Infinity Mines
General Changes:
- Mobs will now drop extra loot, including dungeon keys. Each level will provide different keys.
- Contract lockers with special loot will spawn in maps, requiring dungeon keys to unlock. The loot varies based on the floor.
- Lockers in dungeons may contain traps (not just in Infinity Mines but in other dungeons as well).
Dungeon Loot Distribution:
Sewers: Contract locker (Tier 1-2) with a chance to contain Water Chips or Scope (Tier 4 part).
Metro: Contract locker (Tier 2-4) with a chance to contain Oil Can or Polymers (Tier 4 part).
Caves: Contract locker (Tier 3-6) with a chance to contain Implant Core or Goretex (Tier 4 part).
Deep Caves: Contract locker (Tier 4-7) with a chance to contain Implant Token Installation or Carbon Polymer (Tier 4 part).
Temple: Contract locker (Tier 4-7) with a chance to contain Special Implant or Recoil Absorber (Tier 4 part).
Ruined Lab: Contract locker (Tier 7-10) with a chance to contain Oxygen Tank or Cylindrical Rotary Lock (Tier 4 part).
- Ladders going up and down will now spawn together.
- Ladder spawn rates are lower initially but will increase every time a ladder does not spawn.
- Boss fights now include special lockers containing unique loot.
Bosses by Dungeon:
Sewers: Rat King, Drug Dealer
Metro: Drug Dealer, Deadly Scorpion
Caves: Rat King, Raider Leader
Deep Caves: Deadly Scorpion, Raider Leader
Temple: Dungeon Master, Melhior
Ruined Lab: Winter Deathclaw, Pash Queen
Boss Abilities:
- Rat King: Applies strong poison with each attack.
- Drug Dealer: Has a chance to apply a random drug effect on the player. Overdosing (5+ drugs) still causes damage.
- Deadly Scorpion: Inflicts paralysis on every hit and has S+ lifesteal on its weapon combined with the In Your Face perk.
- Dungeon Master: Runs away while placing landmines behind him.
- Raider Leader: A strong NPC with randomly assigned abilities from three different classes.
- Melhior: Summons pet minions during combat.
- Pash Queen: A stronger Pashstuur with significantly more HP; cannot be killed unless there are at least three players on the map.
- Winter Deathclaw: A melee NPC that can one-shot players; cannot be killed unless there are at least three players on the map.
Leveling Books:
Level books now grant instant level-ups and come in 11 different tiers. They can be obtained from boss loot boxes.
Tier I - Basic Survival Guide: +1 level (Lv. 1-99)
Tier II - Apprentice's Manual: +1 level (Lv. 200-299)
Tier III - Practical Knowledge for Survivors: +1 level (Lv. 300-399)
Tier IV - Expert's Strategy: +1 level (Lv. 400-499)
Tier V - Ultimate Survivalist's Guide: +1 level (Lv. 500-599)
Tier VI - Guide to Dominating the Wasteland: +1 level (Lv. 600-699)
Tier VII - Elite Combat Manual: +1 level (Lv. 700-799)
Tier VIII - Tome of the Invincible: +1 level (Lv. 800-899)
Tier IX - Legend of the Wasteland: +1 level (Lv. 900-949)
Tier X - The Final Codex: +1 level (Lv. 950-989)
Tier XI - Transcendent Survivor's Guide: +1 level (Lv. 990-1000)
Outpost Changes:
- Reworked Outpost Owner dialogues.
- Adjusted the cost of Water Chips required to move between floors from the outpost.
- Private Lockers for Rent: Players can now rent private lockers in the outpost for 100,000 caps per week.
- Renters receive fingerprint access to their locker.
- If the locker is not renewed, it will reset, and its contents will be available for anyone to loot.
War Event / New Reno Wars
- Players who participate in 3 war events within 48 hours will receive automatic rewards (cooldown resets after each event).
- Players who participate in 3 New Reno Wars within 30 hours will receive a Reno buff and gain +10 reputation for each New Reno faction (cooldown resets after each event).
- Players gain currency per minute while waiting in the War Event Lobby, depending on the patch.
- Item dropping is disabled in the War Event Lobby and War Event Maps (including New Reno Wars).
- Trading between players is disabled in the War Event Lobby and War Event Maps (including New Reno Wars).
- Players now have x100 carry weight during war events.
Balance Changes
- Regulator Fast Shot:
- Attack delay increased from -35% to -50%.
- Removed -2 AP cost reduction.
- Fast Shot:
- Attack delay increased from -10% to -20%.
- Removed AP cost reduction.
- Leader Perk:
- Charisma buffs for flags now only apply from permanent sources.
Deathclaw Rework:
- Moved to the Tank class.
- Removed doubled melee damage.
- New Ability: Gains 1% damage protection per 1% of the attacker's slow level.
- Removed +5 Heavy Handed malus.
- Gains slow immunity.
- Favorite Weapon Effect Changed:
- Instead of the +5 Heavy Handed malus, Deathclaws now have a Slow Aura.
Slow Aura Mechanic:
- Requires Deathclaw to have Heavy Handed and be using a punch weapon.
- Radius: 15 hexes.
- Slow Power: 2% per Heavy Handed malus.
- Duration: 1 second.
- Targets: Affects all players within range (NPCs are unaffected).
- Protection: Heavy Handed protection effects (e.g., Thwart Block, Mutie, Jinxed) will counter Slow Aura.
Other Fixes & Adjustments
- Dungeon NPCs no longer trigger mines.
- Removed EXP gain from Danger Zones.
- Adjusted player levels for those who reached level 800+, capping them at 800 (see previous news for details).
- Fixed DP penetration mechanics.
- Fixed Leader HP scaling.
- Fixed Vault 8 Trader
- Fixed support rifles issue with changing fire mode
- Fixed Gloria door in New Reno
- Fixed Mordino Armor