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(03) Updates5 October 2026

1.3.0

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.

New07

  1. 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.
  2. 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.
  3. 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.
  4. Crew vehicles for organizations. Ray Delgado the mechanic at the docks sells them for a fifth of the cheapest dealership price (/crew edit marks 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 vehicles and /crew respawncars manage them. A theme change takes them back and refunds the buyer.
  5. 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.
  6. Dutch sells Desert Eagles, shotguns, MP5s and AK-47s, a few every 12 hours.
  7. The Golden Ticket referral draw (/referrals).

Changed12

  1. 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.
  2. Salvage takes any gun in any condition: 30% of its materials at full condition, never under 15%.
  3. 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.
  4. Walking into a turf with a war on puts your crew uniform on. /crew uniform switches back to your own skin.
  5. /backup shows the caller on the map from any distance.
  6. Shops refill 30 minutes after they run out.
  7. Every hideout leads to the same new hideout inside, with no loading screen at the door.
  8. Organizations cost $3,000 to found, and the server is told when one goes official. /gang works like /crew.
  9. Deaths go to hurt mode again, and turf war kills don't count as deathmatching.
  10. Fishing bait matters, and every 24/7 sells it.
  11. Car, house and business prices follow how much they earn.
  12. A casual mention of another server warns you instead of only telling staff.

Fixed02

  1. /drag and /detain (/undrag lets go), and anyone can drag a player tied with /tie.
  2. The locker and the salvage list no longer say "Invalid Character".

Removed02

  1. /speedo and /speedopos. /vdb is the speedometer.
  2. The automatic map icon on every business. Houses for sale keep their green marker.