Fallout 76 v1.0.2.3 04/12/18 Patch Notes

Official Bethesda Patch notes

Planned changes (notes released 27/11/18)

December 4, 2018

Next week’s update will bring an increase to the Stash limit, as well as a variety of performance and stability improvements, balance changes, and multiple bug fixes to the game. We’ll have full patch notes available later this week ahead of Tuesday’s update. Some notable issues being addressed in this update include:

Official Patch note (notes released 04/12/18 and amended 06/12/18)

GENERAL


BUG FIXES

STABILITY AND PERFORMANCE
GENERAL
C.A.M.P., WORKSHOPS, AND CRAFTING
ENEMIES:
PERKS
PVP
QUESTS
SOCIAL
SURVIVAL
USER INTERFACE

Community Patch notes

Changes found on the SeventySix.esm file

Workshops

Extractor capacity
Copper:     reduced from 2.0 to 1.0  
Aluminum:   reduced from 2.0 to 1.5  
Gold:       reduced from 2.0 to 1.5  
Lead:       reduced from 2.0 to 1.5  
Nuclear:    reduced from 2.0 to 1.0  
Coal:       reduced from 2.0 to 1.0  
Silver:     reduced from 2.0 to 1.5  
Titanium:   reduced from 2.0 to 1.0  
Acid:       reduced from 2.0 to 0.5  
Oil:        reduced from 2.0 to 0.5
Fertilizer: reduced from 2.0 to 1.5
Special Workshop capacity
Ammunition Factory:     reduced from 2.0 to 1.0  
Fusion Core Processor:  reduced from 14.0 to 9.0
Resource Production rate
Default:      reduced from 25/h to 20/h
Scrap:        reduced from 12.5/h to 8.33/h  
Ammo:         reduced from 125/h to 83.33/h  
Fusion Core:  reduced from ~12/h to ~0.8/h
Resource Production output

Edit: The above affects the Aluminum, Nuclear, Gold, Copper, Crystal, Coal and Titanium extractors. I was not careful enough yesterday to notice that it does not affect all extractors.

Stash

Weapon Mods
Mobs
Loot
Holiday Special
Magic Effects
changed: Cryo Slow  
added: Chilled, Frosted, Frozen
Textures
Idle Animation

OTHER CHANGES

Object Effects

unknown changes: Core Assembly, Welded Rebar, Bleed, Fire Damage, Radiation Damage, Spit, Scorchbeast Strafe Attack, Molotov Fire Damage, EnchPlasmaGrenadeEnergyDmg, EnchPulseGrenadeEnergyDmg, Grenade_Pumpkin_PoisonEffect, Scorchbeast Queen Strafe Attack, Blast Mine Fire Damage

Quests
Lights
Cell changes
Interiors
Exterior
Loot
Legendaries

LL_EpicChance_Boss_Dynamic_Lvl10_ECON value = 10.000000 LL_EpicChance_Boss_Dynamic_Lvl20_ECON value = 20.000000 LL_EpicChance_Boss_Dynamic_Lvl30_ECON value = 25.000000 LL_EpicChance_Boss_Dynamic_Lvl40_ECON value = 30.000000 LL_EpicChance_Boss_Dynamic_Lvl50_ECON value = 33.000000

/u/despotak notes on legendaries: This is my understanding of the new legendary drop system. LL_EpicChance_Boss_ECON was 100%. Now it is based on level and it maxes at 33%. So legendary mobs DO NOT a guaranteed legendary drop any more. Our best chance is 33%. They did tweak the maximum tier legendaries you can get from some lower level bosses and a few additional normal loot, but that’s it. In general, this look like a 66% reduction for the legendary drop at best. I may be reading those totally wrong, so please, anyone that has some experience with xEdit, take a look and report back.
Edit: I was informed that Epic chance in Fallout 4 had to do with what modifications a drop would have, not with the chance of being legendary or not. I will investigate more.

Changes found on .ba2 files

TBA

Other changes confirmed by the community

TBA