Fallout 76 Update Includes First Vault Raid, Cap Limit Increase, and More

Fallout 76 patch january 14

Bethesda has dropped a new update for Fallout 76, and it’s a fairly meaty one. Patch 12 includes Fallout 76’s first Vault Raid, new gear display cases for your CAMP, a Caps limit increase, a ton of new Perk cards, and, of course, the usual assortment of tweaks and bug fixes. You can check out the full notes for the latest Fallout 76 update, below.

Core Game Updates

New Vault Raid: Vault 94

  • The opening of Vault 94 marks the arrival of our first Vault Raid, which is a challenging dungeon experience designed to be completed by a team of up to four level 50+ characters.
  • Vault 94 utilizes instancing technology, which will prevent players who are not on your team from affecting or interrupting your team’s experience.
  • Please note: We are currently planning to open Vault 94 first on PC starting today, August 20. If Vault Raids on PC run smoothly over the next couple of days, we will then open the Vault for consoles. If significant issues are discovered, we may further delay console release or disable the Raid on PC until we’ve implemented the necessary fixes.
  • Tune in to begin: Start a Vault Raid by listening to the Vault 94 Emergency Broadcast radio station.
  • Three missions to complete: Vault 94 features three different missions: Dead in the Water, Meltdown, and Washout.
  • Each mission lasts for one week, repeats every three weeks, and only one mission at a time will be available for play.
  • Vault 94 will become temporarily inaccessible for around three hours when one mission rotates to the next each week.
  • Three difficulty modes: You can choose Novice, Standard, or Expert mode every time you play a mission.
  • Novice mode is untimed. Standard and Expert mode have quest timers and feature more difficult encounters. More difficult modes also award better loot and more XP.
  • If time runs out or your entire team is downed, you will need to start the mission over.
  • Claim new rewards: Complete Vault 94 missions to earn XP, Caps, Improved Repair Kits, Legendary Scrips, crafting materials, and items, like Weapons, Armor, and Plans.
  • Completing a mission on any difficulty will also award Vault 94 Steel, which is used to craft unique new Vault Armor sets, which grant special bonuses to the wearer.
  • Vault Armor sets are awarded via Plans by completing Standard or Expert mode missions. Vault Armor can be crafted at Armor Workbenches.
  • Vault 94 Steel, Vault Armor, and Vault Armor Plans cannot be dropped, traded, or sold.
  • Vault mission rewards can be earned once per difficulty mode, per mission, per day.
  • Read our recent deep dive article on Fallout.com for even more details about Vault 94.

C.A.M.P. Display Cases

  • Display Cases are new C.A.M.P. objects that you can use to show off the Weapons, Magazines, Bobbleheads, and other items you’ve collected.
  • Use the new “Displays” tab in the C.A.M.P. Build menu found between “Stash Boxes” and “Floor Décor” to construct a variety of different displays.
  • Once built, you can assign items to your Displays directly from your Stash.
  • Items you assign will remain in the Stash, and a new icon will appear next to their names to indicate which items in the list are currently on display.
  • You can place up to 30 Displays at once, and each type of Display has a maximum number of items that can be assign to it.
  • Read our recent article on Fallout.com to learn more about Display Cases.


  • Atomic Shop: A standee has been added to the Berkeley Springs Train Station that can be activated to visit the Atomic Shop while playing in an Adventure or Survival Mode world.
  • Caps: Increased the maximum number of Caps per character from 25,000 to 30,000.
  • Grafton: The Grafton Fast Travel Point has been moved farther from the Grafton Train Station across the city’s east bridge.


  • Armor: All Enclave Scout Armor mods are always available for purchase at the Enclave Armory.
  • Ammo: Flamer Fuel can now be crafted using the Tinker’s Workbench.
  • Ammo: Doubled the Ultracite Ammo produced by all Ultracite Ammo Recipes and increased the non-Flux ingredient costs by roughly 50%.
  • Junk: Burnt Books and Magazines can now be scrapped and produce 1 Raw Cloth.
  • (Added Aug 20) Legendary Modules: Legendary Modules are a new Crafting Component used to craft Vault 94 Armors. Legendary Modules are only available for purchase from the Purveyor. This change was missed during the original patch note creation process but has been added for clarity.
  • (Added Aug 20) Mainframe Cores: Increased the weight of Mainframe Cores and Damaged Mainframe Cores to 1.5 lbs.
  • Developer Note: Previously, there was no downside to hoarding as many Mainframe Cores as possible. Now that they can be acquired in both Nuke Silos and Vault 94, we wanted to prevent them from feeling trivial to acquire. This change was missed during the original patch note creation process but has been added for clarity.
  • Power Armor: Jetpack Mods have been added for Ultracite and Raider Power Armor.
  • Weapons: Recon Scopes can no longer be used to mark other players.

Perk Cards

  • Perk Card Packs: No longer award Perk Cards that only have a single rank.
  • Developer Note: This change is intended to safeguard against players receiving duplicate Perk Cards that cannot be ranked up. Specifically, the following Cards will no longer appear in Perk Card Packs: Aquaboy/Aquagirl, Awareness, Chemist, Curator, Dry Nurse, Escape Artist, Field Surgeon, Fortune Finder, Good Doggy, Green Thumb, Hacker, Expert Hacker, Master Hacker, Healing Hands, Last Laugh, Light Footed, Night Eyes, Pannapictagraphist, Percepti-bobble, Picklock, Expert Picklock, Master Picklock, Professional Drinker, Quack Surgeon, Radicool, Scrapper, Strange in Numbers, Travel Agent, and Woodchucker.

Quests and Events

  • Charleston Capitol Courthouse
  • We’ve reworked the interior layout and design of the Charleston Capitol Courthouse to better support the Key to the Past questline.
  • Key to the Past objectives in the Courthouse have not changed, but the updated space should provide a richer experience for those playing through the quest.
  • Several new Notes have been added, providing more lore to be discovered.
  • The Courthouse and the main Capitol Building have been split into two different interior cells, and enemy level ranges have been adjusted in both locations:
  • The Courthouse level range now matches the Top of the World.
  • The Capitol Building level range now matches The Mire region.
  • Please Note: The “Office of the Registrar” that must be accessed during the Recruitment Blues questline has been relocated from the Courthouse to the main Capitol Building

Morgantown Airport

  • We’ve made significant updates to Morgantown Airport’s exterior to further improve on early game questing experiences for new players.
  • Encounters in this area have been reworked to offer better combat experiences.
  • The Medical Hut has received layout and design updates to better support the Final Departure quest.
  • The Tentative Plans and Safe for Work Quests are now given by a Terminal located across from the Medical Hut.
  • The “Advanced Responder Training” entry has been removed from the Airport’s interior Terminal and the objective now appears automatically after completing Tentative Plans.

Additional Quest and Event Updates

  • Collision Course: This Event no longer begins automatically when players enter the event area. Instead, players must choose to start Collision Course by firing a Flare from a new mortar that has been added to the Event location.
  • We’ve also made some consistency updates to the Collision Course objectives and improved the Vertibot’s pathing and delivery method when it drops off its cargo at the end of the Event.
  • Daily Quests: All Daily Quests now persist when logging out and back in. Additionally, some Dailies checkpoint your progress to make it easier to resume where you left off.
  • We’ve also substantially increased the Caps and XP awarded by many Daily Quests. Dailies are meant to be something fun to do every day, so the rewards have been increased to make them more enticing to complete.
  • Please Note: We are currently aware of an issue that prevents some Daily Quests in The Mire region from starting again after the first time you complete them. We are investigating and plan to address this in an upcoming update.


  • Music: The existing music in the Atomic Shop has been replaced with three new tracks.

User Interface

  • Press and Hold Activators: Players must now hold down the “Activate” button to enter Furniture, start playing an Instrument, or to drink from an open water source. This has been implemented to reduce the likelihood of performing these actions by accident.
  • Quest Marker Descriptions: Quest markers that appear in the world now display objective text for the Quests they belong to.
  • You can enable or disable these objective descriptions, or adjust their display distance, using in the Display Settings menu.
  • Throwable Weapons Counter: The number of throwable weapons (grenades, mines, throwing knives, etc) the player has equipped now temporarily appears when un-holstering a weapon, or reloading ranged weapons, and disappears immediately when holstering a weapon.
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Nuclear Winter Design Changes

Choose Your Perks System

  • In response to community feedback, we’ve added the Choose Your Perks system to Nuclear Winter, which will give you more freedom to decide which Perk Cards you’d like to unlock.
  • Duplicate Perk Cards that you earn from Perk Card Packs now award a currency called Overseer Tickets.
  • Overseer Tickets can be redeemed in the Perk Menu to purchase Perk Cards of your choice that you do not already own.
  • The number of Overseer Tickets needed to unlock new Perk Cards varies from card to card.
  • Additionally, Perk Card Packs are now awarded at each new Overseer Rank you reach, rather than at varying intervals.
  • Perk Packs will be awarded retroactively for Overseer Ranks players reached prior to this change. These Perk Packs will be unlocked the next time the player ranks up.
  • Head to Fallout.com to learn more about these changes directly from ZAX!

Design and Balance


  • Terminals: The "Request Stimpak" Terminal option has been reworked and renamed "Request Aid Package"
  • Choosing this option now provides 3 Stimpaks, 1 Super Stimpak, 2 RadAway, and a random Serum. Previously, this option granted 4 Stimpaks or 2 Super Stimpaks.
  • Developer Note: Previously, this Terminal option was not as desirable as the others. Increasing how much Aid you receive and adding in RadAway and a Serum greatly increases the value of this choice. This also helps to boost the availability of RadAway.
  • Vault 51: Rebalanced the Overseer Rank requirements to access certain areas within Vault 51.


  • Fury: No longer applies a damage bonus to fist weapons or unarmed attacks.
  • RadAway: Greatly increased the effectiveness of RadAway.
  • Developer Note: RadAway wasn't as effective as it should be for how rare it is, so we've greatly increased its effect.
  • Quick Kits: Added a Staircase Quick Kit that you can use to traverse steep terrain or gain the high ground.


  • Weapon Weights: Rebalanced weights of ranged weapons.
  • Developer Note: Weapon weights were inconsistent, and it was sometimes hard to tell exactly what was weighing you down the most. We've changed ranged weapon weight values to streamline them. Ranged weapon weights generally follow these principles:
  • Pistols: 5 lbs
  • Rifles, Shotguns, and Submachine Guns: 10 lbs
  • Heavy Weapons: 20 - 30 lbs
  • Automatic RAD Rifle: Slightly reduced recoil when firing the Automatic RAD Rifle.
  • Automatic Handmade Rifle: Increased the Ammo spawned with the weapon from 60 to 90.
  • Automatic Assault Rifle: Increased the Ammo spawned with the weapon from 60 to 90.
  • Developer Note: The Automatic Handmade and Assault Rifles are the only two weapons that use the 5.56 ammo type. We wanted to make sure players could actually use these weapons for more than a fight or two, since this ammo is rarer than others.
  • Combat Sniper Rifle: Reduced the Combat Sniper Rifle’s ammo capacity from 10 to 8.
  • Gatling Gun: Reduced the Gatling Gun’s accuracy at long range.
  • Lever Action Rifle: Increased Lever Action Rifle’s reload speed and increased Ammo capacity from 5 to 8.
  • Developer Note: The basic Lever Action Rifle was underperforming compared to other weapons in its tier. These changes will help make it a more viable choice.
  • Minigun: Reduced the Minigun’s reload speed.
  • Tesla Rifle: Greatly reduced the Tesla Rifle’s area of effect range.
  • Developer Note: The Tesla gun's AoE attack was too powerful and too lenient, which made playing against it unfun. Reducing its AoE range will bring its power back down to a more manageable level.

User Interface

  • Match Summary: Added more visual fanfare for second and third place teams on match summary screens.
  • Perk Menu: Players can remain on the same screen when opening Perk Card Packs to open them more quickly.

It will be interesting to see how players respond to the Vault Raid…and how glitchy it is. Speaking of which, if you need to know about every bug fix included in this update, you can check out the full, unabridged patch notes, right here.

Fallout 76 is available now on PC, Xbox One, and PS4. Patch 12 is available today, and is about 2GB on PC and 7GB on consoles.

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