00:01The next big update for Fallout 76, called Locked and Loaded, is almost upon us and there is a lot
00:07of ground to cover.
00:08Let us not waste any time and dive right into all the new features and changes which you can expect
00:13once this update launches on April 27.
00:16Special Loadouts is one of the biggest new features incorporated within Locked and Loaded and we could not be more
00:21excited to get it into your hands.
00:23It does exactly what you, the community, have been asking for, offering a way to modify and completely reset your
00:29character's special attributes.
00:31So, how does it work?
00:32Once your character reaches level 25, all you need to do is visit a punch card machine in-game, which
00:38will allow you to adjust your special, change your perk cards and save your build into one of the two
00:43currently available loadout slots.
00:45The punch card machines then allow you to swap between your loadouts quickly and seamlessly, which you can also rename
00:50to easily tell them apart.
00:52These punch card machines will be located at train stations across Appalachia, but for even more ease of access, you
00:58will automatically learn the plan to build a punch card machine at your camp.
01:02Consequently, this means you can use punch card machines built at other players' camps as well.
01:07Speaking of camps, the next major feature to cover is camp slots.
01:10Yes, this is going to allow you to build, keep and swap between multiple camps at once.
01:16Assuming you already have a camp built, when you open the map and expand the new camp slots menu in
01:20the upper left corner,
01:21you will be able to activate a second camp slot, allowing you to safely place down a new camp without
01:27destroying your first one.
01:28At this point, each of the two camps you have constructed are saved in their own slot, and can be
01:33managed via the camp slots menu.
01:35This new menu contains options to rename your camp, turn your public map icon on or off, thereby making it
01:41either visible or invisible to other players respectively,
01:44and even change the icon of your camp.
01:46These options are also available to you when you select your active camp directly from the map.
01:51Remember that you can only have one camp active at a time, meaning that others are stored but still ready
01:56to be activated at your will by selecting your stored camp and then activate camp.
02:01By doing this, your inactive camp will be removed from the world and your newly activated camp will load in
02:06its place.
02:07Next up, we need to mention that Locked and Loaded is introducing changes to how vending machines and displays work
02:13in the game.
02:13Vending machines will now have the same shared inventory across all of your camps, meaning that you do not need
02:19to reassign the items you are selling every time you build a new camp or swap between a camp.
02:24Additionally, because vending machine item slots have become merged into a single pool, you can now sell the maximum number
02:30of items with just a single vending machine instead of multiple.
02:33Display cases, on the other hand, will not operate in the same way, such that you can still display different
02:38items at each of your camps.
02:40We have heard your feedback on shelters loud and clear too, and with the next update, both vending machines and
02:45display cases will be placeable inside of shelters.
02:48And one final point on vending machines, while powering on a vending machine will allow it to sell items to
02:53other players, it no longer causes your camp to appear on the public map.
02:57As mentioned before, this functionality will now be controlled via the new public beacons feature, so be sure to turn
03:03on your public map icon in the new camp slots menu to attract other players to your camp.
03:08Daily Ops are getting expanded in this update as well, with a new decryption mode that puts you on a
03:13mission to disable radio interceptors for the Brotherhood's Vernon Dodge.
03:17Specifically, you will be tasked with hunting down three enemy code carriers, holding the codes capable of disabling the interceptors.
03:24These enemies will need to be taken down as part of three enemy waves, with each becoming increasingly high.
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