Gearbox has released the September 25th Title Update for Borderlands 4 and shared its full patch notes. So, let’s see what this new update brings to the table.
The September 25th Patch brings new Weekly Activities, stability and performance improvements. It also packs adjustments to some rewards/progression, and further refinements across UI, audio, visuals, and gear.
Going into more details, this new update fixes a lot of problems like stuttering, low FPS, and crashes. The game should now run more smoothly on PC. Gearbox said it’s still looking into other issues and will keep working on performance and stability. The patch also makes character animations run better. It also fixes rare infinite loading screens during crossplay, and improves how fast characters load in menus so there are fewer delays when picking a character.
The devs have also fixed a problem where items you could carry would sometimes disappear or show up in the wrong place after being picked up. They improved the visual effects (VFX) for weapons, vehicles, and elemental powers. NPCs and enemies now move more smoothly, small animals spawn more naturally, and rift portals now look the way they should.
And that’s not all. The September 25th Patch also brings some gameplay fixes. It solves problems where enemies could get stuck and fixes desync issues with Lightweight Armature enemies in multiplayer. Repkits now always use the right number of charges when activating the Forgeknight Scourge skill. The patch also improves beam hit detection, so beams can now be blocked correctly.
Like always, Steam will download this update the next time you launch its client. Below, you can also find its complete changelog.
Borderlands 4 September 25th Patch Notes
Stability & Performance
- Improvements to stability and performance.
- Addressed various instances of hitching, low FPS, and crashes.
- We are continuing to investigate and will make further improvements to stability and performance.
- Updated character animations for performance improvements.
- Graphics Preset could be set to High or Very High when using Run Auto-Detect in Visual Menu.
- [Xbox] Corrected an issue where players would get a black screen after the Vault Symbol loading screen.
- Addressed rare issues of infinite loading screens during crossplay.
- Improved loading of characters in menus to reduce visible delays when entering character select.
Rewards & Progression
- Addressed a reported issue where players could lose or be rewarded unintended extra Skill Points in multiplayer.
- Addressed an issue that could prevent Contract target enemies from consistently spawning.
- Updated Repkit lifesteal challenge to track lifesteal from any source.
- Prevented region discovery trophies/achievements from unlocking before discovering all areas.
- Prevented instances of unowned DLC content appearing in chests or in menus.
- Improved clarity of DLC-related warnings and reward availability.
- Addressed a reported issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards.
- Rewards Center popup now correctly excludes already-claimed cosmetics.
- Reduced sell prices on Gilded Glory Pack gear in Vending Machines.
- Updated the Break Free Pack reward bundle to redeem properly in all instances.
- Challenge timing has been updated so players can properly progress from Ultimate Vault Hunter (UVH) 4 to UVH 5 after completing the required Wildcard Mission.
- When ranking up in multiplayer, players that are not the host will not see the change to their UVH level, but will be able to switch to the higher level. This will be addressed in an upcoming update.
- Updated Class Mods to prevent them from dropping with incorrect skill points.
Vault Hunter Changes and Balance Adjustments
Harlowe the Gravitar
- Gravitar Ground State Capstone has been corrected to remove inaccurate verbiage about enemies taking reduced damage when they do not.
- Gravitar Flux Generator no longer heals enemies with Potential Transference Capstone.
- Updated Gravitar Accretion passive to consistently grant Lifesteal to allies.
- Addressed various reported issues with Gravitar Unstable Energy Pocket created from CHROMA Accelerator Action Skill.
- Includes instances where it would not disappear properly, convert to Cryo Damage, or split as intended with certain skill tree combinations. Skills that saw updates: Special Purpose Magnets Augment, The Shattering Light Capstone, QED passive, Break the Ice passive, Containment Breach Augment, and Eureka! Passive.
Amon the Forgeknight
- Forgeknight Primal Surge passive now properly restores Shield and Ammo.
- Forgeknight Firewall Action Skill has been adjusted so Vengeance cannot be stored by Firewall before Scourge is active, as intended.
- Forgeknight Onslaughter Rocket Punch now connects more reliably with shielded enemies.
- Addressed a reported issue with Forgeknight Forgeaxe not consistently seeking nearby enemies.
Vex the Siren
- Addressed a reported issue with Siren Grave Harvest Augment being triggered while Incarnate is not active.
- Addressed a reported issue where Siren Blight Attunement passive could occasionally fail to damage the Timekeeper.
- Damage caused by Siren Spirit Bomb passive now counts properly as Companion Damage and changes its color to match attuned element.
Rafa the Exo-Soldier
- Addressed a reported issue preventing Exo-Soldier Blowout passive from stacking properly when repeating Action Skills.
Gameplay
- Addressed a reported issue in the “Overwriting a Wrong” Side Mission where nodes would not spawn consistently.
- Addressed a reported issue in the “Talk to Zadra” Mission where the objective could fail if players exited and relaunched mid-dialogue.
- Updated beam hit detection, as it was causing beams to not be blocked properly. Eg: Forgeknight Forgeshield.
- Repkits now consistently consume the correct amount of charges after activating Forgeknight Scourge action skill.
- Prevented Forgeknight from sliding at the end of Molten Slam.
- Addressed various reported instances of enemies getting stuck.
- Impacted Missions: during “Kill Order Forces” in the Fadefields, “His Vile Sanctum” Mission, and “A Lot to Process” Mission.
- Addressed reported desync issues observed with Lightweight Armature enemy movement in multiplayer.
- Updated Zadra’s Lab Fast Travel unlock to after discovery.
Gear
- Vladof Atling Gun Heavy Weapon Ordnance now properly targets Primordial Guardian Inceptus.
- Queen’s Rest Pistols with Daedalus Ammoswitcher licensed underbarrel now shoot the correct projectiles.
- Gear with the Short Circuit Augment now traces properly toward enemies instead of random directions.
- Addressed reported edge cases where interrupting reload could cause ammo desyncs that would prevent ammo from firing.
Gear Balance Changes:
- Hellwalker: now always spawns with Fire element.
- Tediore weapons: +10% Damage and +10% magazine size.
- Order Pistol Lucky Clover (Rocket Reload): increased fire rate.
- Order Sniper Rifle Fisheye: increased Damage.
UI & UX
- Updated gear thumbnails in cases where they did not display properly, and ensured stand-in thumbnails load properly.
- Updated various UI visuals for alignment, consistency, and clarity.
- Adjusted inventory dropdown menus to prevent unintended selected changes.
- Added D-pad navigation support to the Reward Center and improved handling of the Inventory Overflow message.
- Prevented Matchmaking Menu hint bar from displaying incorrect prompts when joining another player’s game.
- Addressed compass occasionally displaying incorrect location name after teleporting.
- Updated localization and various text descriptions across the game.
- Added various improvements to compass, custom waypoint placement, and ECHO location.
Visuals
- Addressed carryable objects disappearing or appearing in the wrong location after being picked up; includes cases in Ready to Blow, Lost Capsules, and Hangover Helper Missions.
- Improved triggering of Armor Segment breaks VFX when Shield Capacity effects expire.
- Updated NPC and enemy pathing.
- Addressed VFX concerns with various weapons, vehicles, and elemental states.
- Various animation updates.
- Various visual updates and improvements.
- Adjusted rift portal effect to corrected visuals.
- Updated ECHO-4 to have correct positioning when viewing various menus, and to prevent clipping.
- Ambient critters have a more natural spawn behavior.
Audio
- DJs in Carcadia Burn and Fadefields now play their VO when starting or completing Contracts.
- Adjusted radio music mix for improved audibility.
- Added missing audio for multiple weapon types, customization, and menu navigation.
- Reduced instances of voiceover cutting out during Missions.
- Updated startup movies to have correct audio.
Settings & Accessibility
- [Xbox/PlayStation] Enabled Field of View (FOV) slider on console.
- Note: Increasing the FOV past the default could cause some dips in performance.
- Vehicle Field of View settings will now be changed for both users when playing in splitscreen.
Misc
- Addressed reported instances of incorrect or deleted characters appearing in Menu or Lobbies.
- Enabled Tab key in SHiFT UI.
- Added haptic feedback for controllers to Exo-Soldier Unmissable Missiles Augment.
- Updated Credits listing.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Awesome! Its genuinely remarkable post, I have got much clear idea regarding from this post
Cant see any mention of perf improvements though..
There is none.
RAM leak on consoles still not fixed.
Common L for Trashbox.
Cartoon-style game now requires an 4090 just to get acceptable 1080p performance – without resorting to gimmicks or loweried settings?
It’s insane how some developers, who call themselves professionals, can’t optimize to get acceptable performance on insane level hardware, let alone get good scaling. Was this slop coded in Visual Basic? Or is it buried under a mountain of bloated APIs – 500 layers deep so even a simple “OK” message box takes 20 seconds to appear?
Guess the name GearBox is apt, for a broken gearbox. No matter how powerfull the engine is it won't allow more than 1km/hr in their hands! Absolutely ridiculous!
I think the patch addressed how the shader compilation worked. When I got back on a bunch of areas I had already been to had the dread UE5 compilation stutter but revisiting the areas felt pretty smooth. I play locked to 120 fps on a 9070XT so I couldnt really say if there was a big performance difference after all of it.