4.29.1 collects everything that has changed
since 4.29.0 went live on 19 October 2026. Dark World group jobs get new locations, tougher guards and more
respect, arrests no longer knock you out of your tier without warning, housing gets a big round of fixes, and
Careers and the EMS roster pick up some long asked for improvements.
🌑 Dark World
The first round of changes since Dirty Work went live, shaped by what crews ran into in
the first days.
Arrests Cost Less, and Warn You First
An arrest now takes at most 250 respect, down from 500. If it would drop you below
your tier, you keep your tier this time and get a warning instead.
🗺️ New Group Job Locations
Group job locations have been reworked so none of them sit next to player homes, gang hideouts
or turf safes, where guards were catching bystanders in the fighting.
Five new Stockpile Raid sites: the airport cargo hangar, the grain silos off Route 68,
the Grand Senora dish array, the Paleto Bay farm and the Ron Alternates wind farm
New Smuggling Run pickups at the Terminal docks, La Fuente Blanca, Union Grain and the
YouTool car park in Sandy Shores
New Smuggling Run boat handoffs on the north shore of the Alamo Sea, off the Paleto Bay
farm beach, at Procopio Beach and below Mount Gordo
A new middleman drop at the Humane Labs car park
Locations too close to homes or gang spots have been retired, including the O'Neil farm and the Sandy
Shores scrapyard
12 paid group jobs a day, up from 10
⚔️ Tougher Guards That Scale With Your Crew
Tougher guards. Guards are better armed, harder to put down, and more of them turn up
for bigger crews
Guards fight back. Guards now spot and fight any crew member they can see instead of
standing idle
Bigger crews keep their pay. The pot grows with the crew, so a crew of four earns about
as much each as a pair
Search the bodies. Guards you take down can be searched for ammo, a little dirty cash
and the odd find
More respect. Every member of the crew now earns more respect for each group job they
finish, with double respect on a police mode run
🚪 Abandon a Group Job
Crews are no longer stuck on a group job that has gone wrong.
Abandon the job. The leader can abandon a quiet mode job that is already underway from
the Dark World app. Nobody is paid, anything picked up is lost and the cooldown still applies. Police mode
jobs can't be abandoned
Sunk trucks. A Smuggling Run truck that ends up in deep water now ends the run, instead
of leaving the crew waiting out the timer. On a police run it waits until no officer is close to the truck,
then ends
Smuggling Run waves fixed. In quiet mode, the waves of attackers at the handoff sometimes
never turned up. They now always reach the crew holding the handoff, and the handoff waits until they've
been dealt with. Driving away and coming back restarts the hold, but no longer sends the waves again
🚨 Arrests and Your Tier
Smaller penalty. An arrest now takes at most 250 respect, down from 500, about three
quiet group jobs to earn back
Tier warning. If an arrest would drop you below your tier, you only lose respect down to
the tier line, keep your tier, and get a warning. Get arrested again before you earn 250 respect back and
you drop a tier
Warning comes back. Once you earn 250 respect above the line again, you get another
warning next time
📦 Contracts, Runs and Shakedowns
No more random failed runs. Smuggling Runs, Sea Runs and Shakedowns sometimes failed
because the game briefly showed a vehicle or the debtor in the wrong place. They now carry on instead
No more instant Shakedown fails. A Shakedown could fail the moment the debtor appeared
and reset your contract streak through no fault of your own. That no longer happens
Contract tracker only ticks off what you can hand over. Contracts that ask for items in a
certain condition, like a weapon at 90% or better, were ticked off as soon as you carried any copy, even a
worn one. The tracker and the tablet now only count items in good enough condition (and of the right grade,
where one is asked for), so if an item isn't ticked off, it won't be accepted yet
🚚 Armoured Truck
🔒 Trunk Stays Shut Until the Loot Is Ready
The trunk could be opened before the safe was cracked, so crews found it empty and thought the heist paid
nothing. It now stays shut until the weld is finished, and tells you if the safe has already been
emptied
No more random write-offs. Armoured trucks were sometimes written off mid-heist because
the game briefly showed the truck in the wrong place. They now stay in play
Clearer chop shop message. If an armoured truck has been written off, the chop shop now
says so instead of "already chopped"
🔥 Redzones
⏱️ Sign-ups No Longer Get Stuck
A redzone sign-up that no crew entered stayed open until the next restart, which stopped any other
sign-up fight from opening for the rest of the session
A sign-up nobody enters now closes after 30 minutes, and a new one opens shortly after, at a different
redzone where possible
Once a crew enters, the usual countdown runs as before
🏠 Housing
🏢 Enter Every Unit You Own From the Door
If you own more than one unit in the same building, the door now lists each of them ("My unit
HT-1234"). Pick one to enter it, manage it or hand out its keys. Before, only your first unit could be
entered from the door
Losing one of your units in a building no longer hides your other unit there
The floating furniture IDs from /furnitureids now switch off when you leave the property
🔑 Keys
Removing keys at the door works again. Removing, renaming or giving a key from the door
menu used to act on the first key you'd opened that session, so removing someone could fail or take the
wrong person's key
Extra keys no longer show up twice in your door menu
Losing a key to one unit in a building no longer takes away your key to another
When a Tebex property is refunded, the previous owner's keyholders lose access too
🚪 Visitors No Longer Get Stuck
If a property's interior is slow to load when you're let in, you're returned to the door instead of being
stuck on a black screen
Being kicked from a property, or moved out when it's sold, now fully clears the visit. No leftover
interior, weather or "inside a property" state
🛋️ Interior, Garage, Furniture and Storage
Realtor edits no longer reset the interior you chose for your home
A property garage that gets moved works at its new spot straight away
Walk-in furniture no longer doubles up when the property updates while you're inside
Refreshing houses before your homes have loaded no longer hides them
Housing Storage now holds 1,500 items instead of 1,000
Deleted properties no longer come back after a restart
Detectives with no department no longer break the building access logs
🌐 Careers, EMS and TurtleHub
🚑 EMS
Careers in the medical MDT. The Careers Hub is now built right into the new medical
MDT
Leave shows on the roster. LOA scheduled with "Schedule LOA" in the medical MDT now shows
on the hub. The EMS roster marks who is on leave now ("On LOA until 1 Nov") and who has leave coming up,
can be filtered to just those on leave, and has a Leave tab per medic listing their leave
The activity report marks medics on leave, so a quiet stretch on leave isn't read as inactivity. Reasons
are only shown to the medic and to command above them. Leave is still scheduled and changed in the
MDT
📋 Careers
Unassign me. An application assigned to you now shows Unassign me in place of Assign to
me, so reviewers can take an assignment back off. It clears Assigned To in the review queue, and you can
only remove your own assignment
New players get pointed the right way. Opening Careers before you had a character in the
city sent you to the "TurtleHub is a VIP Perk" page, even though Careers doesn't need VIP. You now get a
message telling you to join the city with Discord open, make a character, then come back
Ranks follow you after a FiveM licence change. A few older hub accounts were tied to a
fixed game licence, so after a licence change every rank check treated the character as someone else's.
Ranks, Careers and internal affairs now follow the character you actually play