Workshops:<\/strong>\u00a0Players no longer gain XP when crafting at a public Workshop.<\/li>\n<\/ul>\nC.A.M.P., CRAFTING, AND WORKSHOPS<\/h3>\n NEW \u2013 Automatically remove obstructions in C.A.M.P.s:<\/strong><\/p>\n <\/noscript><\/p>\n\nRocks, small trees, and other small objects no longer prevent players from building items in those locations.<\/li>\n These obstructions are now automatically removed upon constructing objects and structures in C.A.M.P., such as Foundations.<\/li>\n Placing an object to remove an obstruction and then removing that object, will cause that obstruction to reappear after some time or upon logging back in.<\/li>\n<\/ul>\nNEW \u2013 C.A.M.P. placement improvements:<\/strong><\/p>\n\nA notification will now be displayed to players upon logging into a world if their current C.A.M.P. location is occupied by someone else.<\/li>\n If they to choose remain in that world, they will be able to place their C.A.M.P. in a new location for free.<\/li>\n Alternatively, if the player decides not to place their C.A.M.P. in a new location, and instead joins a new world, their C.A.M.P. will be automatically placed back in its original location\u2014provdided that spot is unoccupied.<\/li>\n<\/ul>\nAdditional C.A.M.P., Crafting, and Workshop updates:<\/strong><\/p>\n\nC.A.M.P.:<\/strong>\u00a0The percentage of a C.A.M.P.\u2019s Budget that is being taken up by stored items and Blueprints will now appear in the Budget bar.<\/li>\nC.A.M.P.:<\/strong>\u00a0While in build mode, players can now toggle the left joystick on controllers, or press \u201cQ\u201d on PC, to switch view between objects that can be built and those that cannot.<\/li>\nWindmill:<\/strong>\u00a0The power produced by the Windmill has been increased from 3 to 12.<\/li>\nWorkshops:<\/strong>\u00a0Players can now purchase Atomic Shop items directly from the Workshop menu.<\/li>\n<\/ul>\nPROGRESSION<\/h3>\n NEW \u2013 SPECIAL Re-speccing:<\/strong><\/p>\n\nEvery time a player levels-up after level 50, they can now choose whether to unlock a new Perk Card or transfer one previously allocated SPECIAL point from one category to another.\n\nThis change is not retroactive for characters that have already progressed beyond level 50 but will apply to every level-up they achieve going forward.<\/li>\n If a player chooses to reallocate a SPECIAL point on leveling-up, they will be unable to select a new Perk Card for that level, and vice-versa.<\/li>\n Re-speccing details have also been added to the \u201cPerks\u201d section of the in-game Help menu.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\nQUESTS<\/h3>\n\nEvent Quests:<\/strong>\u00a0A 15-minute cooldown timer has been added at the end of each Enclave Event Quest.<\/li>\nEvent Quests:<\/strong>\u00a0XP reward amounts have been reduced for the following Event Quests:\n\nFertile Soil, Collision Course, Tea Time, Guided Meditation, Distinguished Guests, Battle Bots, Line in the Sand, Protest March, Grafton Day, Patrol Duty, Jailbreak, Back on the Beat, and Feed the People.<\/li>\n Additionally, the cooldown timer that begins after starting each of these Events has been increased from 48 minutes to 1 hour and 12 minutes.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\nUSER INTERFACE<\/h3>\n NEW \u2013 Push-to-Talk Setting (PC):<\/strong><\/p>\n\nA Push-to-Talk setting has been added for Voice Chat, and is set to the Caps Lock key by default.\n\nThe \u201cToggle Always Run\u201d hotkey, which used to be set on Caps Lock, has been moved to the \u201c\/\u201d key by default.<\/li>\n Both the Caps Lock and \u201c\/\u201d hotkeys can be rebound in the Controls Menu.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\nNEW \u2013 Depth of Field Setting (PC):<\/strong><\/p>\n\nA Depth of Field slider has been added and can be adjusted in the game\u2019s display settings menu.<\/li>\n<\/ul>\nNEW \u2013 Field of View Setting (PC):<\/strong><\/p>\n\nA Field of View slider has been added and can be adjusted in the game\u2019s display settings menu.<\/li>\n The Field of View slider can be adjusted in increments of 5, to a maximum of 120, and a minimum of 70.<\/li>\n Note: Field of View will be automatically set to 70 while modifying a character\u2019s appearance but can otherwise be set between the values mentioned above.<\/li>\n<\/ul>\nNEW \u2013 21:9 Resolution Support (PC):<\/strong><\/p>\n\nThe game client will now automatically detect and apply the correct display resolution for monitors that use 21:9 resolutions.<\/li>\n Additionally, various 21:9 resolutions can be selected in the game\u2019s display settings menu.<\/li>\n<\/ul>\nAdditional User Interface Updates:<\/strong><\/p>\n\nAFK Timer:<\/strong>\u00a0The timer that disconnects players after a period of inactivity in-game has been increased from 10 to 30 minutes, and the warning prompt will now display 3 minutes, rather than 1 minute, prior to being disconnected.<\/li>\nAtomic Shop:<\/strong>\u00a0Items that have recently been added to the Atomic Shop now display a \u201cNew\u201d icon, and new items will now sort to the front of their associated subsections.<\/li>\nAtomic Shop:<\/strong>\u00a0Item subtitles in the Atomic Shop have been moved to the top of item images.<\/li>\nCompass:<\/strong>\u00a0Maximums have been implemented for each type of marker that can appear in the compass, and up to 60 markers in total can be visible at once:\n\nUp to 10 markers each for quests, locations, hostile players, and enemies.<\/li>\n Up to 8 markers each for neutral players and targeted enemies.<\/li>\n Up to 4 markers for teammates.<\/li>\n Players can still use their Pip-Boys to toggle tracking off for individual quests if they\u2019d prefer to reduce them amount of quest markers in the compass, and on-screen.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n \nBUG FIXES<\/h3>\nSTABILITY AND PERFORMANCE<\/h5>\n\nPerformance:<\/strong>\u00a0Fixed an issue that could cause the player to encounter an infinite loading screen when Fast Traveling.<\/li>\nPerformance:<\/strong>\u00a0Addressed hitching that could occur during combat in Nuke Silos.<\/li>\nPerformance:<\/strong>\u00a0Addressed an issue that could cause reduced performance and displayed a red-text error when viewing the Map, Map Menu, Perk Screen, or a Note.<\/li>\nPerformance:<\/strong>\u00a0Addressed an issue that could cause hitching on the Perk Menu when sharing a Perk Card or unequipping a shared Perk Card.<\/li>\nPerformance:<\/strong>\u00a0Addressed a performance issue on Xbox that could occur while traveling in The Mire.<\/li>\nPerformance:<\/strong>\u00a0Addressed an issue that could cause reduced performance after a Wendigo screams.<\/li>\nStability:<\/strong>\u00a0Addressed a crash that could occur when accessing the transfer menu after picking up a Power Armor Chassis.<\/li>\nStability:<\/strong>\u00a0Addressed a crash that could occur if a Team Invite was automatically declined after not being accepted or rejected.<\/li>\n<\/ul>\nGENERAL<\/h5>\n\nAchievements:<\/strong>\u00a0Winning the Monster Mash event by collecting the most candy now correctly awards the associated Achievement\/Trophy for console players.<\/li>\nAchievements:<\/strong>\u00a0Killing the Scorchbeast Queen during the Scorched Earth event now correctly awards the associated Achievement\/Trophy for console players.<\/li>\nAchievements:<\/strong>\u00a0Completing the Breach and Clear event now correctly awards the associated Achievement\/Trophy for console players.<\/li>\n<\/ul>\nART AND GRAPHICS<\/h5>\n\nAnimations:<\/strong>\u00a0Ghouls in the Vault-Tec Agricultural Research Center\u2019s basement no longer hitch while playing their movement animations.<\/li>\nAnimations:<\/strong>\u00a0Super Mutants inside the Eastern Regional Penitentiary no longer hitch or stall while playing their movement animations.<\/li>\nAnimations:<\/strong>\u00a0Fixed several issues causing Vertibots and other cargo bots to exhibit odd movement behavior when landing.<\/li>\nC.A.M.P.:<\/strong>\u00a0On consoles, objects built by the player will no longer temporarily appear completely black upon joining a world.<\/li>\nCharacter Models:<\/strong>\u00a0Other players\u2019 character models will no longer display visual issues when a loading screen completes after exiting a building.<\/li>\nGraphics:<\/strong>\u00a0Fixed a visual issue that could cause wooden objects and structures to display blurry graphic effects.<\/li>\nGraphics:<\/strong>\u00a0On PS4, flames and fire effects now render correctly, and no longer only display smoke and embers.<\/li>\nGraphics:<\/strong>\u00a0Fixed an issue on PS4 that could cause objects within building interiors to appear very dark.<\/li>\nGraphics:<\/strong>\u00a0Fixed an issue that could cause shadows and lighting to flicker in some environments and inside certain buildings.<\/li>\nGraphics:<\/strong>\u00a0Flamethrower Traps no longer display dark hexagonal objects while firing.<\/li>\nGraphics:<\/strong>\u00a0Corrected a visual issue affecting smoke produced by the Cooling Towers at the Thunder Mountain Power Plant.<\/li>\nPaints:<\/strong>\u00a0Modding Combat Armor after applying Paint no longer prevents the Paint from appearing.<\/li>\nPower Armor:<\/strong>\u00a0On Xbox One, visual artifacts will no longer appear in the upper corners of the screen while wearing Power Armor in the rain.<\/li>\nWeather:<\/strong>\u00a0Objects in the world will no longer appear to flicker while it is raining.<\/li>\nWeapons:<\/strong>\u00a0The Minigun\u2019s barrel no longer appears partially transparent while previewing it in the Inspect menu.<\/li>\nWeapons:<\/strong>\u00a0Being attacked while using a Chainsaw no longer causes a \u201ctunnel vision\u201d-like graphic effect to appear on-screen.<\/li>\nWeapons:<\/strong>\u00a0The Pitchfork Flamer mod no longer displays a blocky green texture when previewing it at a Weapons Workbench.<\/li>\nWeapons:<\/strong>\u00a0An extra bolt no longer appears when previewing Crossbows in the Inspect, Trade, or Transfer Menus.<\/li>\nWeapons:<\/strong>\u00a0Fire, Heated, and Electric visual effects now appear correctly when previewing weapons in the Modify and Inspect menus.<\/li>\n<\/ul>\nC.A.M.P., WORKSHOPS, AND CRAFTING<\/h5>\n\nBlueprints:<\/strong>\u00a0Fixed an issue that could prevent a Blueprint from being placed and cause a \u201cCannot place item: Selected item is floating.\u201d error to display, even if the placement preview showed the intended location was valid.<\/li>\nBlueprints:<\/strong>\u00a0Fixed an issue that could prevent a Blueprint from being placed without displaying an error message, even if the placement preview showed the intended location as valid.<\/li>\nBlueprints:<\/strong>\u00a0The placement preview for a Blueprint that contains floating objects will no longer occasionally display a green outline despite being unplaceable.<\/li>\nBlueprints:<\/strong>\u00a0Attempting to place a Blueprint by snapping it to an existing structure will no longer appear acceptable, or allow placement, if it would cause objects to overlap.<\/li>\nBlueprints:<\/strong>\u00a0Fixed an issue that could allow creation of a Blueprint that exceeded the Blueprint Budget.<\/li>\nContainers:<\/strong>\u00a0Fixed an exploit that could enable unlimited item storage.<\/li>\nDoorways:<\/strong>\u00a0Can now be correctly snapped to floors that are attached to Stairs.<\/li>\nRecent:<\/strong>\u00a0The Recent tab in the Build Menu will now correctly display objects that have recently been built.<\/li>\nScrapping:<\/strong>\u00a0Fixed an issue that could allow a player to unintentionally scrap their Pip-Boy.<\/li>\nStairs:<\/strong>\u00a0Can no longer be placed in a way that causes them to clip through Roof objects.<\/li>\nStored:<\/strong>\u00a0Addressed an exploit that could cause items in the Stored tab to become duplicated.<\/li>\nStored:<\/strong>\u00a0Storing a variant of an object that the player has not yet learned how to build will now cause that item to be converted to a variant the player can build. If no variants have been learned, the stored item will be converted to its base version.<\/li>\nWind Chimes:<\/strong>\u00a0Can now correctly be attached to Walls in C.A.M.P.s.<\/li>\nWorkbenches:<\/strong>\u00a0The list of available crafting materials at the Power Armor Station now updates correctly upon modifying a suit of Power Armor.<\/li>\nWorkshops:<\/strong>\u00a0After Powering up a Power Plant, Power Boxes at the plant now correctly produce 400 Power, and Power Boxes at surrounding Workshops produce 100 Power.<\/li>\nWorkshops:<\/strong>\u00a0Car models no longer reappear after being removed by building an object on top of them.<\/li>\n<\/ul>\nENEMIES<\/h5>\n\nGeneral:<\/strong>\u00a0Fixed an issue that could cause enemies to remain stationary while they were out of combat.<\/li>\nBee Swarms:<\/strong>\u00a0Are no longer invisible.<\/li>\nHoneybeast:<\/strong>\u00a0No longer drop more Adhesive than intended, and now instead drop a stack of 1 \u2013 2 Adhesive on death.<\/li>\nMirelurk Queen:<\/strong>\u00a0The Mirelurk Queen\u2019s acid attack no longer deals more damage than intended.<\/li>\nScorchbeast:<\/strong>\u00a0The Scorchbeast in the Glassed Cavern can no longer fly through walls.<\/li>\n<\/ul>\nITEMS<\/h5>\n\nAid:<\/strong>\u00a0Fixed an issue causing Bobbleheads and Magazines to spawn at a lower rate than intended. These items should now appear 16% more often.<\/li>\nApparel:<\/strong>\u00a0Buying Apparel from a Vendor will now correctly add that item to the player\u2019s Inventory.<\/li>\nArmor:<\/strong>\u00a0Fixed an exploit affecting certain armor types that could allow players to gain unlimited carry capacity during that play session.<\/li>\nCaps:<\/strong>\u00a0Addressed several exploits that could allow players to gain Caps more quickly than intended.<\/li>\nPower Armor:<\/strong>\u00a0Fixed an issue that could allow two players to simultaneously activate the same suit of unowned Power Armor.<\/li>\nPower Armor:<\/strong>\u00a0It is no longer possible to transfer more than one Fusion Core into a suit of Power Armor.<\/li>\nSerums:<\/strong>\u00a0Now correctly apply Mutations when consumed, and Mutations applied in this way now correctly appear in the Pip-Boy\u2019s Effects tab.<\/li>\nVendors:<\/strong>\u00a0Items that do not have a Cap value can no longer be sold to Vendors.<\/li>\nWeapons:<\/strong>\u00a0Applying a Precise Stock mod to the Pipe Bolt-Action Pistol no longer increases its rate of fire.<\/li>\nWeapons:<\/strong>\u00a0Attacking another player with a Cryolator no longer drains their Action Points outside of mutual PVP.<\/li>\nWeapons:<\/strong>\u00a0Fixed an issue that could prevent Plasma Pistols from dealing damage.<\/li>\nWeapons:<\/strong>\u00a0Projectile weapons no longer fire at the player\u2019s feet when aiming at a downward angle.<\/li>\n<\/ul>\nQUESTS<\/h5>\n\nPersonal Matters:<\/strong>\u00a0Fixed several issues that could prevent Evan from spawning correctly.<\/li>\nAn Ounce of Prevention:<\/strong>\u00a0The T-Type Fuse quest marker now correctly appears above the container that contains the fuse. Additionally, an optional new objective has ben added to help players find a way into Greg\u2019s Mine Supply.<\/li>\n