Fallout 76 update 7 PATCH NOTES: Wild Appalachia DLC release date, quests, crafting, more

Fallout 76 fans are counting down to the release of the Wild Appalachia DLC.

The first stop on the Fallout 76 content roadmap, the Wild Appalachia DLC has a March 12 release date on PS4, Xbox One and PC.

The free Wild Appalachia content update introduces a range of new missions and features, including a brand new crafting and distilling system.

It all begins with the Wasted on Nukashine quest, which will introduce players to some of the new gameplay.

“Your path to becoming the Wasteland’s premiere bartender will begin near Vault-Tec University,” reads a Bethesda post.

“There you will relive the glory days of VTU’s finest and discover the mischief they got up to outside of the classroom.

“Your continued studies will lead you to a notorious speakeasy, introduce you to Biv—Appalachia’s tipsiest robot, and teach you to craft the illicit Nukashine using the all-new Brewing Station.”

The Brewing Station is a new kind of workbench that lets players create a variety of drinks.

Ranging from wines and spirits to beers, each drink will give players a temporary buff, but will also have some nasty side effects.

Leave them for long enough and the stat boosts will be even more potent, and the hangovers more debilitating.

Brewing some vintage whiskey, for example, will set enemies on fire during ballistic and melee attacks.

Even more Wild Appalachia quests and features will be released in the coming weeks, including the brand new Survival Mode on March 26, the Shear Terror mission on April 9 and the first appearance of a Legendary Vendor on May 23.

Starting on March 12, Bethesda will also make some much-needed improvements to the overall experience.

According to the early patch notes, this includes weapon balance changes, building restrictions and challenge tracking.

Early update 7 patch notes in full…

Energy Weapons

• For heavy and semi-auto energy weapons, we’ve greatly reduced the amount of condition damage they take per shot. Your heavy energy weapons should now last four to five times longer, and semi-auto energy weapons should last twice as long before needing repairs.

• We’ve also given semi-auto energy weapons an additional damage boost of +10% so they have a little more bite.

Heavy Weapons

• We’ve reduced the fire-rate for high rate-of-fire automatic heavy weapons across the board and increased their damage by +10%. Adjusting these weapons’ fire-rates gave us more room for a damage increase, which will help them punch through armor more effectively without increasing their baseline damage per second too high.

• Weapon damage for all other automatic heavy weapons has been increased by 10% to 20%.

• Like energy weapons above, we’ve significantly reduced the condition damage that automatic ballistic heavy weapons take per shot, and they should now last about four times longer before they need to visit a weapons workbench.

C.A.M.P. and Workshop Budget Adjustments

• In Patch 7, we’re planning to make adjustments to the C.A.M.P. and Workshop budget system that should allow you to build even bigger and fancier Wasteland abodes.

• The amount of budget space that some buildable objects consume, such as Turrets and Lights, has been reduced, but they now also have a maximum amount that can be placed in your C.A.M.P. or Workshop. The build menu recipes for these objects will show you how many are already present in your C.A.M.P., including the ones you have stored, and the total amount of each you can place.

• There are several important aspects of C.A.M.P. and Workshop budgets we must keep in mind when making adjustments, including how objects are used by players, overall structure balance, and even game performance. While the above changes aren’t a direct increase to budget size, they should give you more overall budget space to build lots of cool stuff, while also allowing us the flexibility to further refine and improve balance and performance.

C.A.M.P. Placement Adjustments

• Occasionally, when we bring new content to the game, it may need to be placed somewhere that was previously usable as a C.A.M.P. location. We can’t have C.A.M.P.s and quests occupying the same space and while we do our best to limit these cases, sometimes it’s unavoidable.

• Starting with Patch 7, and in future updates, we plan to add a few new “no-build zones” to the game world that will prevent players from constructing C.A.M.P.s in those areas.

• However, it’s possible some players may have already built in these locations before they became no-build zones. When this happens, affected players will be notified upon joining a world that their C.A.M.P.s can no longer be placed, and they will be given a free C.A.M.P. placement as a result. We don’t expect this will impact most players, but we hope this free move will help you find a new home for your home.

Challenge Tracking

• With Patch 7, we want to make challenges easier to keep an eye on as you make progress toward completing them, so you always know when that next reward will be on its way into your pocket.

• We’re adding a new challenge tracking interface to the Map, which you can use to quickly access the challenges menu whenever you’d like.

• As you scroll through your available challenges, you can now select and add them to the tracker, which will update as you make progress toward completing each one.

• Additionally, you will also receive a notification in-game whenever you make progress toward one of the challenges you’ve added to the tracker.

source: express.co.uk