Beta Patch Released

Post » Tue Jan 19, 2016 10:08 am

http://www.cnet.com/news/new-fallout-4-pc-beta-patch-arrives-see-the-changes-and-bug-fixes-here/
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JD FROM HELL
 
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Post » Tue Jan 19, 2016 3:32 pm

lol vault 81 residents dismember correctly, yes thats at the top of everyones list.

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yermom
 
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Post » Tue Jan 19, 2016 5:22 pm

Don't believe it unless BGS gives info, least of all CNET....
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James Baldwin
 
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Post » Tue Jan 19, 2016 2:21 pm

You can find it in the forums here: http://www.gamesas.com/topic/1583568-fallout-4-13-beta-update/

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Devils Cheek
 
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Post » Tue Jan 19, 2016 8:01 pm

"Workshop Fixes


Fixed a bug that would cause settler counts to appear incorrectly

Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population

Improvements to snapping pieces together while in Workshop mode

Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed

Player can now build workbenches in their Diamond City house

Building wires no longer uses up copper

Fixed issue with certain settlement attacks not generating properly

Fixed an issue with settlement happiness calculations

Settlers assigned to weapons stand will now stand next to it

Diamond City house now shows provided power

Repairing items will now correctly consume resources

Fixed an issue where companion would ignore commands at workshop locations

Fixed an issue with crops appearing destroyed after saving and reloading"


Yaaaay! If this is in fact true.
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sam westover
 
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Post » Tue Jan 19, 2016 9:52 am

Great patch, much needed fixes and HBAO+. Things looking up, finally.

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Alex Blacke
 
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Post » Tue Jan 19, 2016 1:32 pm

"Added status menu for settlers in your settlements"


why nobody over at Bethesda thought to add this to the original game is beyond logic to me. Still at least I don't have to play dress up anymore to know who's doing what.
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Amy Cooper
 
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Post » Tue Jan 19, 2016 11:01 am



Perhaps I could be inclined to do a minutemen ending now, if it means what I think it means, regarding radiant quests perhaps?

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Stace
 
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Post » Tue Jan 19, 2016 5:46 pm

could beq they just didn't have time. I doubt a lot of people were assigned to that part of development, and the release date was probably etched in stone.
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GRAEME
 
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Post » Tue Jan 19, 2016 6:51 pm


I wonder about that one...hopefully the option to ask for a quest, instead of automatically receiving it is what they fixed..




well I suppose it's time to let go of the caps glitch and download both patches...if this latest one is true, I may get back into settlement stuff again..

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MR.BIGG
 
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Post » Tue Jan 19, 2016 9:09 pm

Yes! Some nices fixes in there. Diamond City workshops, here I come!

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Klaire
 
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Post » Tue Jan 19, 2016 7:05 pm

Well, I hope it is regarding those radiant quests. Now they just need to fix settlement attacks as well ;)

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Chris Duncan
 
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Post » Tue Jan 19, 2016 1:34 pm


Hindsight is always 20/20. I'm just glad it's finally addressed.





I don't know if that's what the fix is, or if it's simply a fix for the quests sending you to repeat locations too frequently.

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Veronica Martinez
 
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Post » Tue Jan 19, 2016 4:42 pm

Im glad melee is getting addressed, sad there's no mention of fixing all the broken consumables.
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Ashley Clifft
 
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Post » Tue Jan 19, 2016 11:21 am

When you highlight a settler in build mode, now you see his or her assigned jobs. Red icon means no job. A knife-and-fork icon actually means crops, not food & drink stores. Food and drink stores are indicated by a "glass of beer" icon. A scavenging station is indicated by a confusing-looking icon: an eagle. Weapon store = bullets with the "C" symbol that stands for caps, Armor store = shield with "C" symbol. Guard post = only a shield. Clothing store = T-shirt. General store = shopping cart. Clinic = medical bag.



There is still no indication of bed assignments, which I think is more necessarily. Settlers without beds lead to loss of happiness, but settlers without shops or vice versa do not.

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Killer McCracken
 
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Post » Tue Jan 19, 2016 7:45 pm

If you don't want to click the link..




Spoiler

New Features


  • New ambient occlusion setting, HBAO+

  • New weapon debris effects (NVIDIA cards only)

  • Added status menu for settlers in your settlements

  • Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis

  • Improved "ESDF" keys remapping support while in Workshop mode

Gameplay Fixes

  • General memory and stability improvements

  • Improved performance when looking through a scope

  • Fixed issue where player could warp to a different location when aiming

  • Companions can no longer get stuck with radiation poisoning

  • Fixed an issue where Vault 81 residents would not dismember correctly

  • Big Leagues perk now displays calculated damage correctly

  • Fixed issue with third person camera not displaying properly after exiting certain crafting stations

  • Fixed an issue where subtitles would occasionally not update properly

  • Effects will properly be removed on companions when items are unequipped

  • MacReady's Killshot perk now calculates headshot percentages properly

  • Fixed an issue with NPCs getting stuck in Power Armor

  • Fixed a rare issue with companions getting stuck in down state

  • Second rank of Aquaboy now calculates properly

  • Fixed an issue with resistance not always lowering the damage correctly when added by mods

  • Enabled number of characters available when renaming an item (XB1)

  • Fixed issue with player becoming dismembered while still alive

  • Robotics expert is now usable in combat

  • Stimpaks can now be used on Curie after the transformation

  • Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked

Quest Fixes


  • Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle

  • Fixed an issue where invulnerable characters would get stuck in combat

  • Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest

  • Fixed an issue where Synths could attack the Castle while the player was friends with the Institute

  • Fixed an issue where killing a caravan would leave a quest open

  • Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed

  • Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover"

  • Fixed an issue where the player could get stuck exiting the cryopod

  • Fixed an issue where the player could no longer get Preston as a companion

  • In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad

  • Fixed an issue with Minutemen quests repeating improperly

  • Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel

  • After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest

  • Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze

  • During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114

  • In "Confidence Man," Bull and Gouger can now be killed

  • During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up

  • In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly

  • Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly

Workshop Fixes


  • Fixed a bug that would cause settler counts to appear incorrectly

  • Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population

  • Improvements to snapping pieces together while in Workshop mode

  • Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed

  • Player can now build workbenches in their Diamond City house

  • Building wires no longer uses up copper

  • Fixed issue with certain settlement attacks not generating properly

  • Fixed an issue with settlement happiness calculations

  • Settlers assigned to weapons stand will now stand next to it

  • Diamond City house now shows provided power

  • Repairing items will now correctly consume resources

  • Fixed an issue where companion would ignore commands at workshop locations

  • Fixed an issue with crops appearing destroyed after saving and reloading





Ha, fixed teleporting when aiming...and everyone said nobody would listen to me on these forums.. :P


?

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Stefanny Cardona
 
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Post » Tue Jan 19, 2016 11:01 am


The scavenging icon confused me too, but I think it's supposed to be a vulture. You know, scavenging. >.>



In my experience, settlers auto-assign themselves to beds once enough have been built. Just make sure you have enough beds and you should be fine.

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Nadia Nad
 
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Post » Tue Jan 19, 2016 11:33 am


I just checked Pip-Boy > Data > Workshops, and it still showed the wrong number of settlers in a settlement, just like it has been doing from time to time. I went there, entered build mode, and saw the correct number as it should be. To me, that's not fixed. If the first item on the list isn't fixed, don't hold your breath for the rest of the list.

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Maria Garcia
 
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Post » Tue Jan 19, 2016 5:33 am

Great Performance Boost!

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Shelby McDonald
 
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Post » Tue Jan 19, 2016 7:23 pm



Ah, well that's disheartening. ??
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Marilú
 
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Post » Tue Jan 19, 2016 7:10 am

Beta update haven't arrived for me yet. My Beta still says 1.3 while the new Beta is 1.3.45 So perhaps, it hasn't arrived at your location yet? Could be for consoles first, and then PC (I'm on PC)

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Taylor Bakos
 
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Post » Tue Jan 19, 2016 6:54 pm


The icons for all stores should have the "C" symbol for caps for consistency, since all stores produce income.



Beds don't always get auto-assigned for some reason, as many and I have experienced. Sometimes they also become unassigned.

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Bird
 
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Post » Tue Jan 19, 2016 7:34 pm


I'm already using the newest beta since I'm now seeing settlers' job assignments (https://www.dropbox.com/s/xanjjrchjvgnocz/2016-01-15_00006.jpg?raw=1).

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Rachel Hall
 
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Post » Tue Jan 19, 2016 3:35 pm

Ahhh, ok. Think I misunderstood your post then, my bad :)

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Kevan Olson
 
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Post » Tue Jan 19, 2016 7:13 am

Fairplay to Beth,



Off to see if settlements work better now..;)

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Cat
 
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