Historique des versions
Les notes de version sont disponibles en anglais.
v1.2.0-beta
- Your faction's territory now stays on the map every time you reload the mod: conquered zones show up with their current colours instead of disappearing every other reload.
- In a crew shop robbery, the recruit holding the clerk now takes them into the shop's back room. The recruit gives ground to approaching police without retreating from you or the rest of the crew, and the robbery plays without forced subtitles over the scene.
- Your crew keeps up when you sprint: recruits on foot now break into a sprint with you instead of falling behind, while police on your heels stay just that bit faster.
- A night at the strip club can come with a story: one visit in four, a fight between two rival crews is already on at the bar when you walk in, and the crew that holds the area sometimes gets raided by a SWAT team while you are inside or just as you walk out.
- Shoot at an Army patrol and the whole sector answers: the convoys, marching squads and aircraft around you close in on the spot you fired from, fight back together, then pick their route back up once the shooting is over, instead of the patrol you hit simply vanishing.
- Military patrols no longer show on the map: Army convoys, marching squads and jets now blend into the desert instead of being flagged, so you never know they are coming until you see them.
- While you are being arrested, the officers who are not busy with you now deal with a gang shooting nearby: two officers stay with you and the others go after the shooters instead of ignoring the gunfire around them. In broad daylight, on a busy street outside the hot neighbourhoods, a gangster who opens fire on the police soon gives up or runs.
- After a group arrest, the officer who caught a suspect now walks him back to his own patrol car, puts him in the back and drives off with his partner. A prisoner van or a helicopter is only called for the suspects the patrol cars on the scene cannot take.
- Group arrests flow better around the car: while a suspect is walked over, an officer with nothing to do goes ahead and opens the door for him, backup units slow right down for their last stretch instead of ploughing into poles and parked cars, and drivers creeping past the scene now stop for officers standing in the road.
- SWAT teams answering a call now pack heavier heat: pump-action shotguns turn up alongside the carbines and sidearms are the exception rather than the rule.
- Handguns, Uzi-type SMGs, sawn-off and double-barrel shotguns and the compact rifle now come out of empty hands with a proper draw animation and go back to empty hands with a holster animation, whatever you use to pick them (weapon wheel, action wheel, mouse wheel or keys). Only your upper body moves so you keep walking, and aiming or firing cuts it short so you are never caught empty-handed. Your crew draws and holsters the same way, one after the other instead of all at once. Prefer the instant switch? Turn the animations off any time under Options, in the F5 menu.
- Police now step in when gangs fight in front of them instead of standing by: an officer who comes across an armed crew calls in a group control, holds everyone at gunpoint and puts the closest men on the ground right where they stand, while the ones further away try their luck and run. At night, in a hot neighbourhood, against a much bigger crew or on an almost empty street, the gang chooses to shoot it out instead, and the survivors are put on the ground once the shooting stops.
- Nothing pops into existence around you any more: police backup, patrols, convoys, buyers and even your starting crew now appear well out of sight, far enough away and never anywhere you are looking, then make their way to you. When there is no hidden way in, they simply do not come.
- Investigators sent to examine a body now wait until the shooting is over before they turn up, instead of strolling to a corpse in the middle of a gunfight.
- The scripted arrest is no longer limited to custom and freemode characters: as Michael, Franklin or Trevor you now get the same scripted foot chase, tackle-and-cuff capture and full custody ride instead of the vanilla arrest. Set PlayerArrestForProtagonists to false in interactv.ini to keep the native GTA arrest for the three protagonists.
- Gangs and crews now always arrive from somewhere out of sight: a convoy or crew called to a scene no longer materialises in front of you, whichever way you are facing it. When there is genuinely no hidden way in, it simply does not turn up rather than popping into your view.
- Rival gangs can now catch you in your car: a rival waiting on the street hauls you out of the driver's seat and squares up face to face instead of letting you sit safe behind the wheel. Stopped at a light or parked is enough for him to make his move — keep rolling and nothing happens.
- Street abductions now only happen at night (between 7 PM and 4 AM) and only by the crews that really do them: Salvadoran, Vagos and Armenian crews roll up to grab an isolated rival and speed off, while street gangs like Families and Ballas stick to turf wars instead of snatching people.
- An officer escorting someone to the car no longer turns round and round when the pair gets stuck on a tight obstacle: he lets go for a moment so both can walk clear, then takes hold again once they are past it. If you are the one being escorted and you use that moment to run, he gives chase rather than grabbing you from a distance.
- Map blips are calmer and follow the game's own colour logic: a scene now only flashes a short blue marker when it starts, fighters get a blip only when you are actually involved, and the opposing side turns red only once shooting breaks out. Your recruits keep one clear blue blip each, and purely ambient events (a bum torching a car, a crew restocking its corner, paramedics tending a body, two friends from the same gang greeting each other) no longer put anything on your map. A hostile crew still flashes red the moment it shows up, but only for a few seconds — the marker disappears after that, leaving nothing on your map.
- Army foot patrols now stop nearby groups for a full group control, including unarmed civilians and people living on the street. The marching squad hands over to the control scene together.
- Army air patrols now vary between the existing LAZER flyover and armed helicopters. An Army helicopter crew engages a wanted player or a nearby faction enemy it can actually see, then resumes its flight when the target is gone.
- Being arrested now starts with a careful approach: one officer walks up to you, weapon trained on you, while his partners cover, and orders you to put your hands up and turn around. Your character complies on his own — stay put and you are put on the ground and cuffed there, then taken to the station; move off or run before you are down and the foot chase begins. Anyone still standing around the scene with a gun, firing, or next to a body — your own crew included — is lined up and arrested with you. A gang shootout nearby no longer cancels your arrest or turns the police against you — only your own actions do.
- Gang confrontations now use direct controls: left on the D-pad apologizes, right provokes, and attacking a rival you face at close range shoves them, even with a weapon drawn. Once combat starts, attacks work normally. The first confrontation explains these controls once. Taking control of a character stays on the action wheel and F5, but is no longer offered in the Interact menu.
- Military convoys and the gun trucks that ambush them now run at full strength: every seat is manned, the turret is actually crewed, and the soldiers fire from inside the vehicle instead of riding along passively.
- Street gangs no longer do business with one another: rival crews (Families, Ballas, Vagos, Salvadorans) never trade or meet, and a neutral crew now handles that corner's deliveries instead.
- Your own crew now restocks its corners: a runner from the same gang drives up to a corner dealer and hands over a fresh load, without ever dealing with another gang.
- People fighting around you no longer vanish the moment you turn the camera: survivors of a brawl or gunfight stay exactly where the fight left them until it is truly over.
- Dying for real no longer leaves the critical-state menu stuck on your next life: after the hospital respawn the state closes itself cleanly, so you stand up normally instead of dragging the menu and the ragdoll over to your fresh body.
- World events now take turns: while a scene plays out, nothing new starts right next to it, so separate stories no longer pile up on the same street — you watch one at a time instead of three at once.
- You can now carry out a point-blank execution yourself: aim the menu at someone while a pistol, revolver or shotgun is already in your hand and choose Execute — the mod takes over, matches the shot to your weapon and your approach (front or behind), and fires a single round.
- Group arrests now keep civilian traffic calmer around the scene, make better use of arriving patrol cars for prisoners, and recover more naturally when a transport cannot reach or park at the stop.
- Basic now includes editable faction group files: adjust gang models, equipment, vehicles, behavior and the text they send without rebuilding the mod. Its territory and phone systems remain in the Full editions.
- Fresh installs now start with a quieter Minimal display: cash, help, roleplay dialogue and faction texts remain on, while treasury figures and map markers stay hidden until you choose them. Partner also starts with its advanced controls off, ready to enable when needed.
- Faction orders from the action wheel now go out by text message: your lieutenant is contacted silently and answers with an SMS, so calling in a backup, a drive-by, an assault, a clean-up or a strategic strike no longer pulls up a phone call or pins a subtitle over the action.
- After you clear a zone with your backup, the winning crew now slips away immediately instead of standing frozen waiting for a ride: the extraction cars drive to wherever the men actually are and pick up those within reach, and anyone left behind flees on his own instead of lingering.
- A cleared street now feeds the territory war: while your backup sweeps a contested zone, the enemy deaths on that street count toward your side's conquest, so a block you have just taken can flip to your colors.
- Interacting with a person now happens through the D-pad right interaction menu only: the action wheel no longer switches to person-specific actions when you stand near someone, so your weapons and faction wheels stay on hand anywhere.
- The player dive tackle is now aimed: press Jump with a direction toward someone nearby to bring them down. The old sprint-and-crouch diving move has been removed.
- A calmer, cleaner map: every marker now uses the same size and a small vanilla-coherent palette — blue for the active scene, friendly crews and missions, red for attacks and hostile crews, yellow for destinations only. Only scene and event markers flash, so the map no longer blinks in a dozen colours while a scene plays out.
- Event markers now tell you when something actually starts: a convoy on its way, a conquest on its march or a crew rolling in stays off the map. When an attack crew reaches you, each vehicle flashes red — and only once that exact vehicle has arrived and is close by, so the map never shows cars that are still several streets away.
- Territory clash convoys now ride as a tight, single-file crew: reinforcements spawn close behind their leader and follow his every move to the scene, arriving together as one pack instead of trickling in scattered across the street.
- Territory convoys on bicycles now roll in gradually instead of all appearing at once: the bikes pop into view one after another over a couple of seconds, so a lone rider never blocks a whole file waiting at a light.
- A turf war no longer gets cancelled just because one side rolls up on a bicycle: riders now step off their bikes themselves and the fight starts once everyone is on foot.
- In a foot chase, the capture is now a single honest move: the officer's dive tackle pins the suspect down and the cuffing follows directly on the ground — no more interrupting stun between the tackle and the handcuffs.
- Gang scenes now only begin where you can actually see them: a gang deal, corner sale, restock, robbery, turf contest or conquest starts on the gang you are watching instead of somewhere off-screen. The police foot chase sets up just ahead of you, out of view, so the pursuit crosses your path instead of materialising around you.
- Body actions are now clearer: opening the actions on someone down offers the search first, and moving a body is a single choice that asks how to carry it — under the arms or by the feet. A body you have already searched no longer offers the search again, though you can still drag it. Searches also turn up ammunition for the weapons you actually carry, in small, realistic amounts.
- Street fights now hurt far less on both sides: blows you and others land during a brawl do much less damage, so a fistfight or a gang scuffle lasts longer and usually ends with someone beaten down rather than killed outright.
- Someone knocked to the ground now drops whatever weapon he was holding, so it lies where he falls instead of vanishing with him.
- The life-or-death struggle now only begins when death is truly at hand: you keep fighting normally down to near-critical health instead of dropping into it around half your bar.
- The scene marker now flashes only a few seconds at the start of an event to draw you in, then disappears on its own — a spectator never carries a permanent blue marker, the way the vanilla map works.
- Officers are never marked red on the map while you merely happen to be watching their scene. In the base game, police only light up your radar when you are actually wanted — so red stays reserved for people who are truly your enemies.
- You no longer get the option to take one of your own crew hostage: walking up to a member of your own gang only offers what makes sense between you, so the pointless hostage entry is gone from the interaction menu and the action wheel.
v1.1.0-beta
- Being arrested is now a foot chase instead of a decision menu: as soon as an officer on foot can actually reach you, he and his partners sprint after you. Let them close in and a tackle and taser put you into custody — or cut their line of sight and outrun them to slip away, and the car patrol takes over again. Surrender and bribe options are gone.
- Police foot chase: pairs of police officers can now sprint down fleeing suspects, coordinate a dive tackle to bring them down, subdue them on the ground with a baton or taser, and cuff them (on the floor if facedown or standing up) before escorting them to a patrol car.
- Military desert patrols: armed military convoys, foot marching squads with assault rifles in hand, and supersonic jet flyovers (LAZER) now patrol Grand Senora and Tataviam desert regions for the Army faction. Can be toggled on/off in the F5 menu and interactv.ini (MilitaryPatrolsEnabled).
- After a group arrest, officers waiting for their ride now form an inward-facing circle and trade conversation instead of standing with their backs to one another.
- Gang takedowns now draw from a wide catalogue of paired takedown animations, with a natural combat stance before the strike; a failed attempt flows straight into a one-on-one fight while both people keep the weapons they were carrying.
- During a store robbery with your crew, one man now singles out the clerk and works him over in sequence - a sudden takedown, a shove, then dragging him into a hostage hold that usually ends in an execution - while the rest of the crew ransacks the place and keeps watch. On by default; can be turned off in interactv.ini.
- Gang hostage-takes look more deliberate: when a man cannot slip in behind his target, his whole side now closes in and rings her, shoving or holding at gunpoint anyone who tries to reach her, and the best-placed man makes the grab from behind.
- Gang members can now target an isolated rival on the street, rolling up in a crew vehicle to hold him at gunpoint, take him hostage, shove him into their car, and speed off into their territory.
- In the street kidnapping, the taker now sprints to his target with his gun trained on her, then rushes her to the car at a run while keeping the gun on her head - no more slow stroll back to the vehicle.
- In the street kidnapping, the crew now shout the moment they spot their target, then taunt their hostage during the getaway - and the victim answers back from the back seat, pleading or cursing as she is bundled away.
- Emergency ambulances now arrive from a distance down the road instead of appearing beside you, with a cooldown between arrivals to prevent sudden convoys.
- New crash rescue state: wounded casualties on the ground can now be reached, helped to their feet through a coordinated scene, and watched as they move toward safety, with full choreography calibration available in dev mode.
- You can now drag a body yourself: walk up to someone down — dead, passing out, or lying low on life — open their actions and back away to drag them; press the drop key to let go anywhere. If the man was passing out when you grabbed him, the fit starts again where you put him down.
- Critically wounded people near you may now collapse at one-fifth health and writhe on the ground instead of fighting normally until death. This is enabled by default and can be turned off in interactv.ini.
- Terrorists now ambush Army patrols in the desert: a Bogdangoon crew rolls up in gun trucks, storms the patrol on foot, and an armed support helicopter rakes it from above - and the firefight plays out on its own, the soldiers answering with their own weapons. Toggle in interactv.ini (MilitaryAttacksEnabled).
- Military zones stay quiet for traffic: on the base and around Fort Zancudo, civilian vehicles keep off the roads so Army patrols read as a restricted zone.
- When critically wounded, the takeover screen now lets you choose who to wake as instead of picking one body for you: a filter on that screen narrows the list to everyone, only your faction, hostile gangs, or the one who put you down, and you arrow through the bodies to preview each one before confirming. Your filter stays as you chose for the rest of the session.
- You can now take someone hostage yourself: grab them from the ped wheel, walk them where you want with the on-screen keys, then execute or let them go. Anyone close keeps their distance while you hold.
- Gang members take hostages too, in the middle of a fight: a man caught from behind becomes a human shield, and it ends the way the man holding him decides.
- Your allies greet each other on their own — a handshake or a high five between two men of the same side — instead of standing in silence.
- During a store robbery with your crew, one of your men may now take the clerk hostage instead of roughing him up, holding him at gunpoint while the others clear the place. He ends it himself — letting the clerk go or shooting him — and if you walk out first he settles it and comes after you. A witness to a killing can still call the police.
- Interactions and events are now easier to read: while one is active, GTA's ambient random events pause instead of adding more simultaneous chaos. This is enabled by default and can be turned off in interactv.ini.
- Drive-by and Assault now have unmistakable street-gang artwork on the action wheel, making each operation easier to recognize at a glance.
- A new DOCTRINE setting on the faction wheel lets you tell your lieutenant how hard to hit your enemies on his own: hold back for rare strikes, stay standard, or push for frequent attacks. The choice stays in place for the session.
- Riding as a passenger of one of your crew's vehicles, the crew commands now wait for you: they stay off until you arm them with the handbrake button, and an on-screen prompt tells you so. Once armed, the menu behaves exactly as before.
- Calling in a faction operation no longer nails you to the spot: your character puts the phone to his ear and keeps walking while he gives the order.
- The faction operations wheel no longer leaves an empty slice: it is sized to exactly what your crew can do right now.
- When shooting starts around you, the action wheel switches itself off so the weapon control goes straight back to the game. Turning it back on with your usual key works at any moment, fight included; you can keep the wheel armed in combat from interactv.ini.
- On foot, an officer sometimes walks with a slightly different stride as he approaches — a subtle variation, not a new mechanic.
- When your lieutenant moves on a spot without asking, he now picks how to hit it the way your faction actually works — a drive-by, an assault, or a full takeover — instead of always sending the same assault.
- A crew whose driver is killed puts one of its own behind the wheel and drives off, instead of piling into the passenger seat and leaving the car sitting there.
- Paramedics already at the scene of a death now take the casualties in hand themselves, instead of standing by while another ambulance is called out.