It’s going to take a few more
The fabled Fallout 76 “storage patch” is coming tomorrow (126.96.36.199) and Bethesda has provided a full breakdown as to what it entails beyond the increase to 600 pounds of stash.
Bethesda is once again bolstering stability for its servers, an issue that’s plagued it since launch and may still remain unsolved. It’s also providing a more permanent fix for uncapped framerates, as opposed to the earlier band-aid that allowed folks with higher framerates to move faster (haha).
The aforementioned stash change is a 50% increase, and Bethesda plans to up it later “once they’ve verified it does not impact the stability of the game.” That whole situation really brings back memories of Destiny and later Destiny 2, when Bungie explained that vault (bank) space increases could also fundamentally break their game. Good times.
It’s not an entirely rosy patch though. 188.8.131.52 will also reduce the amount of XP earned for killing high-level creatures. The only major PVP change is the previously discussed Cryolator debuff, which reduces movement speed (freeze) reductions to 30 seconds from two hours. Oh and you have your bog standard Bethesda fixes in there, like the addressing of an “infinite loading screen” (we’ve all been there in nearly all of their games). You can read the full patch notes below.
Patch 184.108.40.206 will be followed by another update on December 11 that allows respeccing, contains PC-centric fixes and C.A.M.P. alterations. You can read more about that one here.
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: 220.127.116.11
- PS4: 18.104.22.168
- PC: 22.214.171.124
- 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
- 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.
- 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.
- Weapons: Automatic weapon damage has been increased by approximately 20% across the board.
- 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.
STABILITY AND PERFORMANCE
- 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.
- 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
- 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.
- Perk Cards: Ranking up a Perk Card will no longer cause a duplicate card to appear.
- 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.
- Mutations: The Electrically Charged and Unstable Isotope Mutations no longer provide the player with bonus Health.
- 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.