Days ahead of release, Bethesda has outlined just what issues will be addressed with Fallout 76's December 4 patch and the list is quite long.
Ever since the release of Fallout 76 on November 14, fans have been in a near constant state of outrage over various issues both inside and outside the game.
In the face of these many bumps in the road, Bethesda is now looking to improve on the in-game problems with a couple of patches set to hit in early December.
In a lengthy blog post on November 27, Bethesda hinted at some big changes to come with two updates on December 4 and 11. Just a few days later on November 30, they fully let the cat out of the bag by posting the official patch notes for the first of the two updates.
Right out the gate, Bethesda assured fans that the future updates will be much smaller than the massive 50GB update released on November 19 just five days after release. As such, the December 4 update comes in at just 3GB on console and a mere 36MB on PC.
Fallout 76 has been plagued with many issues since launch.
Chief among the changes coming in the update are widespread stability improvements and a long list of bug fixes that will hopefully lead to a smoother experience across the board.
Additionally, Bethesda has included a number of general gameplay and balancing changes to this update to round things out.
There was no mention of any downtime in this initial release, but as soon as we know more about what time the patch will drop and whether there will be any downtime, we'll update this post!
You can read the full patch notes ahead of the update's December 4 release below:
UPCOMING FALLOUT 76 PATCH NOTES – DECEMBER 4, 2018
Our latest patch for Fallout 76 will bring an increase to maximum stash storage, additional performance and stability improvements, balance changes, and many bug fixes to the game.
As mentioned in our recent Inside the Vault article, we’re also planning to release another patch on December 11 that will include C.A.M.P. improvements, SPECIAL respeccing, additional settings for PC, and more! In the meantime, please read on for details about everything that’s coming to Fallout 76 with our December 4 patch.
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: 18.104.22.168
- PS4: 22.214.171.124
- PC: 126.96.36.199
- 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.
Source - Bethesda.net