Fallout 4

Patchnotes of the update 3.0.9b,
Released in the 6th of September 2021.




This patch will be focused mainly on balancing and adjustments for more coherence.


- Items -

-- The Cocktail Molotov will now deal its entire damage in 8 seconds instead of 15 seconds.
To compensate for the reduction of duration, the damage per second has been increased by 100%, making the Cocktail Molotov slightly more powerful than before (As it will do in 8 seconds as much damage as it would have done in 16 seconds before).

This change is made as to make the Cocktail Molotov much more useful and relevant, even in the early game, as a 15 seconds effect duration was proving to be way too slow to be effective in combat.



-- All the weapons mods that are supposed to add Electrical damage to weapons will now cause the weapon to properly deal Electrical damage, instead of Energy damage (Note that the icon displayed in the Pip-boy will not reflect this change as the icons for Electricity and Energy damage are the same).
This notably includes the Shock module for the security baton, or the Electrified saw for the Mister Handy Buzzblade.
This change, on top of being more coherent regarding the nature of the damage dealt, will also give more leeway to players mainly using melee weapon in their fights against various machines (I remind you that the patch 3.0 has introduced Elemental Weaknesses to several enemies types, refer to the patchnotes of the 3.0 for more details).

-- On that note: the Tesla Coils and Tesla Bracers mods for the Power Armor will now respectively deal Electricity damage and add Electricity damage instead of Energy damage.
The descriptions of the mods will be modified accordingly.


-- All the weapons mods that are supposed to add Fire damage to weapons will now cause the weapon to properly deal Fire damage, instead of Energy damage.
This notably includes the Junk-Jet fire module or the Paddleball fire module.

-- All the weapon weapons mods that are supposed to add Cryo damage to weapons will now cause the weapon to properly deal Cryo damage instead of Energy damage.
This notably includes, well, as for now, only the Cryolator.


-- All the Elemental effects used by various weapons, or Elemental legendary effects, will now deal the proper elemental damage instead of Energy damage, and will be affected by the proper Elemental resistance instead of generic Energy resistance.
This also applies for Elemental effects, Enchantements, Legendary Effects, that did not have any proper resistance set before.


-- The following weapons: Flamer, Tesla rifle, Cryolator, will now deal Elemental damage accordingly to their specifications, instead of Energy damage.
As these modifications will intervene on the weapons themselves, it means that this specific modification will create conflicts with mods who modify these weapons.
However, as I will work on it, and because there are a lots of subtilities that are hard to explain, know that I will make sure to limit said incompatibilities with others mods as much as I can.
Please also note that even in case of incompatibility with mods who modify one or several of these weapons, this very likely WON'T change anything about the previously mentioned changes, as these are very, very specific changes made in the far background of the data, which I am practically sure no one else has touched upon in any other mod.


-- The ammunition factory components used to fabricate ammo (Black powder, casings, etc) have been moved from the Misc category of the inventory, to the Junk category.
This change, long overdue, will make it easier for the player to use them and store them in the workbenches, and will declutter the Misc tab.


- Perks -


-- Cartographer (Rank 1): Doesn't increases the experience you receive when discovering new locations by 200% anymore, instead, each new location discovered will increase the experience rewarded by said discoveries by 5%, up to a maximum bonus of 500%.
Note: This change will be applied retroactively.
- The required level to access Cartographer (Rank 1) has been reduced from 25 to 5.


-- Big Game Hunter: The bonus amount of experience gained when killing a Deathclaw, Radscorpion, Mirelurk queen or Behemot is increased from 80% to 100%, setting the perk back to its previous level.


-- Ancient Knowledge is renamed to Mind over Matter.
- Mind over Matter (Rank 2): Now also increases damage done to machines by 20%.


-- Inventory Management: Increases the equipped armor weight reduction from 50% to 95%.


-- Chest piercer: The percentage of armor ignored by melee attacks is increased from 15% to 25%.


-- Regenerator: The health regen effect is reduced from 2 points per second to 1 point per second; the health regen effect in Survival mode is reduced from 1 point per second to 0.5 point per second.


-- Nocturnal predator: The sneak damage bonus during night is increased from 35% to 50%.

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Clanggedin

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