Patch 4.96.4

Hello. 
New class perk: Raider, rework of Deathclaw, new cases system, reload weapon rework, PvE class abilities, worldmap encounters rework and many others!

I BURST Dev team

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New Cases

Added new cases and keys

Tier I

Science Case

Drops tier 3 blueprints, materials, chance to "Wattz" Fusion Core

Tier I

Drug Case

Drops tier 3 drugs, chance to hypo or Med Tec Antidote

Tier I

Bank Case

Drops currency, chance to golden dollars

Tier I

Electronic key

Tier I Cases can be open by electronic key
Electronic lockpick MKI chance to break 1:25
Electronic lockpick MKII chance to break 1:100
Tier I cases drop from NPCs, lockers in town/dungeons, tier I dungeon locker

Tier II Case

Vault-Tec Case

T2

Drops tier 3 weapons and armors,
chance for:
-tier 4 blueprint,
-implants
-verti parts
-tier 4 ammo

NCR Case

T2

Drop same as Vault-Tec Case but blueprint isn't total random but from pool:
-Browning Auto Rifle
-Bozar
-Saiga-12
-H&K G11
-Steyr

Enclave Case

T2

Drop same as Vault-Tec Case but blueprint isn't total random but from pool:
-Advanced Power Armor
-Adv. Power Armor MKII
-YK42B Pulse Rifle
-Plasma Gatling
-H&K G11E

Vault-City Case

T2

Drop same as Vault-Tec Case but blueprint isn't total random but from pool:
-Plasma Torch
-Electro Cannon
-Turbo Plasma Rifle
-Commisar's Pistol
-PPK12 Gauss Pistol

Brotherhood Case

T2

Drop same as Vault-Tec Case but blueprint isn't total random but from pool:
-Power Armor
-Hardened Power Armor
-Vindicator Minigun
-M202A1 FLASH
-Mega Sledge

Master Army Case

T2

Drop same as Vault-Tec Case but blueprint isn't total random but from pool:
-Stealth Armor
-Stealth Armor MKII
-AK-47
-Napalm blaster
-M72 Gauss Rifle

Vault-Tec Key

T2

Tier II Cases can be open by Vault-Tec Key
Electronic lockpick MKI chance to break 1:5
Electronic lockpick MKII chance to break 1:18
Faction cases drops from patrol,
VT case drops like it was dropping

Tier III case

Mobirise

Black Cross Case

T3

Drops Random Extra Stats,
Chance for tier 4 part

Mobirise

Technical Case

T3

Drop T4 blueprint,
Chance for tier 4 part

Mobirise

Mad Scientist Case

T3

Teleport you to random base,
Chance to kill you

Mobirise

High-Tech encrypted Key

T3

Tier III Cases can be open by High-Tech incrypted key(drop from tier 6 dungeons only)
Electronic lockpick MKI always break and chance to open 5%
Electronic lockpick MKII always break and chance to open 15%
Tier III Cases drops from tier 3 dungeon locker/event encounter/lost signal?

Class: RAIDER

Bandit of wasteland. Level required: 95.

+

AP

Double Action Points
Regen Action Points while running

+/-

Fury Strike

Strike: apply 4-10 AP Drain on Target
For each fury stack lose a Action Point

-

SPECIAL

-1 to all special
25% longer attack speed

AG

Scalling

For each agility gets 0.1 AP/s regen

Class: Deathclaw

Mutated beast. Level required: 40.

2x

MELEE DAMAGE

Double Melee Damage
+1 attack range
5 Melee Damage per Fury Stack

+

Strong animal

+3 Strength
Strike: 50 slow on target
Can't use guns and armors

DR

Armor

Normal DR: 45 + Critical Chance, DT: 6 + Intelligence
Laser DR: 10 + Perception, DT: 7 + Charisma
Fire DR: 50 + Healing Rate, DT: 4 + Sequence
Plasma DR: 40 + Strength, DT: 5 + Luck
Explode DR: 50 + Endurance, DT: 6 + Agility
Electro DR: 30 + Action Points, DT: 3 + Perception
Critical % Power Resistance: 15% + Action Point for moving
Critical Power Resistance: 0 + Movement Speed
Critical Chance Resistance: 5% + Strength
Hit Points: base + 3xFlat Damage(base only, not 20luck)

CC

Scalling

AP Regen - 0.01 for melee damage(before double)
Life Steal - 1% target life(doesnt adds above lifesteal cap)
Movement Speed - 1% for 1% extra exp(loner, charisma etc)
Stealth - 10 for 1 Strength
Critical Chance - Intelligence + Endurance + Agility

PvE Abilities for classes

Chosen One - gain 10% more exp
Deathclaw - +10 melee damage against NPCs
Alien - apply 5% of dmg to radiation against NPCs
Super Mutant - deal 1% max hp against NPCs(own max hp)
Combat Master - increase lifesteal cap to 50% against NPCs
Killer - Regen 30% your Action Points when you kill enemy NPC
Leader - apply 2 weakness on NPCs
Paramedic - double FA effect on NPCs
Priest - mark npc visible for everyone
Wrecker - +5 flat damage vs NPCs
Bounty Hunter - deal 1% max heal against NPCs(NPC's HP)
Scout - penetrate 5% DR vs NPCs
Assassin - 25% critcal chance against NPCs
Random Boy - 20% chance that npcs will deagro on you when you attack
Soldier - 1 damage per bullet again NPCs
Cyborg - Receive 5 more damage from NPCs
Infantry - Receive 5 less damage from NPCs
Sniper - 10 more critical power against NPCs
Clone - Deal 5% less damage against NPCs
Raider - Lose 1-3 AP for attack NPC

Additional

Stealth:
-Perception detection changed from 7 to 10
-Binoculars instead give flat 50 detection give +5 per perception
-Military Binoculars instead give flat 50 detection give +10 per perception
-Ninja sygnergy give 50 stealth and 50 stealth near wall(together 100)
-Stealthboy give 50 stealth and 50 stealth near wall(together 100)
-Running decrease stealth by 100 stealth
-standing give 50 stealth and 50 stealth near wall(together 100)



War Event Stats:
-Extra Sight added +50 to Sneak Detect
-Extra Melee Damage added give 30% critical power for melee atacks
-Extra Critical Chance changed from 7 to 10
-extra Laser Defense changed from 7 to 4 laser DR
-extra Fire Defense changed from 7 to 9 Fire DR
-extra Plasma Defense changed from 7 to 9 Plasma DR
-extra Explode Defense changed from 7 to 12 Explode DR and from 2 to 5 Explode DT
-Extra Sequence/Stealth changed from 25 to 50 Stealth

Sky Tower:
changed mobs to same as infinity dungeon but drop loot on difficulties:
-Easy win for... - base maps
-Easy - upgrade parts mk.II
-Medium - implant instalation token
-Hard - upgrade parts mk.III
-Wasteland is Harsh - Robobrain modules
-Hardcore - Wattz Core
Replicant:
NPC made by ~pat menu, it keeps all players special, skills, perks, support perks, we bonuses, and implants,
owner can switch by that build
owner can increase exp in that build if having higher
owner can uninstall implants from that build
owner can uninstall we bonuses from that build
owner can delete replicant

if owner have build from replicant which had installed implants, on reroll doesn't drop them
owner must have higher or same exp as replicant

Rename gear perks:
-Better Critical to Bonus Critical Power
-Bonus Ranged Damage to Damage per Bullet
-Bonus Rate of Fire to Less AP cost
-More Criticals to Bonus Critical Chance
-Bounty Hunter to Better Critical Table
-Sniper to Butcher
-Slayer to Lethal Damage
-Bonus Move to Bonus Movement
-Gain Strength to Bonus Strength
-Gain Perception to Bonus Perception
-Gain Endurance to Bonus Endurance
-Gain Charisma to Bonus Charisma
-Gain Intelligence to Bonus Intelligence
-Gain Agility to Bonus Agility
-Gain Luck to Bonus Luck

Patrols

Patrol Encounters - PvE/PvP content on open encounters, encounter NPC will have tiers with diffrent drop loot, NPC will use high tech weapons but they won't drop them util it will be in loot table. NPCs tiers chance to meet will be depends on player leader party level:

1-24:
75% tier I patrol, 24% tier II patrol, 1% tier III patrol
25-99:
40% tier I patrol, 53% tier II patrol, 5% tier III patrol, 1% tier IV patrol, 0,01% tier V patrol, 0,0001% tier VI patrol
100-249:
27% tier I patrol, 53% tier II patrol, 17% tier III patrol, 2% tier IV patrol, 0,1% tier V patrol, 0,001% tier VI patrol
250-499:
5% tier I patrol, 54% tier II patrol, 37% tier III patrol, 3% tier IV patrol, 0,5% tier V patrol, 0,01% tier VI patrol
500-999:
1% tier I patrol, 29% tier II patrol, 60% tier III patrol, 8% tier IV patrol, 1% tier V patrol, 0,1% tier VI patrol
1000+:
1% tier I patrol, 9% tier II patrol, 70% tier III patrol, 15% tier IV patrol, 4% tier V patrol, 0,1% tier VI patrol
loot drop of patrols:
tier I
patrol will drop:
tier 2 Items,
patrol builds:
30 special points, no perks
tier II
patrol will drop:
75% chance tier 2 Items, 25% chance tier 3 Items
patrol builds: 40 special points, 5 perks, 1 class perk, 5% damage reduction
tier III
patrol will drop:
tier 3 Items, 25% chance tier 3 blueprints, 1% chance rare item, 5% Faction case
patrol builds:
47 special points, 8 perks, 1 class perk, 10% damage reduction
tier IV
patrol will drop:
tier 3 Items, 50% chance tier 3 blueprints, 2% chance rare item, 10% Faction case
patrol builds:
55 special points, 10 perks, 1 class perk, 15% damage reduction, drugs effects
tier V
patrol will drop:
tier 3 Items, 75% chance tier 3 blueprints, 3% chance rare item, 25% Faction case
patrol builds:
68 special points, 12 perks, 1 or 2 class perk, 25% damage reduction, drugs effects, implants effects(combat)
tier VI
patrol will drop:
tier 3 Items, tier 3 blueprints, 4% chance rare item, 50% Faction case, 0.1% chance rare part(Random tier IV part)
tier VI
patrol builds:
80 special points, 16 perks, 2 class perk, 30% damage reduction, drugs effects, implants effects(combat)

Other:

-Changed Reload Cost per weapon
-Added Reload AP cost to weapon description
-Reload doesnt check if you have enough AP to reload, but put you on negative AP 


-Guards in public towns get better builds, class perks, and leveled gear
-monsters encounters have better builds and increased exp(deathclaws, centaurs, floaters, aliens, fire gecko, patashuurs etc, not small like mantis, rats)
-t4 ammo, hypos are buyable by dialog in war event and more expensive
-t4 ammo doesnt spawn on death on war event
-VT cases and keys are stackable
-Scrounger changed: increase amounts of drugs, ammo, currency in Cases
-Changed Base Reload cost per weapon
-Quick Pockets half Reload cost instead setting it at 0
-Added DT ammo to ammo description
-TC windows rolls on every Wednesday and Saturday
-updated help(f1) by hotkeys
-t1 keys are selling by dialogs in redding(Ascorti) and Vegas(Paul) for 10000 local currency
-Bounty Hunter gets -1% attack speed per luck(-5% gain luck)
-Randomboy lower chance to roll good stat from 5% per luck to 3,5%
-Randomboy gain luck give chance to roll good stat(17,5%)
-Scout Increased AP cost to active Sneak to 8 AP
-Chosen One changed charisma scalling to 2 from 3
-Leader changed base flag cd to 200 from 180 sec
-Paramedic gets +100 Armor Class
-Alien changed 100% chance to deal critical effect to 66%
-Chip Shot now gives 25% chance to deal critical effect
-Speedboy increase all movement speed caps by 10%(max and for wearing weapon)
-Speedboy AP bonus changed from 10% to 25%
-Medicine Doctor gives also 30% DT penetration protection and 40% DR penetration protection
-Pyro! lower lethal defensives by 15%
-Agility Mastery changed doesnt give extra AP but remove aiming attack speed penatly
-Luck Master change lower lethal defensives from 25% to 33%
-AP Drain critical effect removes 10% max AP of target instead flat 3 AP
-Fixed robobrains from fake vault
-added rad cannibal drugs to config
-added vt med to config
-fixed bug where special from gifted didnt count to sneak calculation
-fixed slow on mutant
-fixed bug where penetration protection was calculated before death sense
-added to ~PvE max level single perk
-change penetration protection stacking to:12%/19%/25%/30%/32%/37% (DR)
-penetration protection can be randomly rolled
-delta bunker wont have locked doors(doesnt apply to already created bases before patch)