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Bethesda promises big quality of life changes for next Fallout 76 update

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'Significant quality of life improvements'

I've been covering and playing Fallout 76 for nearly a year, and although it doesn't seem like it, Bethesa has been doing a pretty decent job of providing updates for the community on where the game is going next.

Sure the launch is a disaster, which makes the road map to fixing it in the future pretty easy to scrawl down on a paper napkin: but outside of the big free expansion-like updates that Bethesda has been doling out, there's been a ton of quality of life changes that have come. One such update is patch 13, which is coming soon for all platforms.

One big thing (and this is such a comedic Fallout 76 thing) is fixing a bug from a prior patch, including more disconnects, which is a huge drag. But outside of that, Vault 94 (the first raid) is getting buffed in some way (more rewards, XP, components), non-ballistic weapons are also getting armor penetration effects, mods are getting UI changes to better show their benefits (and how many you've unlocked), wires are going to be easier to place in your base (C.A.M.P.), crops are being fixed, and even more is teased in this preliminary rundown.

The next big thing is the Wastelanders update, which adds an "all-new main quest" (read: NPCs, it's finally going to be Fallout or Fallout-esque), new events, and "more features."

Upcoming Fixes and Improvements [Bethesda.net]

Patch 13 preliminary patch notes:
  • 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.

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Chris Carter
Chris CarterReviews Director, Co-EIC   gamer profile

Chris has been enjoying Destructoid avidly since 2008. He finally decided to take the next step, make an account, and start blogging in January of 2009. Now, he's staff! ------------------- T... more + disclosures


 


 


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