In Patch 5.4, significant changes have been introduced to enhance gameplay and balance in various aspects of the game. The War Event has received substantial improvements, including a comeback mechanic that rewards the losing team with valuable stats, late join options for the losing side, and the ability to reroll helmets. New tier 2 War Event stats have been added, allowing players to further customize their characters.
The New Reno Wars experience has been fine-tuned, with events now occurring at scheduled times, and players' starting money based on their reputation. Additionally, players can earn reputation-based buffs, adding depth to their strategies.
Balancing changes have touched on perk requirements and weapon stats, reshaping the combat dynamics. A host of quality-of-life improvements, new locations, and rewards have been introduced, offering a more engaging and immersive gaming experience. Lastly, numerous bug fixes ensure smoother gameplay and more accurate mechanics.
Patch 5.4 brings a comprehensive set of changes that enrich the world of the game, offering players exciting new opportunities and challenges.
New Reno Wars Changes
Changed Experience Needed (Levels 1-4) for Armors:
• Leather Armors: 75%
• Metal Armors: 50%
• Combat Robes: 100%
• Combat Armors: 150%
Changed Stacking of Frozen Queen:
1. 5-20 slow 1 confuse.
2. 5-30 slow 1 confuse.
3. 5-38 slow 1 confuse.
4. 5-45 slow 2 confuse.
5. 5-51 slow 2 confuse.
6. 5-56 slow 3 confuse.
Weapon Changes:
• Solar Scorcher: Attack Delay changed to 800 🔴
• HK P90c: Damage changed to 9-23, Attack Delay changed to 1100 🔴
• Fire Rifle: Damage changed to 22-36 🟢
• Needler Pistol: Attack Delay changed to 750 🔴
• Plasma Torch: Damage changed to 66-116 🟢
• Ripper: Damage changed to 50-150 🟢
• 14mm Colt: Damage changed to 40-75, perks set changed to: Minimal Bonus Damage, Killing Spree, Fast Trigger 🔴
• Prototype 14: Range changed to 80, AP cost changed to 4, Attack Delay changed to 700 🟢
• MGL M32s: AP cost changed to 5, Attack Delay changed to 750 🟢
• Machete: Damage changed to 30-52 🟢
• Alien Blaster: Ammo cap changed to 10, Damage changed to 1-220, perks set changed to: More Critical Damage, Chip Shot, Bonus Critical Power 🟢
• Incinerator: Damage changed to 130-170, perks set changed to: Less AP cost, Bonus Max Damage, Penetrate 🔴
• Mega Sledge: AP cost changed to 6, Damage changed to 10-180 🟢
• DSR: Damage changed to 115-145 🔴
• Gatling Laser: AP cost changed to 6, Damage changed to 45-60, Attack Delay changed to 1000, Perks set changed to: Scoped, Ammo Upgrade, Damage per Bullet 🟢
• Punch Gun: Damage changed to 100-100 🟢
• Sniper Pistol: Range changed to 50 🟢
• H&K CAWS: Damage changed to 33-65, AP cost changed to 4/5, Attack Delay changed to 600/900 🟢
• H&K MP5: Damage changed to 14-28, Attack Delay changed to 1000 🔴
• RAD Spear: Damage changed to 50-99 🟢
• M16 MK.II: Attack Delay changed to 900 🟢
• Defender: Damage changed to 48-95 🔴
• Electro Cannon: Damage changed to 60-120 🟢
• Automatic Grenade Launcher: Attack Delay changed to 400 🟢
• Napalm Blaster: Damage changed to 160-200 🔴
• Commisar's Pistol: Damage changed to 70-100, Range changed to 48 🔴
• Gauss Pistol: Range changed to 58 🟢
• Pancor Jackhammer: Damage changed to 40-80, Attack Delay changed to 300/600 🟢
• Bass Rape: Damage changed to 150-446 🟢
• Heat Machine: Damage changed to 300-500 🟢
• Saiga-12: Damage changed to 50-100, Attack Delay changed to 200/400 🟢
• Fixed war event (WE) perks in companions and too many perks exploits.
• Fixed Gifted trait in companions (you will need to reroll gifted companions).
• Fixed a bug where traders would refresh their gear during trader events.
• Fixed Rockside maps.
• Fixed the Bloody perk.
• Fixed grids in Diego.
• Fixed movement speed on regulator bruiser.
• Fixed 0 Intelligence (INT) Bonehead skill points.
• Fixed traits on Combat Master.
• Fixed walking on negative HP.
• Fixed not getting drugs on Deathclaw (WE NRW).
• Fixed not getting grenades on refill (WE NRW).
• Fixed currency in mine/junk machines.
• Fixed not spawning/refilling rare ammo for flamers, rocket launchers, miniguns, grenade launchers, big gun sniper rifles, SMGs, .223 AP (few guns) (WE NRW).
• Fixed a bug where assists were granted on non-dead characters.
• Fixed grey robot skin
• Fixed multihexed doors
- Alien - +3 INT
- Assassin - favorite weapon: Range Pistols +3 range when using Range Pistols
- Bounty Hunter - favorite weapon: +25% Critical chance when using Plasma Weapons
- Chosen One - favorite weapon: +3 Damage per Bullet when using SMGs
- Clone - +3 EN
- Combat Master - Fury: Gain 6% Critical Power
- Cyborg - favorite weapon: apply Shock for 1 sec
- Deathclaw - removed: Movement Speed: 1% for 1% extra exp(loner, charisma etc)
- Hubologist - favorite weapon: double damage
- Infantry - +3 ST
- Killer - +15% Lifesteal
- Leader - Aggression: +A Luck, +A DR Penetration, +D% Damage, +A Damage per bullet, Afterburner crit effect (stacks with gum)
- Paramedic - +3 INT
- Priest - Removed: Strike: Remove all own debuffs(bounty, weakness, slow, fury, Rad).
- Random Boy - favorite weapon: penetrate 100% DT resistance
- Raider - Gain Lethal Damage equals to Action Points
- Regulator - Heavy Handed working only on Punch Weapons
- Scout - +3 LK
- Sniper - favorite weapon: Never miss
- Soldier - favorite weapon: -10% Attack Delay, +100% exp gain
- Super Mutant - Apply 5 Slow to Attackers
- Wrecker - favorite weapon: +15 Lethal Damage and 25% Lethal Penetration
Changed knockback distance:
- +6 hexes for each knockback weapon perk
- +2 hexes for each weapon tier when using explosive damage
- +3 hexes for shotguns
- -4 hexes when target has stonewall
- +1 hexes when target is soldier
- set to 0 for heavy handed
- capped at 10 hexes
- Prototype 12 doesn't have knockback range limit
Bug Fixes:
- Fixed Permnament stats for Super Special
- Fixed med heal value from war event stats
- Fixed Random Team lobby
- Fixed Comebacks stay
- Fixed that New Reno Wars Lobby teleports companions
- Fixed AP Regen and Super Regen in KOs
- Fixed Vault City lobby doors
- 20 Int shield cooldown now scale with blocked damage(1 damage = 2 sec)
- Disabled suicide in war event lobby
- Fixed clone
- Fixed no dying from unarmed
- Fixed Cyborg Shock
- Fixed Implant limit (Super special)
- Fixed Skin Menu
- Fixed weapon drops for late join war events
- Fixed Scout
- Fixed Blesses
- Added NPC in Vault 15/14
Classes:
- Deathclaw Movement Speed Scaling 3% per Luck
- Bounty Hunter Sight Bonus per critical chance change to 0.5 from 1
- Paramedic decrease by 10 AC mod for attackers
- Super Mutant fury cap changed to 15
- Soldier Fury cap changed to 10
Melee Damage changes:
- ST Mastery now scale with weapon tier +20%/30%/50%/70%/100% melee damage
- Changed melee damage depends on attack type, weapon type and weapon tier:
- Fast Knives Swing 3%/5%/10%/15%
- Fast Knives thurst 5%/15%/20%/40%
- Damage Knives Swing 5%/15%/20%/40%
- Damage Knives thurst 15%/35%/50%/70%
- Spears Thurst 1%/10%/30%/60%
- Clubs Swing 1%/6%/12%/50%/100%
- Clubs Thurst 1%/15%/40%/80%/100%
- Hammers Swing 1%/15%/35%/40%
- Hammers Thurst 5%/25%/50%/65%
- Punch Punch 1%/1%/25%/50%
- Armor Class now decrease max hit to chance depends on target Armor Class divided by attacker ammo AC Mod
- Removed AC Cap
- Strategic Improvement changed AC bonus to 100 from 20
- Armor King decrease by 25 AC mod of attackers
- Earlier Sequence increase by 25 AC mod
- Changed AC Mod for all ammo:
- 5mm JHP: 45
- 9mm bullet: 70
- 9mm ball: 60
- 10mm JHP: 70
- .44 Magnum Healing: 300
- .44 Magnum: 60
- .45 Caliber: 70
- bbs: 100
- Signal Flares: 300
- 5mm AP: 55
- 7.62mm FMJ: 80
- 10mm AP: 60
- 14mm AP: 50
- .223 FMJ: 100
- Needle Cartridge Poison: 45
- Needle Cartridge AP: 50
- Needle Cartridge Heal: 300
- 40mm Explosive: 250
- Small Energy Cell: 50
- Micro Fusion Cell: 75
- ELECTRO-SHOCK Rocket: 60
- ELECTRO-RAD Rocket: 50
- ELECTRO-EMP Rocket: 200
- 12 ga. Flechette: 80
- 12 ga. Slug: 70
- 12 ga. EMP: 300
- 12 ga. Gecko's Breath: 70
- 12 ga. Melt: 70
- 12 ga. Shock: 70
- 12 ga. Wrecker: 70
- 12 ga. Future: 70
- Explosive Rocket: 90
- AP Rocket: 100
- Frag Rocket: 110
- Sabot Rocket: 120
- Flamethrower Fuel: 70
- Flamethrower Fuel MK.II: 60
- Napalm Fuel: 50
- Napalm Fuel MK.II: 45
- Basic Machine Gun Ammo: 60
- Standard Machine Gun Ammo: 55
- Machine Gun Ammo AP: 50
- Machine Gun Ammo SE: 45
- Minigun Ammo Pack JHP: 75
- Minigun Ammo Pack AP: 70
- Minigun Ammo Pack Caseless: 65
- Minigun Ammo Pack EC: 60
- .50 JHP: 45
- .50 AP: 40
- .50 Power: 35
- .50 Hellfire: 30
- 4.7mm Caseless: 55
- 5.56mm AP: 50
- 7.62mm AP: 125
- .223 AP: 150
- 2mm EC: 500
- 40mm Ice Edition: 200
- 40mm Fire: 150
- Electric Fusion Cell: 100
- C4 Ball: 200
- .357 Magnum AP: 50
- .357 Magnum Heal: 300
Accuracy:
- Minimum Chance to Hit changed to 20% from 5%
- Base Max chance to Hit changed to 80% from 95%
- For each missing ST for weapon requirements losing 5% max chance to hit
- For each 50% combat skill gain 1% max chance to hit
- In Your Face Effect always set to 50% not scalling with penatlies and bonuses
- Binoculars gain 5% max chance to hit
- Military Binoculars gain 10% max chance to hit
- Sharpshooter gain 10% max chance to hit and 10% Minimal chance to hit
- lose 1% max chance to hit per Charisma
- Remove 8% accuracy lost per Charisma
- Long Range weapon perk gain 4% max chance to hit and 4% Minimal chance to hit
Misc:
- Base npc bags will scale with season patches( X.0-X.1 tier 1, X.2-X.3 tier 2, X.4-X.8 tier 3, X.9+ tier 4) (like public npcs, npcs in quests
- Companions attacking player has minimal 1200 Attack Delay
- Companions have CD to take medicine(120 sec/60 sec Medic perk)
- Added new War Event starting bonus: 5 random "comeback" stats
- Followers can use all meds
- Cannibal followers now heal with blood/rat
Fixes:
- Fixed bug when two-handed weapons could be used with cripled arm
- Fixed Bug when VT-HQ didnt give WE stats
- Fixed Bug when VT-HQ didnt allow loot lockers
- Fixed Clone hotbar
- Fixed Randomboy hotbar
- Fixed non-leader leader hotbar
- Fixed bug when you could swap War Event starting bonus during event to gain sensor + stealthboy or sensor + ss per death
These changes aim to enhance gameplay dynamics and balance. We hope you enjoy the new features and improvements!
Our latest patch brings a plethora of enhancements, adjustments, and fixes to the game, aiming to enrich your gaming experience. From revamped drug effects to meticulous adjustments in AI scaling and loot drops, we've worked diligently to address community feedback and improve gameplay balance. Dive into the details below to discover how these changes will shape your adventures in the game.
Thank you for your continued support.
Added extra effects to drugs:
- Voodoo: Unlocks the last two critical tiers.
- Jet: Grants +10% movement speed when using melee.
- Cigarettes: Increases weapon range by +3 (for ranged weapons).
- Mentats: Provides +15% Critical Chance Resistance Penetration.
- Ear: Unlocks the last two critical tiers.
- The last two critical tiers are locked without meeting specific conditions.
PvE Trait Abilities (works vs NPC):
- Fast Metabolism: Regenerates 5 HP after 3 seconds from receiving a hit.
- Bruiser: Increases melee damage by +35%.
- Small Frame: Raises maximum accuracy by +5%.
- One Hander: Boosts damage by +10% when using one-handed weapons.
- Kamikaze: Provides 10% Damage Resistance penetration.
- Heavy Handed: Caps minimal melee damage at 15%.
- Fast Shot: Grants a 15% chance to spawn ammo upon shooting (single shot/not flamer/not rocket) in enemy corpses.
- Jinxed: Heals 10% HP when the enemy misses.
- Good Natured: Lowers enemy damage by 5.
- Chem Reliant: Inflicts 3 Lethal Damage for each drug taken.
- Bonehead: Provides 30% Critical Chance Resistance.
- Gifted: Adds +3 Luck to armor wear tempo.
- Finesse: Increases Critical Chance by +10.
(Note: Blood Mess, Cannibal, and Loner already had PvE Abilities.)
Damage Threshold
- extra 100 Carry Weight, 25 Rad Resistance and 25 Poison Resistance and **15% more currency/caps on events**
- extra 5 Lethal Damage
- extra 10 Sight Range, **25 Sneak Detect**
- extra 8% Critical Power
- extra 8 Critical Power
- extra 20 Healing Rate and +8% Critical Roll resistance.
- extra 25 Sequence and **25 Sneak points.**
- extra 10 Melee Damage, **15% critical power for melee atacks**
- extra 5 Critical Chance
- extra 1 Strength
- extra 1 Perception
- extra 1 Endurance
- extra 1 Charisma
- extra 1 Intelligence
- extra 1 Agility
- extra 1 Luck
- extra Normal 2 DR
- extra Laser 3 DR and 1 DT
- extra Plasma 3 DR and 1 DT
- extra Fire 3 DR and 1 DT
- extra Electric 4 DR and 1 DT
- extra Explode 4 DR and 2 DT
- extra 20 HPs
- extra 1 Action Points and 30 Armor Class
- extra 12 AP Regen, 3 less AP in KOs
- extra +25% Heal from FA, +10% heal from meds
- extra +5% Critical Chance Resistance
- extra +5% Damage multi
- extra 25% AP regen on kill and 5% HP regen on kill
- extra 5% less time to attack
- extra Melee deal 20% less damage, +1 to defensive rolls
- Super Utility: Offers bonuses such as 300 Carry Weight, a cap of 10 Rad Resistance, a cap of 5 Poison Resistance, 25% more currency/caps on events, 100 Accuracy, 8% max chance to hit, and 2 additional damage per bullet. Melee Damage taken is reduced by 40%, and there's a +2 bonus to defensive rolls.
- Super Movement: Provides a 5% Movement Speed increase, 5 additional Action Points for movement in turn-based mode, an extra 2 Action Points, 60 Armor Class, and a 10% reduction in time to attack.
- Super Damage: Grants 10 additional Lethal Damage, 20 more Melee Damage, a 30% increase in Critical Power for melee attacks, a +10% Damage multiplier, and 20 additional minutes of drug effects (4 minutes for Cannibal). The duration is halved by Fast Metabolism.
- Super Criticals: Boosts Critical Power by 40%, Critical Roll by 30, and Critical Chance by 10%.
- Super Range: Enhances Sight Range by 10, sneak detection by 100, adds 4 to ranged weapon range, and increases the Combat Implant limit by 1.
- Super Health: Increases Healing Rate by 40, provides +15% resistance to Critical Rolls, adds 40 Hit Points, allows for 50% healing from First Aid, and offers a 20% heal from medications.
- Super Defense: Provides 3 to all Damage Resistance, 2 to all Damage Threshold, and a 20% resistance to Critical Chance.
- Super Regen: Grants 50 additional Sequence points and 50 Sneak points, boosts Action Point Regeneration by 25, reduces Action Points lost during Knockouts by 5, provides a 50% Action Point regeneration on kill, and offers a 10% Health Point regeneration on kill.
- Super Special: Adds +1 to one of the S.P.E.C.I.A.L attributes.