Fallout 76's first December patch increases stash storage limit by 50%, two more updates on the way
Today we see the release of the first of three slated December patches for Fallout 76. It's no secret the game launched in a rough state, especially with stash limits that seemed far too low to be much fun at all. While the jury is still out on the degree to which the troubled release can be salvaged, it seems like Bethesda is at least taking the proper steps to support the game as 2018 begins to come to a close.
What was originally planned as two patches has now become three, according to an 'Inside the Vault' update on Bethesda's website. The first patch is live today and addresses the stash limit as well as fixes some issues with using power armor, mostly related to getting stuck inside it forever.
Here's the given general outline to what to expect for the month:
DECEMBER 4
Our latest patch will be released today, bringing a 50% inc rease to your stash storage limit, and applying a number of bug fixes, balance changes, and other improvements. If you haven’t already, be sure to check out the patch notesbefore you head back in-game following today’s maintenance. At approximately 3GB across all three platforms, today’s patch is significantly smaller than the prior update on November 19.
DECEMBER 11
We’re still on track to release the features and improvements we discussed in last week’s article, including new settings for PC players, C.A.M.P. improvements, and the ability to respec your SPECIAL points after level 50. This update will also include a new C.A.M.P. feature we’ve been referring to as “Bulldozing”. Any actual bulldozers that once existed in Appalachia have long since become useless hunks of metal. However, you can still use this feature to clear out rocks, small trees, and other debris to help make building objects easier than ever. This will happen automatically as you build on top of, or very near, these obstructions. We hope this patch will help your C.A.M.P.s feel more like home.
DECEMBER 18
We hope to provide one more patch mid-December. This patch will continue our focus on stability and other concerns raised by the community. We’ll keep you updated about the status of this patch as we close in on December 18.
Here are the patch notes for the December 4th patch:
GENERAL
- 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.
BALANCE
- 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.
PVP
- 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.
BUG FIXES
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.
GENERAL
- 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.
- Traps: Players can no longer continuously disarm the same grenade trap.
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.
PERKS
- Perk Cards: Ranking up a Perk Card will no longer cause a duplicate card to appear.
SOCIAL
- 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.
SURVIVAL
- Mutations: The Electrically Charged and Unstable Isotope Mutations no longer provide the player with bonus Health.
USER INTERFACE
- 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.