Inside the Vault - Milepost Zero Public Test Server - Updated 7/26

Fallout 76

Bethesda Game Studios welcome you to Fallout 76. Twenty-five years after the bombs fall, you and your fellow Vault Dwellers emerge into post-nuclear America. Explore a vast wasteland in this open-world multiplayer addition to the Fallout story.

Welcome back to Inside the Vault, Today the next major patch for Fallout 76 is hitting the Public Test Server (PTS). We’re excited for you to dive into the next update. Kicking things off with some mischief, you can experience the return of Mischief Night at its new location in Rapidan Camp. On top of that, we’ve added Legendary Crafting to go along with some combat rebalance we can’t wait to get your thoughts on. And this is just the beginning! Later this month, we’ll be adding the opportunity to build your own Caravan Company as part of Milepost Zero. We’ll have more news on what you can expect to see in that adventure soon. The PTS is available for testing right now and as always, you can provide feedback on your experience in our [url=https://discord.gg/BethesdaStudios]Discord[/url]. [h1]“A Bump in the Road” - Starting off your own Caravan Company[/h1] Coming soon to the PTS! [h1]Mischief Night[/h1] Mischief Night returns. The event has been revamped and is now located in Rapidan Camp. You should still feel the fun and chaotic nature of Mischief Night while enjoying its new Halloween themed rewards. This Public Event will be on rotation with our new Daily Ops maps, so make sure to read on for our full Public Event + Daily Ops testing schedule. [h1]Legendary Crafting[/h1] [b]Please refer to the latest PTS Patch Notes at the bottom of the article for the most recent changes to the Legendary Crafting System[/b] We have been exploring a new approach to Legendary Crafting and we wanted to give you an opportunity to get your hands on it to provide some early feedback. Our intention with the changes mentioned below is to give you a way to have more direct control over the Legendary Mods that are on your Legendary items. We believe this system will require time and iteration to get it right. So, while we’re providing this to you to test now, it won’t be released to the Live game until we believe that it’s ready. Your feedback during this PTS period will be critical to how this develops. Please share your thoughts in our [url=https://discord.gg/BethesdaStudios]Discord server[/url] or on the [url=https://www.reddit.com/r/fo76]Fallout 76 subreddit[/url]. Before we dive into how this version of Legendary Crafting works let’s introduce you to Legendary Particles, our new crafting component. In this new system, you’ll use Legendary Particles to craft Legendary Mods and spend Legendary Modules to swap them onto Legendary items. Legendary Particles can be obtained by scrapping Legendary items at your workbench or trading with players. These Legendary Particles can also be stored in your Scrap Stash. Before you can start swapping Legendary Mods onto your items, you’ll need to obtain your desired mod in one of two ways: - Trading for the mod with another player; - Scrapping Legendary items with your desired mod on it. Every time you scrap a Legendary item you will obtain Legendary Particles as well as have a chance to learn one of the Legendary mods on that item. After obtaining a mod plan from an item, you can head over to your Tinker Bench to craft it by spending Legendary Particles. Once crafted, you can either trade that mod with another player or head over to your Workbench to swap it onto a Legendary item. [b]Please Note[/b] When you swap a Legendary Mod onto an item that item becomes character-bound which makes it untradeable and not droppable in the world. Each time you replace a mod on an item, the cost will increase. As a result of this update, we’re also relaxing the Legendary Mod restrictions on weapons. We’re excited to see you explore this system and find new, exciting mod combinations. We appreciate that this is a large change to how you interact with Legendary items, but we’re eager for you to test this system and share your feedback. Tell us what you think about the UI/UX or how does it feel to obtain and craft Legendary Mods. We want your thoughts on all aspects of this so join us in our [url=https://discord.gg/BethesdaStudios]Discord [/url]and share your thoughts! [h1]Best Builds[/h1] Milepost Zero will also be introducing a new social update called Best Builds. Best Builds is a system that allows players to submit, visit, and rate submitted C.A.M.P.s. Best Builds will be shared and populated thought out wasteland for all players across all Adventure Mode servers to see. You will be able to visit these amazing creations and enjoy the comforts, design, and unique tastes the builder has in store for its visitors. While visiting, if you happen to appreciate the builders C.A.M.P., you can show your support by leaving a 'Like'. We hope this allows our dedicated player builders an opportunity to show off their creations as well as inspire other players to create and submit their own Best Builds. [b]Submission[/b]: Once you have a C.A.M.P. that you would like to show off to the wasteland, you can submit your C.A.M.P. though the Best Builds Submission option. This is found by opening the 'C.A.M.P. Slots' list on the Paper Map and selecting the C.A.M.P. you wish to submit. Once you've entered the submission window, you'll be able to take a few photos and tag your C.A.M.P. with the appropriate identifiers, to help make it stand out from the crowd. Once you're happy with how your C.A.M.P. is represented, you can submit your Best Build. The Best Build will be added to list of other player created Best Builds and be populated throughout the Adventure Mode servers. Once populated players will be able to visit and Like your Best Build. If you happen to make changes to your Best Build, you can easily resubmit the newly remodeled C.A.M.P. without losing any Likes previously earned. You can resubmit you Best Build by going to the 'Manage Best Builds' option also found activated 'C.A.M.P. Slots' list on the paper map. [b]Visit[/b]: Upon your travels in the wasteland, you will notice a few new locations with a blue ribbon on the paper map and on the compass. These are our player created Best Builds. You will be able to fast travel to these C.A.M.P.s the same as you would any other C.A.M.P.. While visiting, please take time to sit down, relax, and enjoy the experience the builder has instore for you. Don't delay on checking out a C.A.M.P. that piques your interest. Best Builds rotate in and out every hour. [b]Rate[/b]: If you happen to find a Best Builds that you fancy, feel free to show your support to the builder by giving them a Like. You can 'Like' a Best Build by going to the Best Build icon on the paper map and selecting 'Like'. Giving the builder a Like will help show other players that this C.A.M.P. is indeed a Best Build. [h1]Combat Rebalance [/h1] The Milepost Zero update continues the work set out in Skyline Valley to update our combat systems. This patch includes changes to sources of Fire and Poison damage as well as how the damage over time (DoT) effect works. Fire and Poison damage will typically include a DoT effect, with Fire damage trending towards shorter durations and higher Damage Per Second (DPS), with Poison trending towards longer durations and higher overall damage. [h2]General[/h2] [list] [*] Made an adjustment to damage modifiers for creature weak points. This will result in additional damage dealt to creatures when weapons with lower damage per hit are used. [*] Damage Over Time effects now scale with bonuses to weapon damage. [*] Addressed a series of inconsistencies with how certain damage effects (primarily Damage Over Time) were dealing incorrect damage types or were un-typed damage without a corresponding resistance. [*] Addressed an issue where Damage Over Time effects dealt by players would not scale to match the creature’s level. [*] Fixed an issue where certain effects such as Damage Over Time and the Vampire’s legendary mod could stack when applied multiple times simultaneously on a single target. This most commonly occurred with Shotguns, but could also occur when using the Two Shot legendary mod or the Mulit-Shot Cremator mod in V.A.T.S. [/list] [h2]Player Weapons[/h2] [h3]Fire/Poison Weapons and Mods[/h3] The following weapons and weapon mods have been updated in accordance with the Fire and Poison DoT adjustments mentioned above. [list] [*] Flamer [*] Holy Fire [*] Flamer Compression Nozzle [*] Flamer Vaporization Nozzle [*] Flamer Napalm Tank [*] Burning Sheepsquatch Club [*] Burning Barbed Sheepsquatch Club [*] Burning Sheepsquatch Staff [*] Burning Barbed Sheepsquatch Staff [*] Pitchfork Flamer [*] Baseball Bat Heated Coil [*] Sledgehammer Heavy Searing Sharp Rocket [*] Paddleball Fire Ball [*] Power Fist Heating Coil [*] Super Sledge Heating Coil [*] Floater Flamer Grenade [*] Hellstorm Missile Launcher Napalm Payload [*] Molotov Cocktail [*] Crusader Pistol Pyro Receiver [*] Chainsaw Flamer [*] Compound Bow Flaming Arrows [*] Crossbow Flaming Frame [*] Autoaxe Burning [*] Plasma Cutter Flaming Blade [*] Shishkebab Extra Flame Jets [*] War Glaive Flaming Blade [*] Bow Flaming Arrows [*] Shishkebab [*] Floater Gnasher Grenade [*] Alien Blaster Poison Mag [*] Alien Disintegrator Poison Receiver [*] Compound Bow Poison Arrows [*] Crossbow Poison Frame [*] Auto Axe Poisoned [*] Electro Enforcer Poisoned [*] Bow Poison Arrows [*] Poisoned Sheepsquatch Club [*] Poisoned Sheepsquatch Staff [*] Gulper Smacker Acidic Gulper Hand [*] Toothed Shepherd's Crook [*] Bug Grenade [*] The Kabloom [*] Sheepsquatch Shard [*] Pumpkin Grenade [*] Syringer Radscorpion Venom Syringe Barrel [/list] [h2]Additional Weapon Updates[/h2] [list] [*] Increased damage for Floater Freezer Grenades. [*] Reduced the Damage over Time for the Cremator’s burn to account for it now scaling with weapon damage bonuses. [*] Reduced the self-damage dealt to the player when firing the Kabloom at close range. [*] Reduced the recoil and base AP cost for the Railway Rifle. [*] Reduced the fire rate and removed the AP cost reduction for the Railway Rifle Automatic Piston Receiver. [*] Headhunter Scythe’s damage type has been changed to Bleed. [/list] [b]Dev Note[/b] Please give us feedback on how the Headhunter Scythe's bleed damage feels. [h2]Creature Balance[/h2] Balance adjustments have been made for the following creatures: [list] [*] Deathclaw [*] Snallygaster [*] Scorchbeast [*] Honeybeast [*] Bee Swarm [*] Mega Sloth [*] Tick [*] Wolf [*] Yao Guai [*] Alien [*] Alien Invader [*] Stingwing [*] Vicious Dog [*] Robobrain [*] Eyebot [*] Attack Dog [*] Fog Crawler [*] Bloatfly [*] Radrat [/list] [h2]Creature Weapons[/h2] Weapons used by the following creatures have also been updated: [list] [*] Competitor Blazer: Flamer [*] Assaultron: Shishkebab [*] Sentry Bot: Flamer [*] Angler: Spit Attack [*] Fanatic Warden: Flamer [*] Fanatic: Shishkebab [*] Blood Eagle: Flamer [*] Cultist: Flamer [*] Municipal Auditor: Flamer [*] Harvestron (Test Your Metal): Flamer [*] Showman: Flamer [*] Juchi Batsuuri: Flamer [*] Scorched Exterminator: Plasma Launcher [*] Mirelurk Hunter: Spit Attack [*] Trog Superior: Acid Reflix [*] Wendigo Colossus/Earle: Poison Spit [*] Mirelurk King Melee Attack [*] Floater Gnasher Bite [*] Floater Flamer Fireball [*] Floater Flamer Flamethrower [/list] [h2]Perk Changes[/h2] [list] [*] Vaccinated: Increases Disease Resistance from all sources, based on your END stat. [*] Thirst Quencher: Increases Action Points while not diseased, based on your END stat. [*] Iron Stomach: Increases Damage Reduction while not diseased, based on your END stat. [*] Natural Resistance: Increases your Energy, Fire, Cryo, and Poison Resistances while not diseased, based on your END stat. [/list] [h2]Region Bosses[/h2] The following creatures have had an adjustment to how incoming damage is reduced. This primarily affects cases where V.A.T.S. Critical Attacks and Damage over Time effects would bypass a portion of the intended damage reduction. [list] [*] Scorchbeast Queen [*] Wendigo Colossus and Earle [*] Ultracite Titan [/list] [h1]Public Event + Daily Ops Testing Schedule[/h1] Along with the return of Mischief Night, we have two new locations for Daily Ops arriving with this update. You’ll find our testing schedule for Public Events and Daily Ops below. These events will rotate out at the top of each hour. [list] [*] Daily Ops – Glassed Caverns [*] Mischief Night [*] Daily Ops – Atlantic City Community Center [*] Mischief Night [/list] [h1]How to Participate in the PTS[/h1] All players who own a copy of Fallout 76 on Steam can participate in our PTS. Please note that progress from the PTS does not carry over into the live game. The Atomic Shop is also disabled during this testing period. To install the PTS, open your Steam library, and install “Fallout 76 Public Test Server”. --- [h1]PTS Update Notes - 7/11[/h1] [h2]Vendor History[/h2] Have you ever wondered what was the hottest item at your C.A.M.P. Vendor or what would be a good price for an item? Well, your problems are solved with a Vendor History log, which is accessible from the Paper Map or your vendor. This log will show you what items were sold, for what price, the time, and the gamertag from your customers. The Vendor History log only stores transactions that happen during your current play session. After your session ends the log will be cleared so you receive a fresh log when you start playing again. [h2]Playtest Server Item Locker [/h2] Right outside of Vault 76 you’ll find a fancy-looking locker with a chalkboard next to it. This is the Playtest Server Item Locker which will be used to deliver items to Vault Dwellers that we would like your feedback on. It may be empty for now, but it won’t be for long. Be on the lookout for more news in the future! [h2]Legendary Crafting[/h2] [list] [*] Fixed some descriptions having incorrect or duplicated information [*] Fixed some items showing the "Add Legendary Mods" slot when they cannot have Legendary Mods [*] Fixed Legendary crafted Power Armor remaining tradeable [b]Dev Note[/b]: Reminder! Legendary crafted items are untradeable and not droppable [*] Fixed weapons with Legendary STR not being scrapable [*] Fixed Tire Iron and Walking Cane not being able to be Legendary crafted [*] Fixed a case where some items would not be able to have a Legendary Mod crafted onto them when they should allow it [*] Added Lightweight 3-Star Legendary Mod for weapons [b]Dev Note[/b]: Weightless 1-star mod can no longer be used to make Lightweight weapons [*] SPECIAL 2-star armor mods now give +2 [*] SPECIAL 3-star weapon mods now give +3 [*] Fixed not being able to scrap The Fixer and Vault 94 armor sets [*] Fixed learn chance for Legendary Mods being lower than intended [*] Adjusted the chance to get loose Legendary Mods [b]Dev Note[/b]: You can still get multiple loose mods from scrapping a single item [*] Lowered the weight of Legendary Particles [*] Module cost to add Legendary Mods to items has been reduced to 5/10/15 from 10/20/30 [/list] [h2]Perks[/h2] [list] [*] Adjusted stat scaling of Vaccinated, Iron Stomach, Thirst Quencher, and Natural Resistance [/list] [h2]UI[/h2] [list] [*] Fixed a display issue in the Pip-Boy effects tab [*] Fixed an issue where some icons were incorrect in the Pip-Boy effects tab [/list] [h2]Other[/h2] [list] [*] Fixed a server crash [*] Fixed instances where some unique named items would lose Legendary Mods [*] Fixed an issue with food buffs [/list] --- [h2]PTS Update Notes - 7/12[/h2] - Fixed an issue with Legendary Perks not counting towards Perk Points - Explosive Bullets mod has changed how it interacts with various weapons --- [h2]PTS Update Notes - 7/19[/h2] [h3]Legendary Crafting[/h3] [list] [*] Removed Legendary Particles [*] Scrapping Legendary Items now grants Scrip instead of Legendary Particles [*] The amount of Scrip gained this way is significantly less than the Scrip vending machine gives. [*] Attaching Legendary Mods now requires Scrip, instead of Modules [*] Crafting Legendary Mods now requires Legendary Modules (Some mods have an additional required item) [*] - Fixed an issue preventing Vault 94 armor from being Legendary Crafted [*] Fixed cases where Legendary Items couldn't be scrapped [*] Legendary Core rewards from Events and Quests replaced with Legendary Modules [/list] [b]Dev Note[/b]: A common thread we saw in the feedback on Legendary Crafting was concern and a bit of confusion about an additional currency being used by the system. We also saw that players ended up with more Legendary Particles than they wanted to use. So, to simplify and make the system feel more familiar, we felt that continuing to utilize Modules & Scrip would make it easier to understand and use. --- [h2]PTS Update Notes - 7/24[/h2] [h3]Legendary Crafting[/h3] [list] [*]Fixed an issue where the incorrect amount of Scrip was being deducted during crafting [/list] [h3]Combat[/h3] The following weapons and a few mods have received buffs as a result of fixing an issue that led to them doing less damage than intended: [list] [*] Acidic Gulper Smacker [*] Chainsaw Flamer [*] Crossbow Flaming Frame [*] Plasma Cutter Flaming Blade [*] Burning Mods for the Sheepsquatch Staff [*] Warglaive Flaming Blade [*] Sledgehammer Heavy Searing Sharp Rocket [*] Auto Axe Burning and Poisoned Mods [*] Flaming Mods for Pitchfork [*] Alien Disintegrator Poison Receiver [*] Baseball Bat Heated Mods [*] Electro Enforcer Poisoned Mod [/list] The following weapons have had their damage values adjusted: [list] [*] Poisoned Sheepsquatch Club [*] Crusader Pistol Pyro Receiver [*] Heating Coil mod for the Power Fist [*] Perfect Storm 10mm SMG [*] Burning Love Compound Bow [/list] [list] [*] Adjustments to Beta/Gamma mods for Laser weapons - these now are tuned similarly to other mods with Fire damage and include a DoT (Damage over Time) effect [*] Adjustments to Beta/Gamma mods for Gatling Laser weapons - these now are tuned similarly to other mods with Fire damage and include a DoT effect [*] Fixed an issue that could prevent the Poison aura on the Strangler Heart Power Armor from affecting nearby enemies [*] Adjusted the Poison damage dealt by the Strangler Heart Power Armor [*] Adjusted the damage dealt by the Thorn armor [*] Adjustments to how damage increases from Perks are applied - this will generally result in an increase in damage dealt to targets with higher resistances, especially for DoT effects [*] Melee weapon Dot damage now scales with strength [*] Fixed an issue with Grenadier perk that resulted in explosions scaling up to twice as large as intended [*] Fixed an issue that could cause some explosions to be scaled smaller or larger than intended [/list] [h3]Quests[/h3] [list] [*] Adjusted the Legendary Creature spawn rate for the Eviction Notice public event [/list] [b]Dev Note[/b]: Our goal with this change is to make the rewards gained from completing Eviction Notice more consistent with other Public Events [h3]Items[/h3] [list] [*] Items will indicate if they count as a costume when inspected [*] Weapons will indicate classification information when inspected [/list] [h2]Known Issues[/h2] [h3]Caravans[/h3] [list] [*] If the server already has four caravans running, no error will display alerting the player that road is full. Marley will still take the 1000 caps [*] Marley does not indicate the difference between a large and small caravan shipment price [*] Ineke may spawn inconsistently, either needing players to exit and re-enter the HQ or hire another vendor to appear [*] When playing with saved character files, players may not be able to start a 4th caravan on the map, despite the road being available. This happens less frequently with new characters [*] Buying cryptid bait from Windy may not have an effect on a caravan run [*] Player may not be able to interact with junk scattered throughout the HQ [*] Theodore sells individual rounds of ammo instead of bulk packs [*] Axel’s scavenger functionality does not trigger [/list] [h3]Mischief Night[/h3] [list] [*] Firework boxes do not respawn when the next iteration of the event starts. [*] Fireworks may deal a significant amount of damage, instantly killing the player. [*] Event themed Protectrons and Assaultrons do not drop loot. [*] Destroy the Rapidan Robots will get very little bar progress if you don't get the costume bonus. [/list] [h3]Rewards[/h3] [list] [*] Flairs may not appear on Deathclaw backpack [/list] --- [h2]PTS Update Notes - 7/26[/h2] [h3]UI[/h3] [list] [*] Fixed an issue that forced the map to not center on the players location [*] Fixed an issue that prevented icons from appearing on the map [/list] [h3]Legendary Crafting[/h3] [list] [*] Fixed an issue where the cost for attaching Legendary Mods could be incorrect [/list] [h3]Vendors[/h3] [list] [*] Giuseppe now sells Mystery Bobblehead Boxes for 20 Stamps (6 per day) [/list] [h2]PTS Item Locker[/h2] Make your way back to Vault 76 and stop by the PTS Item Locker to get your hands on the V63 Carbine for testing. Don’t worry about ammo, we’re supplying plenty of that for all your needs. [list] [*] Items received through the locker will now properly scale to the player’s level [/list] [h3]Caravan[/h3] [list] [*] Ineke now spawns as expected in the HQ when hired [*] Marley will no longer take 1000 caps from the player if the road is full with four caravans. Instead, she will direct players to go support another player’s caravan in progress [*] Carvans now reward player with the correct amount of supplies based on size; 10 for small, 25 for medium, and 50 for mega [/list] [h3]Mischief Night[/h3] [list] [*] Firework boxes no longer deal a large amount of damage to the player [*] Legendary Elite Rapid Assaultron is no longer locked inside of trailer when spawned [/list]