BL2: Exodus

# [*V1.0.0*] - Initial release changelog

— 16/07/2020

**IMPORTANT**: This is a day one changelog. For all the other changes, please refer to additional changelogs on this page or the file that came with .rar archive.

## Mechanics | gameplay | general and QoL changes

### Custom save file system

BL2: Exodus features a custom save file system which is obviously used to save all the new custom gear. Custom save files are saved into the mod directory as *.json* file:

```
...\Borderlands 2\Binaries\Win32\Mods\Exodus\Saves

```

It will have the same name as the original one loaded in the game. This will be your “primary” save file system for saving not just your custom gear but vanilla as well. Your vanilla save file, which is now a “secondary”, still saves everything else (your character, progress, etc.). So for example, if you use a save editor like gibbed to give yourself gear, said gear will not be saved at all.

However, we made a way to now “load” vanilla gear with gibbed, by technically “loading” your secondary (original) save file. Downside to this is that the game will now read both files and thus making duplicates of your items that you have saved on your primary file.

### Dynamic Loot and enemies

*Dynamic loot and enemies* is the new mechanic we made for BL2: Exodus. Basically what this mechanic does is that it assigns loot to different sources when you meet the requirements. For example, all new legendaries that you can get from any DLC, will only be assigned to the world drop lootpool (which means they will be able to drop from raid bosses or be found in the chests), only when you finish the said DLC.

When it comes to unique quest rewards, of course you can always do read only farming as per usual, but now you are able to farm them from enemies as well. It works pretty much the same as legendaries. Once you turn in the quest that has a unique quest reward, that quest reward will be assigned to some mini boss for farming. For example, once you turn in Splinter Group quest which rewards you with the RokSalt shotgun, that shotgun will be available for farming from TMNT Rats in Bloodshot Stronghold.

But how does this work for the enemies? Well, it is pretty much the same. For example, in the DLC quest Professor Nakayama, I Presume? you need to find and hunt a unique creature called Thermitage. Thermitage does not respawn in the vanilla game, but in BL2: Exodus, once you beat the said quest, he will respawn for the usual farming business that we all get to love in Borderlands games. It works the same for any other mini boss that you can encounter in some of the quests.

### Balance changes

* Unique drop chances increased from 0.10 to 0.15;
* UVHM balance modifiers have been changed. Starting from level 50 up to 73, changes are as followed:
	+ Reduced Enemy Health Multiplier from 4.0 to 2.0 and increasing 0.25 every 5 levels;
	+ Reduced Badass Enemy Health Multiplier from 2.6 to 1.3 and increasing 0.2 every 5 levels;
	+ Enemy Shield Strength Multiplier is starting from 5.0 as in vanilla, but increases 0.25 every 5 levels;
	+ Reduced Badass Enemy Shield Strength Multiplier from 3.5 to 3.0, but increases 0.2 every 5 levels;
	+ Reduces enemy Health Regeneration scale from 1.0 to 0.5.;
	+ Badass spawn rate is increased across all playthroughs.

Specific enemy changes:

* Made Terramorphous The Invincible minimum level 33 in NVH Mode;
* Increased varkid evolution chance by roughly 100%;
* Increased Badass Savages evolution chance by roughly 100% and it increases further with player count and playthrough count;
* Fixed Voracidous and Hyperius health values when the latest DLC is installed.

### Damage 2.0

Damage has been reworked in BL2:E. All multipliers are reduced and have been given larger penalties vs non-matching enemy health type. In addition, all elements now have special effects.

#### Non-Elemental

Is now 2nd strongest damage type (explosive is probably the strongest). It deals x1 damage vs. Flesh, x1 damage vs. Armor and only x0.5 damage vs. Shield. Has a chance to stagger enemies on impact. It also has +20% Critical Hit Damage bonus.
#### Explosive

Is not changed a whole lot, actually it’s even nerfed a bit because almost all (if not all) explosive guns deal additional splash damage, effectively doubling its damage. It deals x1 damage vs. Flesh, x1 damage vs. Armor and x0.50 damage vs. Shield.
#### Incendiary

Now deals x1.25 damage vs. Flesh, x0.50 damage vs. Armor and Shield. Can reignite and spread to nearby enemies. When affected by burn status effect, Accuracy is reduced by 50% and Recoil is increased by 50%. Base duration is 8 seconds.
#### Corrosive

Now deals x0.50 damage vs. Flesh and Shield, x1.25 damage vs. Armor. Same as incendiary, it can re-apply status effects and spread to nearby enemies. In addition, it weakens its victim making it to receive increased Status Effect Damage by 20%. Nice addition to any elemental DoT builds. Base duration is 6 seconds.
#### Shock

Is still pretty much an universal element. It deals x0.75 damage vs. Flesh, x0.75 damage vs. Armor and hefty x1.5 damage vs. Shield. Can spread and stagger enemies. When affected by electrocution status effect, victim suffers heavily decreased Accuracy and Fire Rate, and heavily increased Recoil for initial 1 second. After that, take shock status effect for the rest of the duration. Base duration is 4 seconds.
#### Slag

Is now mostly a debuff element. It still has x0.25 damage multiplier but ONLY to impact damage (DoTs are not affected, use corrosive for that). Slag alone deals x0.50 damage vs. all damage types. In addition, it slows down those affected by -50% and halts both health and shield regeneration for the whole duration. Base duration is 8 seconds.
**Other changes**: weapon damage penalty on elemental weapons is reduced from -20% to -10%.

Visuals on damage numbers have been changed. All damage numbers now float upwards not obstructing your target anymore. DoT numbers have been made less visible and transparent.

### Other QoL changes

* All weapon and gear skins including uniques have been improved;
* Starting backpack space is increased by 25 slots;
* Starting bank space is increased by 50 slots;
* Increased the quantity of stock items in vendors, including Seraph vendors as well;
* Fixed some badass enemies not dropping their intentional loot;
* All raid bosses now drop at least 1 guaranteed random legendary per kill;
* All currency is now automatically picked up (Eridium, Torgue tokens, Seraph crystals);
* Fixed vehicle “permaslag”;
* Respecing at Quick Change station is free now;
* My Optional Objectives + mod is also included in BL2: Exodus; For those who don’t know, OO+ gives you additional experience / currency rewards for completing additional objectives within any quest that has them;
* Badass rounds of Moxxi arena’s are now repeatable.

## Vault Hunter changes

### Unique VH attributes

#### Assassin

Zer0 always felt like a glass cannon to me, so I made him even more so. He now has increased Movement Speed and Jump Height, has better maneuverability while in air, can climb faster, faster weapon swap speed and can aim faster. He also has increased Melee damage compared to other VHs. All that comes at the price of reduced armor.
#### Gunzerker

Salvador looks like a tank to me. Someone who can run around with 2 guns, shooting folks while taking some serious pounding. That is why he gains greatly increased armor and increased resistance to non-elemental damage. The price to pay is slightly reduced Movement Speed and Jump Height.
#### Soldier

Axton being an explosive expert, gains increased resistance to explosive damage. In addition, he also gains slightly increased armor.
#### Siren

Maya has the best slag support of all the VHs. That is why I made her resistant to slag. Slag duration on Maya is halved. In addition, because she’s also the only medic in the game, I gave her faster Revive Speed and increased health after gaining a second wind.
#### Mechromancer

Gaige is our shock expert in the game. That is why she gains increased resistance to shock damage. In addition, she also gains an increased chance to cause shock status effects on enemies. While she’s also smaller than other VHs, she gains slightly increased Movement Speed and Jump Height.
#### Psycho

Our favourite burning psycho Krieg sports increased armor, increased resistance to fire damage and increased Melee damage. Slightly reduced Movement Speed and Jump Height.
### Skill changes

Skill progression has been changed to accommodate the new level cap increase and keep build variety. It used to be 5-5-5-5-1. The new skill progression through tiers is: 5-5-10-5-1.
There is not a whole lot of changes for now (that might change in the future updates);

**Axton**:

* Scaled base Sabre Turret damage from 1.81 to 2.0;
* Laser Sight now also gives bonus to turrets Damage. +6% Turret Damage per level.

**Maya**:

* Nerfed Cloud Kill (finally… right). It now has a 20 seconds cooldown.

## Weapons | Items changes

**General changes**:

* All base weapons and gear now have improved skins;
* All vanilla red text weapons are adapted to Exodus mechanics;
* All vanilla red text weapons now have improved skins;
* All E-Tech guns now have their own skins.

**Assault Rifles**:

* Removed Critical Hit Damage penalty from all Assault Rifles.

**Rocket Launchers**:

* Bandit launchers now fire a single projectile as all other Rocket Launchers. Damage is increased to compensate, putting it right behind Torgue in terms of damage.

**SMGs**:

* Maliwan Rare (blue) SMGs now use a VarB body.

### Shields and shield parts

Shields special effects are mostly buffed with some new additions to specific shield manufacturers. In addition, Jakobs now have their own shields (stock and uniques): Manly Shields. Same as the Rough Rider, they have no Shield Capacity. Their special effect is increased Max Health and passive Health Regeneration.

There is a slag immunity capacitor now with the prefix Unaffected.

# [*V1.0.1*] - Stability update

— 17/07/2020

* Added troubleshooting support for custom save system;
* Fixed some stability bugs related to missing DLCs;
* Fixed BLNG Loader not respawning in Moxxi HH.

# [*V1.0.2*] - Stability update, part 2

— 18/07/2020

* Further increased stability, added extensive support for troubleshooting the mod;
* Decreased load times;
* Added support for external mods;
* Added gear Redeem Module.

### New content

* Jakobs Pepperbox is back, including a legendary version;
* New mini boss.

### Fixes

* Expanded gear Redeem Module to be able to generate items as well;
* Fixed UnicodeDecode errors;
* Fixed a rare crash that could occur when killing Henry;
* Fixed some unintended drops;
* Fixed some red text inconsistencies;
* Reverted back the skill progression changes.

# [*V1.0.4*] - Update

— 27/07/2020

* Added a notification on first startup after enabling Exodus, to make sure everything is working;
* Added some new MotDs with very useful tips and trivias;
* Fixed backpack bug where you were able to pick up items beyond its capacity;
* Fixed a rare crash that could occur when killing Dukino's Mom.

# [*V1.0.5*] - Update

— 30/07/2020

* Fixed a bug that occurred when enabling Exodus but no valid save was selected;
* Fixed a bug that caused the bank to not save the items correctly;
* Fixed the black market SDU presentation to show correct numbers for upgrading;
* Fixed the reload projectile scaling on custom Tediore SMGs;
* Added one new exclusive weapon.

# [*V1.0.6*] - Update

— 02/08/2020

* Fixed a bug that would make your items duplicating;
* Fixed a bug with Tediore shields being able to have negative value for the bullet regeneration stat.

### New content

* Added 3 new Moxxi weapons, manufactured by Bandit, Tediore and Dahl. Now we have all allegiances covered with a Moxxi weapon.

### Fixes

* Fixed Commercial Appeal quest in DLC2 not giving a unique reward like intended.
* Fixed some inconsistencies;
* Fixed audio events for new D&D grenades;
* Fixed pearlescent drops from LLMs being too common;
* Removed Disciple COM from Hyperius;
* Removed some Moxxi quest rewards from her tip jar loot pool;
* Buffed H3RL-E.

### Fixes

* Increased Muscles spawn chance;
* Added a unique drop to GOD-liath;
* Added a new drop to Jacques O'Lantern, Vampire is retired for now but it will come back soon.

# [*V1.0.9*] - Update

— 30/08/2020

* Added a custom command for allegiance runs, open the console, type *runallegiance*, hit enter;
* Added manufacturer lootpools to HH2 Tributes.

### New content

* Laying the groundwork for OP exclusive drops;
* Added 3 new OP exclusive legendaries to the base game that drop from the main bosses;
* Added 1 OP exclusive quest reward;
* Added 1 OP exclusive seraph item to Torgue DLC vendor.

### Fixes

* Increased chubby / tubby loot drops to be guaranteed across all playthroughs;
* Made all vendors spawn better loot based on player's level;
* Reduced the drop chance for The Darkening;
* Changed some starting items for boosted characters.

### New content

* Added 4 more OP exclusive quest rewards. 3 of them are in the main game, 1 in Scarlett DLC;
* Added 1 new OP exclusive seraph weapon to Seraph vendor in Scarlett DLC;
* Added 2 new OP exclusive legendary weapons to Scarlett DLC.

### Gear balance changes

**Bearcat**:

* Reduced ammo consumption.

**Godfinger**:

* Increased Critical Hit Damage when ADS by 300%.

**Sawbar**:

* Increased Elemental Effect Damage by 100%.

**Stalker**:

* Increased Damage by 40%;
* Increased Fire Rate by 25%.

**Storm**:

* Increased Elemental Effect Chance by 150%;
* Increased Elemental Effect Damage by 350%.

**Tunguska**:

* Reduced splash radius and self-damage on secondary projectile explosion.

**Unforgiven**:

* Increased Critical Hit Damage when ADS by 300%.

**Wanderlust**:

* Increased Fire Rate by 30%;
* Increased Elemental Effect Chance by 350%;
* Increased Elemental Effect Damage by 300%.

**Volcano**:

* Increased Elemental Effect Damage by 200%.

**Lady Fist**:

* Increased Critical Hit Damage by 200%.

**Sellout**:

* Increased Critical Hit Damage by 100%.

**Blood Of Terramorphous**:

* Scaled HP regen from 0.0002 to 0.0010.

**The Hog**:

* Nerfed its grenade regen, now its 0.1 across all levels.

**Moxxi's Endowment**:

* Doubled its XP bonus.

**Crematoria**:

* Reduced the fire pillars spawn numbers.

**The Bee**:

* Scaled the Damage from 4.0 to 6.0.

**Defacer**:

* Scaled Damage from 6.0 to 20.0.

**Echo**:

* Scaled the Damage from 1.0 to 4.0.

### New content

* Added 1 more exclusive redeemable weapon;
* Added 2 more OP exclusive quest rewards in Torgue DLC;
* Added 2 new OP exclusive legendaries to Torgue DLC;
* Fixed the weird glitches (hopefully), missing textures, killed enemy glitches;
* Doubled the healing rate of all Moxxi weapons.

### Skill balance changes

#### Assassin

**Decepti0n**:

* Removed Critical Hit Damage presentation from Decepti0n's description (it never worked).

**Killer**:

* Reduced Critical Hit Damage bonus from 10% to 6% per skill point;
* Reduced Reload Speed Bonus from 15% to 10% per skill point.

**Precisi0n**:

* Increased Accuracy bonus, 10% instead instead 4% per skill point.

**Kill C0nfirmed**:

* Increased Critical Hit Damage bonus, 20% instead of 8% per skill point.

**Unf0reseen**:

* Buffed the AOE damage.

**Innervate**:

* Replaced the Gun Damage bonus with Elemental Status Effects duration reduction, 5% per skill point.

**Ir0n Hand**:

* Increased Melee Damage bonus, 5% instead of 3% per skill point.

**Resurgence**:

* Increased Maximum Health restored, 8% instead of 4% per skill point.

**Like The Wind**:

* Doubled the bonus stats, 6% instead of 3% per skill point.

#### Gunzerker

Fixed some of his skills not giving bonuses to offhand weapons.

**All I Need is One**:

* Increased the Damage, 12% instead of 8% per skill point.

**Divergent Likness**:

* Doubled the Accuracy bonus.

**All In the Reflexes**:

* Doubled the Melee Damage bonus, 8% instead of 4% per skill point.

**I'm the Juggernaut**:

* Increased Damage Reduction, 10% instead of 4% per skill point.

#### Soldier

**Sentry**:

* Made all stats to also apply to your secondary Sabre Turret.

**Laser Sight**:

* Increased both Turret Accuracy and Damage, 10% instead of 5% per skill point.
* In addition, increased Turrets Max and Min Accuracy which now actually makes it accurate at range.

**Scorched Earth**:

* Removed the hidden 15% Sabre Turret Damage penalty.

**Grenadier**:

* Now also reduces grenade Fuse Time, -5% per skill point.

**Crisis Management**:

* Increased Melee Damage bonus, 10% instead instead 6% per skill point.

**Double Up**:

* Reduced the hidden Sabre Turret Damage penalty from 15% to 10%.

**Overload**:

* Now also increases Assault Rifle ammo carrying capacity by 5% per skill point.

**Ranger**:

* Increased all stat bonuses, 2% instead of 1% per skill point.

**Nuke**:

* Doubled its damage.

**Last Ditch Effort**:

* Now also boosts Fight for Your Life Time by 5% per skill point.

**Forbearance**:

* Increased Max Health, 3% instead of 1% per skill point.

**Phalanx Shield**:

* Doubled its health.

#### Siren

**Kinetic Reflection**:

* Increased Deflected Bullet Damage, 40% instead of 20% per skill point.

**Sub-Sequence**:

* Increased projectile speed.

**Thoughtlock**:

* Thoughtlocked enemies deal increased damage by 300%.

**Mind's Eye**:

* Increased Melee Damage, 10% instead of 6% per skill point.

**Recompense**:

* Doubled the damage it deals to the attacker.

**Life Tap**:

* Removed the feedback sound.

**Scorn**:

* Reduced cooldown from 18 to 14 seconds.

**Flicker**:

* Increased Elemental Effect Chance, 10% instead of 6% per skill point.

**Backdraft**:

* Increased Incendiary Melee Damage and Elemental Effect Damage.

**Blight Phoenix**:

* Increased damage by ~300%;
* Increased Elemental Effect Damage.

**Ruin**:

* Doubled its damage.

#### Mechromancer

**Deathtrap**:

* Can now be recalled by pressing F again. Cooldown will not be refunded;
* Increased his shock attack and melee damage;
* Doubled its health.

**Buck Up**:

* Sped up the animation and made shield regen faster for minimum uptime.

**Potent As a Pony**:

* Added Health Regeneration for Deathtrap, 1% per skill point.

**Made Of Sterner Stuff**:

* Increased Damage Reduction to 5% instead of 1% per skill point.

**More Pep**:

* Doubled all stat bonuses.

**The Stare**:

* Made the damage scale with DTs non-melee damage.

**Shock and AAAGGGGHHH**:

* Doubled the damage and Elemental Effect Status damage, but reduced the radius.

**One Two Boom**:

* Sped up the animation.

**Make It Sparkle**:

* Fixed the weird interaction with Sharing Is Caring when you have roid shield equipped.

**Death From Above**:

* Doubled its damage.

**With Claws**:

* Increased Melee Damage to 1.25% per Anarchy stack from 0.6% per Anarchy stack.

#### Psycho

Blood Revival is replaced with Blood Euphoria, 1 point skill that heals for 0.4% Maximum Health per Bloodlust when kill skills expire.

**Light The Fuse**:

* Now scales with op levels.

**Strip The Flesh**:

* Increased FFYL Explosive Damage, 6% instead of 3% per skill point.

**Hellfire Halitosis**:

* Increased its range and doubled its damage.

### New content

* Added 1 new OP exclusive quest reward in Hammerlock DLC;
* Added 1 new OP exclusive seraph weapon to Seraph vendor in Hammerlock DLC;
* Added 2 new OP exclusive legendaries to Hammerlock DLC.

### Balance changes

* Fixed a bug where your loot in vendors would stay at max quality after swapping modes or early game stage zones;
* OP levels have been tuned a bit. Starting from OP1, enemy Damage Reduction will have a fixed increase of 5% per level, maxing out at 50% at OP10.

### New content

* New mini boss in the base game;
* Added 1 new legendary reward in Lilith DLC;
* Added 1 new OP exclusive quest reward in Tiny Tina DLC.

### Fixes

* Fixed some enemies in Lilith DLC dropping their (un)intentional loot;
* Fixed some visual bugs with Axton COMs.

### New content

* Added 1 new OP exclusive seraph item to Seraph vendor in Tiny Tina DLC;
* Added 3 new OP exclusive legendaries to Tiny Tina DLC;
* Added 3 new unique items that can spawn in the world.

### Fixes

* Increased shock damage multiplier vs. shields from 1.5 to 2.00;
* Shock damage over time now stacks;
* Adjusted markup for vendor prices;
* Added fixed, guaranteed spawn locations for Izago, Spiderling of Caustannog, Duck, the Sheriff Wannabe, Starshriek and Six Ball;
* Dynamic loot quest rewards now have separate loot pools;
* Tuned down some of the enemy resistances and shield values in Lilith DLC;
* Haderax gear set now has a new drop source.

# [*V1.1.6*] - Major update

— 21/04/2021

Completely reworked file / package structure for easier future updates.

### New content

* Added 2 new OP exclusive legendaries to Lilith DLC;
* Added Gen3 (New Exodus pearlescents) to Loot Nests in Lilith DLC.

### Fixes and changes

* Fixed parts missing in the main menu for constructed gear;
* Fixed Favorite/Trash feature in inventory;
* Fixed quest items auto-equip on save-quit;
* Fixed players ammo being reffiled on save-quit;
* New UVHM balance (should be even easier to play);
* Nerfed health on all raid bosses by roughly 300%;
* Increased XP gain from all raid bosses by roughly 300%;
* Increased XP gain from L72 onward;
* Added Gen2 ONLY pearlescents to Tubbies;
* Increased spawn chance for Chubby / Tubby enemies;
* Legendary COMs (Gen2) from Tubbies now always drop for your class only;
* Rakk Sparrow now properly spawns;
* Flamme Tosser shield is now renamed to Firefly and can be obtained from Kickstart My Heart quest at any level;
* Cluster Fun is now a Bandit launcher;
* ... probably a few more fixes that I've forgot to note.

### New content

* Added 2 new pearlescent weapons to gen2 pearlescent pool;
* Added 2 new pearlescent items to gen3 pearlescent pool;
* Added a new legendary weapon to Ocean.

### Fixes and changes

* Fixed dynamic loot sources for Apocalypse and Arctic Fox;
* Fixed some loot pools not dropping their dedicated loot;
* Fixed some new class mods not properly applying their skills;
* Fixed Deputy's Badge artifact not increasing Reload Speed;
* Fixed Retainer shield not reducing players Movement Speed when equipped;
* Made Torgue barrels on Assault Rifle slightly more rare;
* Removed slag element from Anomaly pearlescent SMG;
* Two unique redeemable weapons are now of unique rarity;
* ... probably a few more fixes that I've forgot to note.

### New content

* Added two new stock relic types as well as their legendary versions;
* Added a few new mini bosses in vanilla and HH3 areas with all new legendary drops.

### Fixes and changes

* Fixed a lot of Salavador's offhand shenanigans;
* Money Shot is now changed to correctly look at each hand separately for the Damage bonus and use the proper Magazine Size of 10 for the Max Bonus. With this change the formula has also been adjusted so that the damage loss for each bullet below 10 in the mag is not as much, now you only lose 7% of your damage for each missing bullet rather than 10%;
* Made a lot of Salvador COMs apply to his offhand as well, including Allegiance Bonuses;
* Balanced ARs and SMGs to have more distinctive features and stats;
* Added Bullet Deflection for Deathtrap with Annoyed Android skill;
* Fixed Turtle Shield HP scaling, negative HP does not scale in OP levels anymore;
* Fixed Legendary Sniper COM negative HP scaling;
* Jakobs shield now have improved health regeneration;
* Removed H3RL-E cutscene;
* ... probably a few more fixes that I've forgot to note.

### New content

* Added 16 new items;
* Added a few returning bosses in vanilla game and TTAoDK DLC;

### Fixes and changes

* Added auto-enable feature. Once you turn it on, it stays on!;
* Fixed a Statuesque quest glitching out;
* Fixed a Pimpernel transfer glitch;
* Fixed some explosive launchers missing an explosive elemental glows;
* Fixed Crystalisks regening HP after destroying all the leg crystals;
* Increased Torgue Token rewards for the repeatable battles;
* Increased the chance of rocket launcher ammo dropping from enemies and other ammo sources;
* Improved the skins on "starter" Gearbox weapons;
* Nerfed BadaBoom damage by -200%;
* Nerfed Torgue-Bandit barrel Damage by 30%, increased ammo consumption by 1;
* Reduced the ammo consumption for Torgue-Vladof barrel from 3 to 2.
* ... probably a few more fixes that I've forgot to note.

### Fixes and changes

* Fixed the issue with hotfixes breaking randomly. Additionaly, filters out duplicate official hotfixes when using mods saved by legacy BLCMM and openBLCMM at the same time;
* Adjusted drop chances for some of the rare/evolved spawn enemies;
* Buffed almost all custom mini bosses;
* Moved Dominion to be an OP exclusive quest reward to Symbiosis quest;
* Fixed Skewer deleting from the inventory after picking up;
* Changed Incinerator to E-Tech rarity;
* Changed Spitfire to have a variable blast radius and blast damage up to 300%;
* Changed Roaster to now has a Maliwan barrel with its respective stats. Removed explosive element;
* Changed Pendulum to now has a Vladof barrel with its respective stats. Increased Damage and Elemental Effect Damage by 50% and 100%. Reduced ammo consumption by 1;
* Increased Elemental Effect Damage on Logan's Gun by 100%;
* Increased Magazine Size on Requiem by 50%;
* Increased Damage on Patience by 20%;
* Increased Damage on Smart-Gun by 50%;
* Increased Damage and blast radius on KRASH! by 30% and 100%;
* Increased Damage on Weasel by 20%;
* Increased Damage and Fire Rate on Equilibrium by 30% and 10%;
* Increased Damage and blast radius on Keg O' Powder by 30% and 20%;
* Increased all the corrosive properties on Toxoid shield by additional 75%;
* Reduced effect duration on Woodpecker and hopefuly preventing the effect from stacking too high;
* Reduced pellet count on Headbanger by 2;
* Reduced Elemental Effect Chance and Elemental Effect Damage on Meltdown by 50% and 150%;
* Reduced the projectile speed of Twitch grenade mod. Apparently too much projectile speed makes it act weird. Increased Damage by 40% and slightly increased blast radius;
* Reduced Damage on Sandstorm by 20% and removed the unintentional Critical Hit Damage bonus;
* Reduced Damage on Oblivion by 20%;
* Removed Slag element from Deathwish grenade mod.