twitter, or by submitting [a ticket to Customer Support]().

Vault 94 Rewards – We are currently evaluating our Vault Mission rewards, and we are going to make a couple of changes in our next update. As mentioned last week, Patch 13 fixes the bug that caused the Drill to show up in the legendary loot list. We're also looking to increase the amounts of XP, components, and aid items you earn when completing a Mission, and we will have more details on that as we get closer to the patch.

Server Stability and Disconnects – We’re investigating reports from the community about experiencing reduced performance and more frequent disconnects following Patch 12, including reports of lag and disconnects inside Vault 94. Performance and stability are among our top priorities, and we’re actively working to make additional improvements on these fronts whenever possible.

The “Power Armor Exit” Bug – We are narrowing in on a fix for a bug that can cause the game controls to become unresponsive after you exit Power Armor. This has proven to be a complex issue to solve, and we are planning to address this as soon as possible. We will keep you updated on the status of this issue as we close in on releasing a fix.

Armor Penetration – We’ve heard your feedback that non-ballistic weapons should benefit from Armor Penetration effects and, with Patch 13, they will. As an example, Energy Weapons with the Anti-Armor legendary attribute will now bypass Energy Resistance.

Scout Armor Mods – We’re adjusting individual Scout Armor Mods so that their descriptions and names better communicate which piece of armor they correspond to. Additionally, we’re fixing an issue that prevented you from properly applying those mods to your gear.

Possum Scout Badges – We’ve investigated and confirmed player reports that Possum Badges are no longer being awarded after completing the Campfire Tales Event or the Stings and Things and Operation Tidy Daily Quests. Once Patch 13 arrives, you will once again have a chance to earn Possum Badges each time you complete those activities.

Wires – No more jumping when you’re trying to wire up your base! We’re currently planning to address an issue that could prevent you from properly connecting wires between two electrical objects in your C.A.M.P. or at Workshops.

Crops – Crops are going to receive a pair of fixes in our next patch: One that could prevent them from being placed correctly in certain situations, and another that could cause your crops to appear to float when planted on uneven terrain.

Weapon and Armor Mod Counts – A number of players have asked for a way to see how many mods they have left to unlock for different types of weapons and armor. Going forward, Weapon and Armor Workbenches will now show the number of mods you’ve unlocked so far and the total number of mods available for an object.

With Patch 13, we’re also going to make some significant quality of life improvements for the Events system based on many pages of feedback that the Fallout 76 community shared with us previously. We hope you will join us again to learn much more about “Public Events” in next week’s Inside the Vault.

 

NEW LEGENDARY SALE EVENT STARTS TODAY!

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So many of you stopped by the Purveyor’s shop during her last Legendary Sale Event that she’s decided it’s time to kick off another—and it starts today! For the next few days, visit Purveyor Murmrgh at Berkeley Springs Station to get 25% off any legendary weapons and armor you buy with Legendary Scrips. Here are the sale details:

Sale Start: 12:00 p.m. EDT on Thursday, August 29

Sale End: 12:00 p.m. EDT on Tuesday, September 3

We hope you manage to add some epic new gear to your collection during the sale this weekend and save a few Scrips in the process. Until next time, we will see you in the Wasteland!

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over 4 years ago - /u/Ladydevann - Direct link

Originally posted by Cody9412

Still nothing on the heavy weapon spin up bug. How many months is it going to take before I can aim and reliability fire my gatling plasma or minigun? Were currently at a full 3 months of this issue being ignored. It's not on the known list and all the CM's seem to be ignoring every post or comment about.

Is it really that much to ask to use my big guns?

They are aware of this one and working on it as well. I can't share any information on a timeframe but they are investigating it.

over 4 years ago - /u/Ladydevann - Direct link

Originally posted by Maximummatthew

Is there still no information about legendary players?

We shared a bit on our Quakecon panel here. We'll share more information on that when we are closer to it.

over 4 years ago - /u/Ladydevann - Direct link

Originally posted by 3-eyed-raisin

/u/Ladydevann On the subject of energy AP (sorry to pester, by the way), is it possible to get a sense if the team is moving toward making Alpha/Beta/Gamma capacitors work in the same manner as Piercing/Stinging/Perforating magazines?

I only ask because Alpha, Beta, and Gamma particles burn and penetrate organic matter to differing degrees (Alpha least, Gamma greatest) and I think it’d be a nice touch if that’s where we’re headed.

Hmm I'm not sure on those exact details, sorry! If there is a change with those we'll outline that in the patch notes too.