Goupil Posted October 2, 2021 Adhérent Share Posted October 2, 2021 Source : actualité originale sur Bethesda.net The Night of the Moth Update for Fallout 76 is now available in the Public Test Server! We hope you will join us for some playtesting, and then share your feedback and bug reports with us in the Bethesda Studios Discord Server. Read on to catch descriptions of the features and improvements we’d like you to try out. New Seasonal Event: Mothman Equinox With the Night of the Moth Update, we’re introducing our latest Seasonal Event: Mothman Equinox. The Enlightened, a sect of the Wise Mothman’s most devoted followers, have traveled far to reach Point Pleasant, where they plan to summon with the cryptid through an elaborate ritual. Aid their dark endeavors and fend off rival cultists to earn the Wise Mothman’s favor! Visit Point Pleasant in the Forest region of Appalachia every hour at the top of the hour to take part in the Mothman Equinox Seasonal Event. Begin the event by speaking with Interpreter Clarence on the roof of the Mothman Museum. Join with other Dwellers to aid the Enlightened in completing a variety of ritual-related tasks around Point Pleasant, lighting ceremonial bonfires, and defending against an onslaught of rival Mothman Cultists. If you manage to finish each objective before its timer expires, head back to the Mothman Museum’s roof to complete the final step of the summoning, commune with the Wise Mothman, and have a chance to earn new themed plans. While you’re in Point Pleasant, don’t forget to hunt around for ways to learn more about the origins of the mysterious Enlightened. As long the Mothman Equinox Seasonal Event is live, you’ll also encounter Cultist High Priests during your adventures throughout Appalachia. Hunt down and dispatch them for more chances to earn Mothman Cult themed rewards, but watch out for their shadow creatures! Public Event Improvements We’re bringing a variety of improvements to Public Events through some adjustments to the Public Event system itself, the addition of a rewards preview to Public Event map descriptions, and a number of balance change across many of the events that are currently available in-game. Public Event System Updates We’ve streamlined the way that Public Events become available in-game by making the cooldown times between events much more consistent. Public Event start times are now based on real-world time, and a new one will begin every 20 minutes across all worlds. Each world’s next Public Event is selected at random. In addition, a Public Event can no longer appear twice in a row in the same world. Seasonal Public Events that begin every hour, like Grahm’s Meat-Cook or Mothman Equinox, will take priority over normal Public Events. A few Public Events, like Scorched Earth and A Colossal Problem, have special requirements in order to start and can be triggered at any time. That has not changed and these events are not part of the timed Public Event rotation. Public Event Reward Previews As mentioned above, you can now preview the rewards that are up for grabs at each Public Event directly from the event’s description on the Map. Click an available Public Event to display its description, and view some of the big-ticket items that are possible to earn if you manage to complete that event successfully. Public Event Balance Adjustments Previously, some of our Public Events could be a little too difficult, end in failure too easily, or even last too long. We’re implementing balance changes for a number of Public Events to help smooth out some of these rough spots and improve the experience of playing through them. Check out the details below, then head into the Test Server and let us know how they feel in-game. Campfire Tales: The campfire was previously dying down too quickly, which could cause the event to fail too easily. The campfire will now last a little longer, giving you and your event mates some more time to feed its flames. **Free Range: The Brahmin during this event were too fragile, so we’ve beefed up their resistances to help them survive more easily (though they will still need you to defend them). Line in the Sand: This event was taking a bit too long to come to an end. We’ve shortened the event’s overall time limit to 10 minutes, and reduced some enemy wave timers and the preparation phase timer accordingly. Project Paradise: To help reduce the difficulty of Project Paradise, we’re lowering the amount of food required to 15 per rank. We’re also adding some more resistances to the friendly creatures that spawn during the event. Radiation Rumble: To encourage more players to participate in the ore collection objective, we’re lowering the requirements to 5, 15, 30, and 50 ore for reward tiers one through four, respectively. The event no longer ends immediately when you reach the final collection tier, so you can continue to defend against enemy waves until the now 8-minute event timer expires. Finally, we’ve doubled the Scavengers’ resistances to make them more survivable. Swarm of Suitors: We’ve addressed a number of bugs that could prevent players from receiving the highest tier of rewards and from successfully completing the event. We’ve also made some design adjustments to help smooth out the experience while playing through Swarm of Suitors. Mirelurk attack waves now each have two timers: an initial timer and a “last chance” timer. Players must kill all enemies in a wave before the last chance timer expires, or the Mirelurk Queen will spawn, resulting in event failure. Tea Time: While we did not feel that Tea Time was overly difficult, it could end in failure too quickly at times. As a result, we’ve increased the health for two of the three pipes so that they match the sturdiest one. Additionally, Rad Ants and Ticks can no longer spawn during the event, and we’ve slightly increased the enemy spawn rate to keep up the action. Quality-of-Life Improvements Corpse Highlights – You’ve just dropped a Legendary Feral Ghoul—but wait, where is its body? Was it over there? No, perhaps it’s over here… We’ve all been there before, hunting through tall grass trying to find a foe’s final resting place so we can get our loot and head back to C.A.M.P. In this update, we’re adding highlights that will help you more easily spot nearby creature corpses, so that you can spend more time adventuring and less time searching for your hard-earned loot. In addition, normal and legendary creatures have different highlight colors so that you can tell them apart more easily. Nearby Corpse Looting – Unlike many of the creatures who cross your path in the Wasteland, you’re a born survivor! Whenever corpses start to pile up, you’ll no longer need to pick through each and every one to grab your loot. When viewing a fallen enemy’s inventory, you can now see and collect all the goodies that the creatures around you have dropped by hitting the “Nearby Corpses” button. Happy looting! Legendary Loot Sharing – Going forward, if you’re within sight range of a legendary creature when it’s killed, you’ll be able to loot it. With this improvement, the days of trying to hit legendary enemies before they die, as well as waiting for other players to get their hits in before you land the killing blow, are over. Team XP Sharing – Sharing is caring, and leveling-up as you adventure with your team is about to get easier than ever. Every enemy that you or a teammate takes down will now grant XP to everyone on the team, so long as they are within sight range of the creature when it dies. Build Menu “New” Tab – We’re adding a “New” tab to your C.A.M.P. build menu that will display any new C.A.M.P. item plans you’ve learned during your current play session, as well as new C.A.M.P. items you’ve unlocked in the Atomic Shop. Pip-Boy Keyring – Tired of all those keys cluttering up your Pip-Boy? Get organized with the Keyring, which is a new item in your “Misc.” inventory tab that stores all of the keys you’ve collected from your adventures in the Wasteland. Click it to view or access any keys in your collection as needed. Pip-Boy Menu Color Customization – Show your true colors by changing the hue of your Pip-Boy menus using a new set of customization sliders that we’ve added to the game’s settings. Ammo Everywhere – The contextual ammo system has been a very popular aspect of Daily Ops, and so we’d like to bring it to all of Appalachia. Now, all existing sources of ammo, like containers and creature loot, have a chance to drop a small amount of ammo for your currently equipped weapon. Thank you very much for your participation in the PTS, we’re looking forward to hearing what you think! Quote Link to comment Share on other sites More sharing options...
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