Fallout 76 Adds Fishing In Latest Gone Fission Update

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Fallout 76’s latest update marks the start of Season 21: Gone Fission and unsurprisingly, it’s all about fish. The update adds a new questline, new recipes, rare fish to collect and display in your C.A.M.P., and of course, a chill new pastime that can be enjoyed anywhere across the map.

Fishing can be unlocked through the new Casting Off questline, which can be accessed through a new location in the Mire known as Fisherman’s Rest. The questline will give players the base-level fishing rod, which can then be upgraded through Tinker’s Workbench.

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Now Playing: Fallout 76 Season 21 Gone Fission Official Trailer

The fishing rod isn’t an item that needs to be manually equipped; instead, just go up to any body of water and select the “Fish” command when it shows up on screen. Fishing isn’t contained to just the new area. You can fish anywhere across the map with a handy mantra: If you can swim in it, you can fish in it.

There are a number of fish to be caught in Fallout 76, from generic fish to regional fish that have differing levels of rarity from common to super rare. The rarest catch is a super-cute axolotl–there are twelve of them to be caught, with one unique axolotl available to be caught every month.

You’ll have to upgrade both your bait and your rod to have a chance at catching rarer fish, and the weather will play a part in what you can catch, too. Fish you catch can be eaten as is, broken down into Fish Bits that can be used in recipes, or saved and displayed in your C.A.M.P. with a new fish-display item.

The Gone Fission season also adds a heap of new fishing-related items. Check out everything new in seasonal content here.

While the fishing additions make up the majority of the latest patch, Bethesda is continuing with major combat balance changes first initiated in last year’s Skyline Valley update. You can check out the full patch notes for changes and fixes below.

Update Version 1.7.20.12

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.

Limb Perk Changes

  • Bashers
  • Rank 1: Gun bashing does +35% limb damage.
  • Rank 2: Gun bashing does +75% limb damage.
  • Enforcer
  • Rank 1: Your shotguns gain a 5% stagger chance and deal +25% limb damage.
  • Rank 2: Your shotguns gain a 10% stagger chance and deal +50% limb damage.
  • Rank 3: Your shotguns gain a 15% stagger chance and deal +75% limb damage.
  • Modern Renegade
  • Rank 1: Small guns gain +15% hip fire accuracy and +25% limb damage.
  • Rank 2: Small guns gain +30% hip fire accuracy and +50% limb damage.
  • Rank 3: Small guns gain +45% hip fire accuracy and +75% limb damage.
  • One Gun Army
  • Rank 1: Heavy guns gain 4% stagger chance and a +25% limb damage.
  • Rank 2: Heavy guns gain 8% stagger chance and +50% limb damage.
  • Rank 3: Heavy guns gain 12% stagger chance and +75% limb damage.
  • Tormentor
  • Moved from LCK to PER
  • Rank 1: You deal 20% more damage per crippled limb your target has.
  • Point Cost increased from 1 to 2
  • Removed Ranks 2 and 3
  • Bone Shatterer
  • Rank 1: Your melee weapon attacks deal +25% limb damage.
  • Rank 2: Your melee weapon attacks deal +50% limb damage.
  • Rank 3: Your melee weapon attacks deal +75% limb damage.

Mutations

  • Twisted Muscles
  • Standard: +25% melee, unarmed and bashing damage and +50% limb damage.
  • With Strange in Numbers: +35% melee, unarmed and bashing damage and + 62% limb damage.

Weapons

These weapons all now have +50% limb damage instead of a chance to cripple.

  • Black Powder Rifle
  • Bone Hammer
  • The Dragon

Weapon Mods

These weapon mods now have +50% limb damage instead of chance to cripple the target.

  • Baseball Bat – Bladed
  • Baseball Bat – Bladed Rocket
  • Baseball Bat – Heated Rocket
  • Baseball Bat – Puncturing Rocket
  • Baseball Bat – Rocket
  • Baseball Bat – Searing Puncturing Rocket
  • Baseball Bat – Spiked Rocket
  • Bear Arm – Heavy
  • Boxing Glove – Lead Lining
  • Golf Club – Heavy Club
  • Golf Club – Spiked Golf Club
  • Lead Pipe – Heavy
  • Pipe Wrench – Extra Heavy
  • Pipe Wrench – Heavy
  • Sheepsquatch Club – Heavy
  • Sheepsquatch Staff – Heavy
  • Sledgehammer – Heavy
  • Sledgehammer – Heavy Rocket
  • Sledgehammer – Heavy Searing Sharp Rocket
  • Sledgehammer – Heavy Sharp Rocket
  • Sledgehammer – Heavy Spiked
  • Sledgehammer – Heavy Spiked Rocket
  • The Tenderizer – Salty

Enemies No-Longer Immune to Crippling

  • Grimm Bot
  • Dr. Blackburn
  • Sheepsquatch Imposterling
  • Imposter Sheepsquatch
  • Blue Devil
  • Ogua
  • Jersey Devil
  • Lesser Devil
  • Trog Fledgling
  • Glowing Trog
  • Trog
  • Trog Superior
  • Strangler Grafton Monster
  • Cultists (Daily Ops)
  • Includes related enemies
  • Fanatics (Daily Ops)
  • Overgrown (Daily Ops)
  • Aliens (Daily Ops)
  • Includes Drones and Invaders
  • Robots [all types] (Daily Ops)
  • Blood Eagles (Daily Ops)
  • Mole Miners (Daily Ops)
  • Communists (Daily Ops)
  • Scorched (Daily Ops)
  • Includes related enemies
  • Super Mutants (Daily Ops)

Perks

We’re removing the Perk requirements from crafting. Since you already need to have learned the plan, we feel that requiring you to change your Perk loadout to craft is cumbersome.

  • Ghoul Perks are no longer able to be picked when leveling up as Human
  • Human specific Perks are no longer able to be picked when leveling up as a Ghoul
  • When leveling up, Perk Cards now sort alphabetically in all languages
  • Updated the loading screen tips for Perks
  • Added a Help entry for Kill Streak
  • Fireproof
  • No longer required to make the Flamethrower Trap
  • Home Defense
  • Workshop traps no longer require Home Defense to make

Renamed Perks

  • Science -> Science!
  • Science Expert -> Pyro-Technical
  • Science Master -> Cryologist
  • Rifleman -> Down Ranger
  • Rifleman Expert -> Scoped-up
  • Rifleman Master -> Smart Shot
  • Commando -> Center Masochist
  • Commando Expert -> Fast Fighter
  • Commando Master -> Number Cruncher
  • Shotgunner -> Easy Target
  • Shotgunner Expert -> Love the Spread
  • Shotgun Master -> Shotgun Champ

Perk Balancing

  • Armorer
  • Reduced to a single rank
  • Power Smith
  • Reduced to a single rank
  • Slow Metabolizer
  • Rank 1: All food satisfies hunger by an additional 50%.
  • Rank 2: All food satisfies hunger by an additional 100%.
  • Removed Rank 3
  • Dromedary
  • Rank 1: All drinks quench thirst by an additional 50%.
  • Rank 2: All drinks quench thirst by an additional 100%.
  • Removed Rank 3
  • Hydro Fix
  • Rank 1: Chems restore thirst.
  • Rank 2: Chems restore twice as much thirst.
  • Munchy Resistance
  • Rank 1: Chems restore hunger.
  • Rank 2: Chems restore twice as much hunger.
  • Chem Fiend
  • Rank 1: Any chems you take last 100% longer.
  • Point Cost increased from 1 to 2
  • Removed Ranks 2 and 3
  • Travel Agent
  • Rank 1: You can Fast Travel while over encumbered at an increased cost.
  • Dodgy
  • Rank 1: Evade now costs AP and no longer has a cooldown. Gain +5% chance to Evade.
  • Point Cost increased from 1 to 2
  • Dev Note: The AP cost is 10x the cooldown time. The cooldown scales with damage avoided, meaning higher damage attacks cost more AP to avoid. If you would not have enough AP to pay for the evade, it cannot occur.
  • Removed Ranks 2 and 3
  • Adrenaline
  • Rank 1: Gain +10% damage for 30s per kill. Duration refreshes with kills.
  • Now only one rank
  • Science! (Old Name: Science)
  • Rank 1: Increase energy damage based on your INT.
  • Point Cost increased from 1 to 2
  • Now only one rank
  • Pyro-Technical (Old Name: Science Expert)
  • Rank 1: Increase fire damage based on your INT.
  • Point Cost increased from 1 to 2
  • Now only one rank
  • Cryologist (Old Name: Science Master)
  • Rank 1: Increase cryo damage based on your INT.
  • Point Cost increased from 1 to 2
  • Now only one rank
  • Makeshift Warrior
  • Rank 1: Melee weapons break 40% slower.
  • Rank 2: Melee weapons break 60% slower.
  • Rank 3: Melee weapons break 80% slower.
  • Removed Ranks 4 and 5
  • Gunsmith
  • Rank 1: Guns break 20% slower.
  • Rank 2: Guns break 35% slower.
  • Rank 3: Guns break 50% slower.
  • Removed Ranks 4 and 5
  • White Knight
  • Moved from AGI to INT
  • Down Ranger (Old Name: Rifleman)
  • Rank 1: You do +10% ranged damage to far enemies.
  • Rank 2: You do +15% ranged damage to far enemies.
  • Rank 3: You do +20% ranged damage to far enemies.
  • Scoped-up (Old Name: Rifleman Expert)
  • Rank 1: Your scoped weapons have 50% more range when aiming.
  • Point Cost increased from 1 to 2
  • Removed Ranks 2 and 3.
  • Smart Shot (Old Name: Rifleman Master)
  • Rank 1: Deal +25% weak spot damage while aiming a scoped weapon.
  • Point Cost increased from 1 to 3
  • Removed Ranks 2 and 3.
  • Sniper
  • Rank 1: Gain improved control and hold your breath 75% longer while aiming scopes.
  • Removed Ranks 2 and 3.
  • Longshot
  • Rank 1: Your scoped weapons have 30% more range and accuracy when aiming.
  • Removed Ranks 2 and 3.
  • Center Masochist (Old Name: Commando)
  • Rank 1: +25% ranged damage when targeting the torso.
  • Rank 2: +50% ranged damage when targeting the torso.
  • Rank 3: +75% ranged damage when targeting the torso.
  • Fast Fighter (Old Name: Commando Expert)
  • Rank 1: Your movement speed bonus is also applied to your reload speed.
  • Point Cost increased from 1 to 2
  • Removed Ranks 2 and 3.
  • Number Cruncher (Old Name: Commando Master)
  • Rank 1: Weapon damage is increased by AP cost.
  • Point Cost increased from 1 to 3
  • Removed Ranks 2 and 3.
  • Ground Pounder
  • Rank 1: Your small guns reload 10% faster and have better hip fire accuracy.
  • Rank 2: Your small guns reload 20% faster and have better hip fire accuracy.
  • Rank 3: Your small guns reload 30% faster and have better hip fire accuracy.
  • Skeet Shooter
  • Rank 1: Your small guns have improved accuracy and spread.
  • Removed Ranks 2 and 3.
  • Easy Target (Old Name: Shotgunner)
  • Rank 1: +25% ranged damage to crippled targets.
  • Rank 2: +50% ranged damage to crippled targets.
  • Rank 3: +75% ranged damage to crippled targets.
  • Love the Spread (Old Name: Shotgunner Expert)
  • Rank 1: Weapons that fire 3 or more projectiles gain 30% range.
  • Point Cost increased from 1 to 2
  • Removed Ranks 2 and 3.
  • Shotgun Champ (Old Name: Shotgunner Master)
  • Rank 1: Each projectile your weapon fires increases your damage against crippled targets by 10%.
  • Point Cost increased from 1 to 3
  • Removed Ranks 2 and 3.
  • Scattershot
  • Rank 1: 20% of the damage delt to a limb is applied to all limbs on your target.
  • Point Cost increased from 1 to 2
  • Removed Ranks 2 and 3.
  • Moving Target
  • Rank 1: Gain +5% chance to Evade while sprinting. (No Power Armor)
  • Rank 2: Gain + +10% chance to Evade while sprinting. (No Power Armor)
  • Rank 3: Gain +15% chance to Evade while sprinting. (No Power Armor)
  • Goat Legs
  • Rank 1: Take no damage from falling.
  • Removed Rank 2.
  • Blood Sacrifice
  • Rank 1: Using AP in VATS now consumes HP instead at 150% more cost.
  • Rank 2: AP in VATS now consumes HP instead at 125% more cost.
  • Rank 3: Using AP in VATS now consumes HP instead at 100% more cost.
  • Rank 4: Using AP in VATS now consumes HP instead at 50% more cost.
  • Nerd Rage
  • Reduced to a single rank
  • Now costs 2 points at rank 1
  • Removed the Damage Resist effect
  • Rank 1: While your Health is low, gain increased Damage and AP regen.

Legendary Mods

  • Conductor’s
  • Critical Hits Restore 10 Health & Action Points instantly and 100 more over 5 seconds for Player & Teammates Within a 100ft Radius
  • Nocturnal – New Effects
  • Weapon: +50% Damage while Cloaked
  • Armor: +4 Perception and Agility while Cloaked
  • Bloodied
  • Increased peak damage bonus from 95% to 130%
  • Bully’s
  • Changed to +25% damage per crippled limb the target has
  • Junkies
  • Increased limit from 50% to 100%
  • Resilient
  • Now increases all resistances by 500 when reloading
  • Two Shot
  • Increased damage buff from 25% to 75%
  • Stalkers – New Effect
  • Now increases sneak attack damage by 100%
  • Mutants
  • Increased limit from 25% to 50%
  • Gourmand
  • Increased limit from 24% to 40%
  • V.A.T.S. Optimized
  • Increased bonus from 25% to 35%
  • Instigating
  • +50% Damage Against Targets above 60% Health
  • Juggernaut’s
  • Now scales based on your HP directly, not a percentage. Increased the cap to 100% damage at 1000 HP.
  • Pin Pointer’s
  • Changed to +20% Weak Spot Damage

Mutations

  • Adrenal Reaction
  • Now grants +5% damage per kill (6.25% with Stranger in Numbers)

Workbench

  • Moved the following into the Heavy Guns group at the Weapon workbench
  • Gauss Minigun
  • Plasma Caster
  • Tesla Cannon
  • Moved Fusion Core from the Chemistry Bench to the Tinker Bench
  • You can now repair items at 100% health if you have the correct perks

Gameplay

  • Added setting to change Quick Heal priority
  • Reduced the cost to Fast Travel by 25%

Accessibility

  • We have re-enabled Speech-to-Text and Text-to-Speech functions.

Armor and Outfits

  • The Liberty Prime Silent Mode Helmet now properly suppresses noise.
  • Fixed an issue where the Vault Tec Yellow Hazmat Suit was missing its face visor.
  • Fixed an issue with the Nuclear Waste Backpack Flair having broken textures.
  • Fixed an issue where the Chinese Stealth Helmet clips when placed on Male & Female Mannequins.
  • Fixed an issue where the Holiday Belle Outfit would clip behind player under certain conditions.
  • Fixed an issue where the Escaped Patient Outfit clips when placed on Female Mannequins.
  • Fixed an issue where the Blue Ridge Scout Outfit clips when placed on Female Mannequins.
  • Fixed an issue that prevented players from making Switchback, V63, Deep Space, Heartbreaker, and Dark Star versions of the Union Power Armor Jet Pack if they learned the Union Power Armor Jetback from a recipe.
  • Fixed an issue where the Feral Meter was not visible when in Power Armor.
  • Fixed an issue where Power Armor was greyed out in the Pip-Boy when a disguise was equipped for Ghoul players.
  • Apparel is properly equipped back on Ghoul characters after removing the disguise.

C.A.M.P. & Workshop

  • Updated the Apothecary Sign Build mode preview to match its built item appearance.
  • Fixed an issue where the Concrete Extractor power wire now correctly hooks to the power connector.
  • Updated the Potted Succulent Build mode preview to match its built item appearance.
  • Toxic Tinctures Chemistry Station now allows items to be placed onto it.
  • Fixed an issue where the Wasteland Wealth Door did not have sound effects when opening or closing.
  • Updated the description of the Radiation Glove Box to include its effects.
  • The Tip Jar Stash Box no longer collides with items placed on top of it.
  • All Nuka-Cola Rockets now play the correct sound when destroyed.
  • Fixed an issue where a Slime Cake in a C.A.M.P. or workshop could not be built if you already have a Birthday Cake built.
  • Fixed an issue where the Pavillion Walls could not be destroyed.
  • Fixed an issue where the Enclave Repair Collectron could be incorrectly built at other players’ C.A.M.P.s.
  • Fixed an issue where the audio played by the “Cosmic Capture” continued after you stopped playing.
  • Fixed an issue where it could be difficult to place items on Ohio River Adventure Dock objects.
  • Fixed an issue causing some items to appear in the incorrect C.A.M.P. Category.
  • Fix issues with FETCH, Junkyard Dog and Red Rocket Collectrons reverting to default resource collection type. Additionally, the Red Rocket Collectron now correctly supports newer resource types after auto parts.
  • Fixed an issue where Big Fred’s Trailer could not be removed from some C.A.M.P.s
  • Fixed an issue where the Door from Fort Fortress bundle was no longer accessible and couldn’t be built, removed, or repaired.
  • Dev Note: A green variant of the Fort Fortress Door has been added. Now players with this door will have both the base and green variant. They are both named appropriately.
  • Explosions and projectiles from player camp turrets should no longer damage another player’s camp items if not PVP flagged against each other.
  • Wood Performance Stage can now be placed on various terrains and player made structures.
  • Fixed an issue where the “Toxic Tinctures Chemistry Station” would not correctly play its SFX while characters were in proximity.

Miscellaneous Fixes

  • Updated missing Spanish localizations in the crafting menu.
  • Fixed an issue with missing French localization on some Season 4 items.
  • Fixed multiple typos in the Help menu.
  • Scrap kits will no longer move Legendary Mod Boxes to the Stashbox.
  • Mr. Handy Fuels tanks will now count towards the Daily and Weekly Challenge: “Collect a Fuel Tank or Gas Canister”.
  • Fixed an issue where non-perishable food could be placed into the Cryo Freezer.
  • Nuka-Orange in-game labels now match its artwork.
  • Seasonings are now back to spawning correctly in The Brown House – get to cookin!
  • Fixed an issue that caused the Ghoulification load screen to appear on Atlantic City’s loading screen.
  • Fixed an issue where the Eagle tattoo would not display on masculine bodies for Ghouls.
  • Resuming from suspend on PlayStation 4/5 no longer results in backed up audio playback.
  • Fixed an issue where Smooth Ghoul Females could have wounds mirrored on their temple.
  • Frag grenade and mine explosions no longer have a delayed bright flash.
  • Players not on a team can now correctly practice Cannibalism to those who are.
  • Fixed issue where Ghoul players may sometimes appear as default appearance characters on load.
  • Toxic Water can no longer be mistakenly bought from the vendor at the Skyline Valley Trading Post.
  • Fixed an issue where Pumpkin Pie and Carnival Pie food items did not count for Herbivores.
  • Fixed an issue where the Nukashine player icon was no longer available to players.
  • Fixed an issue where there was no audio on the Player Title tab of the Pip-Boy.
  • Double Mutated Daily Ops now properly display “Legendary Modules” as a reward.

Mods

  • Fixed an issue where the Scrap Rat and Canteen mods did not change the name of the backpack after being applied.
  • Fixed an issue where the Scrap Rat Backpack excluded some Junk items from the weight reduction benefits.

Perk Cards

  • Fixed an issue where the Evasive perk flyout animation would activate when a player takes damage from environmental hazards.
  • Fixed an issue with Ghoul Perk Cards missing their glowing green outline and scorch marks.
  • Updated the description for the “Breathe It In” Perk to correctly display that it can be up to 0 rad resistance.
  • “Bomb Scientist” should now correctly work on only grenades.
  • “Bomb Scientist” now properly drains Glow upon use of grenade weapon.
  • “Rad Specialist” Pip-Boy description now contains accurate effects.
  • Updated our sense of humor with new jokes on the Perk Bubblegum Packs.
  • Fixed an issue with “Radioactive Strength” applying incorrectly to Automatic Melee Weapons.

Quests

  • Fixed an issue where players may get stuck needing to talk to Pennington during Wayward Souls.

UI

  • Fixed an issue where the text for items in the workbench that do not produce materials were misaligned.
  • Fixed an issue where Entry Titles would lose color while scrolling up and down in the Help Menu.
  • Fixed an issue where the Gumball Machine Planter Build mode thumbnail was incorrectly zoomed in.
  • Fixed an issue with the Motorcycle Build mode icon being misaligned.
  • Fixed an issue with the R.I.P. Roof Build mode icon being misaligned.
  • Fixed an issue with the Apothecary Sign Build mode icon being misaligned.
  • Fixed an issue where the ‘Back’ button could skip sections after selecting Outfits option at the Armor Workbench.
  • Fixed an issue where the Glowing Robot Fasnacht Mask was missing its description.
  • Fixed an issue where debug text could appear above the favorites wheel when changing favorites.
  • Fixed an issue where some item stats tables would overlap when viewing.
  • Fixed an issue where enemy health bars had a sliver of health left in the health bar when they died.
  • Fixed an issue where items in workbenches would have a zoomed in preview.
  • Explosive Mod damage is now added as a modifier on the base damage display of weapons in the Pip-Boy.
  • Fixed an issue where vendor history button was visible in the pets customization menu.

Weapons

  • Fixed an issue where players were not able to repair the V63 Laser Carbine at the workbench.
  • The Lucky Piece Paint for the Pepper Shaker will now correctly change the name of the weapon after being applied.
  • Fixed an issue with effects not animating on the Gauss Shotgun.
  • The Nuka-Dark Paint for the Pump-Action Shotgun will now correctly change the name of the weapon after being applied.

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