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Changelog

This page replaces the old public changelog. It summarizes the big changes release by release, in plain terms rather than a line-by-line commit history.

The latest version released to Patreon supporters is 1.0.0-beta. The next version, 1.1.0-beta, is in development.

1.1.0 (in development)

The list below is what will ship with 1.1.0. It's already live on the current development build:

  • Three editions: the free Basic archive, plus the paid Gamer and Partner archives. Gamer adds the full gameplay systems; Partner adds the in-game authoring tools.
  • You can take hostages yourself: grab someone from the ped wheel, walk them where you want, then execute or release them. Gang members take hostages too, mid-fight or during a store robbery with your crew.
  • Being arrested is now a foot chase instead of a decision menu: officers sprint after you, and once they close in a tackle and taser put you into custody, or you outrun them and the car patrol takes over. Surrender and bribe options are gone.
  • You can drag a body yourself: pick up someone down, back away to drag them, and drop them anywhere with the drop key.
  • Allies greet each other with a handshake or a high five instead of standing in silence.
  • Interactions are easier to read: while one is active, GTA's ambient random events pause instead of stacking more chaos (toggleable in interactv.ini).
  • A DOCTRINE setting on the faction wheel tells your lieutenant how hard to hit your enemies on his own: rare strikes, standard, or frequent attacks.
  • A crew whose driver is killed puts one of its own behind the wheel and drives off.
  • Paramedics already on site take casualties in hand themselves instead of calling another ambulance.
  • Wounded people may slip into a fit instead of lying flat forever (toggleable).
  • Drive-by and Assault get dedicated artwork on the action wheel.
  • The action wheel switches itself off in combat so weapon control returns to the game (toggleable).

1.0 (beta)

Everything below arrived at once in 1.0.0-beta; 1.0.1 was a one-line fix for a startup failure on some setups.

  • Basic or Full editions: Basic covers autonomous gang scenes, affiliation, recruits and simple orders; Full adds territory, economy, conquest, phone operations, ride-along and fully editable XML. No license key or activation is required.
  • Arrests: officers frisk and cuff a suspect and walk him to the car; a pat-down can turn a routine stop into an arrest when it finds a weapon or a dealer's stash. Being arrested plays out: surrender, resist, bribe or wait, then custody and a real trip to the nearest station.
  • Police response: officers react to a fight from the first moment, drop lower-priority duties, split up across suspects, and call for more units when everyone local is busy. Witnesses call only when they actually saw something violent, and responding units know who they're looking for.
  • Your crew: recruiting opens a quick menu, your crew shows on the map with a HUD row (portrait, health, current action), and the wheel gives four orders: regroup, hold a position, take cover, or fall back.
  • Action wheel: enable/disable and hold-to-open controls are now separate settings to avoid conflicts with other mods.
  • Display screen: HUD presets (None, Minimal, Essential, Full) that persist across reloads.
  • Takeover previews your nearest owned recruit when critically wounded; police officers aren't offered as takeover targets.
  • Gang rescue can cut off a moving police transport and force it to stop, and a surviving recruit takes your cuffs off afterwards.

0.8 (beta)

  • Gangs can now rob shopkeepers, run fake "deal gone wrong" ambushes, plant car bombs, send suicide bombers, and pull off sniper hits from a moving vehicle.
  • Rival gangs can kidnap enemies or isolated civilians instead of fighting them outright.
  • The homeless got their own storyline: they torch parked cars at night, team up or fight each other, and can draw a police response when a group gets large enough.
  • Gang relationships can now improve, not just worsen: successful deals build trust between two factions, while fights and betrayals push them further apart.
  • Added an in-game F5 menu (change faction/appearance, toggle player involvement, blips, phone reinforcements, drive-bys, and more) and an F6 crew command menu (recruit nearby members, follow, hold position, dismiss).
  • Full-edition owners can call their own faction for backup from the in-game phone, request a "Ride Along" pickup car, or send a drive-by against a rival.
  • Full English/French switch for every menu, on-screen tip, and faction text message, set once in the settings.
  • Territory ownership, gang rivalry, and faction "respect" are now tracked per neighbourhood and persist between play sessions.

0.7 (beta)

  • Police, SWAT, and the army no longer fight each other by mistake.
  • Gangs call for reinforcements when outnumbered near their own turf, and can strike deals with rivals that lower tension between them instead of fighting outright.
  • Clarified the paid tier split: everyone keeps world reactions (police, army, air support); territory ownership and gang turf wars require the paid edition.

0.6 (beta)

  • Drive-by shootings came back, rebuilt from scratch.
  • Territory ownership now survives reloading the game.
  • Gang fights recover much more cleanly: far fewer stuck NPCs, frozen vehicles, or lingering corpses.
  • Arrests and police boarding behavior got a big overhaul, with far fewer glitches.

0.5 (beta)

  • Introduced the territory system: gangs claim, defend, and lose city zones depending on how fights go.
  • Introduced spawn triggers: reinforcement convoys and reactive NPC events tied to what's happening around the player.
  • Police now react to nearby gang activity instead of ignoring it.

0.4 (beta)

  • Removed the early vehicle-encounter and police-intervention systems, along with an experimental AI brain, to rebuild them properly (they came back redesigned in 0.6 and 0.7).
  • Fixed crashes and an overly twitchy flee detection.

0.3 (beta)

  • Added text-to-speech voice support.
  • Improved NPC pathfinding in cities.
  • Fixed a crash during high-speed vehicle chases.

0.2 (alpha)

  • First public build: Gang vs Gang scenarios, a basic routing system, and the first version of the behavior-profile system.