1.3
Crews and organizations get their own supply of guns, ammo, vests and cars, so they can stand up to the police in a turf war.
New12
- The hideout locker. Inside your hideout, press "H" at the locker (or
/locker) for a panel with GUNS, AMMO, VESTS and MATERIALS. Store guns with their condition, whole crates, ammo refills, vests and materials. The leader picks which rank can take what; prospects can only put things in. - Ammo crates and vest crates. Pack them on the Workshop bench's CRATE tab. Set one down and anyone can fill up their guns or put on a vest. A vest gives 30 to 70 armour depending on how well it was made. Any crate left on the ground for an hour is gone.
- Weapon Run crew job. Drive a van of guns to a buyer while the police are told where it is. Get it there for a crate of guns. Lose everyone, the van, or let a cop drive it to a station, and it fails.
- Crew vehicles for organizations. Ray Delgado the mechanic at the docks sells them for a fifth of the cheapest dealership price (
/crew editmarks him). The first one is free, a crew can have four, they wear the organization's colour, and they only park in your home turf (/crew parkveh)./crew vehiclesand/crew respawncarsmanage them. A theme change takes them back and refunds the buyer. - Car trunks. Press "H" at the back of your car or your crew's car to open it and your inventory on the TRUNK tab. Closing the inventory shuts it again (now and then with a kick). Crew vehicle trunks hold 3 guns and 2 crates. Loading a crate opens and shuts the trunk by itself.
- Dutch sells Desert Eagles, shotguns, MP5s and AK-47s, a few every 12 hours.
- The Golden Ticket referral draw (
/referrals). - Rackets. One racket is open at a time, in a set order. Press "H" and stand still for 9 seconds to start a capture. Hold it for 10 minutes and your crew owns it for 24 hours. Its red bounds show on everyone's map.
- Dirty money belongs to the crew and sits in the hideout locker. Take it out and you carry it as a bag on your back. Die and you drop it, and anyone can pick it up. Jacob Roth washes it for a cut. Police hand bags in at their locker for the department budget.
- The Salvager job replaces the old material runs. Press "Y" at the job point, drive over the pickup to load packages, then deliver them to the Factory or the Recycling Centre for materials. Bike 3, car 5, van 10.
- Leaving a crew. Full members ask the leaders or walk out. Leaders can mark a deserter for 72 hours. One kill clears it, or
/crew buyoutfor $3,000. A leader gone for 7 days hands the crew to its most active member. - The Material Pickup yard in Willowfield and the Recycling Centre in East LS.
Changed24
- Gun recipes are about 25% cheaper. Building in bulk takes up to 25% off the materials. Components press 50 at a time, one timing game per 5, and a perfect game gives materials back. Ammo boxes load in bulk too. The bench won't open with your hands full.
- Salvage takes any gun in any condition: 30% of its materials at full condition, never under 15%.
- Police MP5s, M4s, snipers and SPAS come from a limited department stock that the leader buys from the budget. Kits work once per life in a turf war or raid.
- Walking into a turf with a war on puts your crew uniform on.
/crew uniformswitches back to your own skin. /backupshows the caller on the map from any distance.- Shops refill 30 minutes after they run out.
- Every hideout leads to the same new hideout inside, with no loading screen at the door.
- Organizations cost $3,000 to found, and the server is told when one goes official.
/gang workslike/crew. - Deaths go to hurt mode again, and turf war kills don't count as deathmatching.
- Fishing bait matters, and every 24/7 sells it.
- Car, house and business prices follow how much they earn.
- A casual mention of another server warns you instead of only telling staff.
- Faction pay is an hourly rate for time on duty, up to $3,000 a paycheck. Police and Fire & Medical go from $1,000 to $3,000 by rank.
- Officers pay $6,000 for a sniper and $4,300 for a SPAS, and faction vests give 100 armour.
- Turf wars and police raids show on everyone's map and the whole server is told. Prospects (R0) don't get the turf war pass. Points only count on foot. You can't heal for 10 seconds after being shot.
- Going down happens on the spot. No death camera, and no getting up from hurt mode.
- A kill only counts as deathmatch when the victim says so in the menu.
- Dropping a gun and lifting a crate are both a 2.5 second "H" hold.
- Weapon Run is pinned on the board with a timer. It rests 70 minutes after a run, failed runs too.
- Crafting takes the Gunsmith perks. Firearms is Marksman only.
- Gun shops restock when they can't sell a Deagle.
- Freight pays by distance and rigs move 2 pallets a trip.
- Crew vehicles wear their real organization colour.
- "Loading interior..." only shows when you are losing packets.
Fixed09
/dragand/detain(/undraglets go), and anyone can drag a player tied with/tie.- The locker and the salvage list no longer say "Invalid Character".
- A crash or timeout while cuffed puts you back cuffed on the spot (within 10 minutes) instead of 2 hours of prison.
/releaseputs you cleanly on the street. - You can't cuff someone who is AFK, and
/detainwon't use a back seat the car doesn't have. - Logging in and falling through the floor no longer ends in hospital. You get moved out of the building, or to Unity Station.
- Trucks on a run never vanish until the run is over.
- Job companies never fill up, and haulage restocks stores that run low.
- The bug thread from Discord (#12 to #41).
/report, healthcare text, metal detector, election prompt,/helpfaction,/members, record checks,/charge,/frisk,/take, AFK tazing,/tazerand the deagle, handcuffs on the wrists,/detainseating,/backup, 911 and/findinside buildings,/trace,/dancewhile falling, the pizza hat and text. - Falling out of a business interior puts you back inside.
Removed02
/speedoand/speedopos./vdbis the speedometer.- The automatic map icon on every business. Houses for sale keep their green marker.