Space Turtles Roleplay

Patch Notes

4.26.0 Out now

🛡️ Crew Hub: Rebuilt

The crew hub, redzones, wars and the systems around them have been rebuilt in one update: a new hub layout with new pages, sign-up redzone events with a ready-up phase and an on-screen capture widget, war proposals with counter-offers, seniority rules for wars and turf slots, a lower roster cap, armory stock that survives restarts, and repaired arena ratings.

Press F6
Every page of the crew hub is new or reworked. Opens fast, and reopening is instant.

New Layout and Look

  • A sidebar with your crew's crest and XP progress, pages grouped by area, and a top bar with your crew's key facts, a live redzone chip and countdowns to the season reset and the monthly XP rollover
  • Highlights and identity surfaces take your crew's colour, including the scrollbars. Crews with very dark or very light colours get a readable tint
  • Every confirmation says exactly what will happen, kicking or retiring asks you to type the name, and Escape backs out of a dialog before it closes the hub
  • Notifications show inside the hub panel and every chip explains itself on hover

Settings Page

  • Interface scale, crew colour accents, reduce motion, a solid background for readability over bright scenes, and notification duration and position
  • Saved on your game client for all your characters

Home Dashboard

  • Three stat cards: crew level with exact XP figures, roster count against the cap with senior members and war readiness, and territory with turfs, slots and active wars. Each card opens its page
  • The feed marks every event with its own icon and colour, shows member photos, and celebrates level ups in gold with the unlocks that level brought. Armory restocks and purchases appear in the feed too
  • Season contributors: your standing, season XP and rank among the crew, with a link into the Experience tab
  • The unlock ladder shows the road ahead, highlights your next unlock, marks the gang XP each armory item asks of you, and collapses runs of storage-only levels in the unlocked history
  • An armory stock panel shows what is in stock right now
Screenshot: Home dashboard
The crew hub Home page: crew level, roster and territory cards across the top, then armory stock and the feed, season contributors by member, and the unlock ladder
Home: crew level, roster and territory at a glance, the feed, season contributors and the unlock ladder.

Roster, Ranks and Members

  • Roster: a Standing column (New under a week, Regular, Senior after two weeks, with "Senior in N days") and time in crew
  • Rank changes from the member's row: pick a rank, confirm in place, undo from the toast for a few seconds. Ranks at or above your own are locked
  • Removing someone lets you leave a short note; they see it on their hub as a note from their old crew. Players without a crew also get a "find your crew" page
  • An OVER CAP chip appears when the roster is above the cap, with what it blocks on hover
  • Ranks: every permission explains what it grants on hover. Drug Labs is now its own permission, separate from Banking, so leaders should check which ranks have it. Stock Items covers limited-stock armory buys. Banking now also controls crew bank access
  • The join cooldown follows your real membership history

Experience Tab

  • Crew > Experience separates the two XP windows: season XP (drives crew level and armory access) and this month's XP, each with its reset countdown
  • Where the XP came from, switchable between season and this month
  • A member contributions table sortable by season or month. Click a member to see their sources, a 30-day activity strip, their top activities, active days and when they last earned

Crew History

  • Crew > History tells the crew's story from the day it was founded: hires, promotions and departures, turfs captured, lost and abandoned, hostile flips, redzone fights and wins, wars won and lost, level ups and armory purchases
  • Filter by People, Territory, Fights, Level ups or Armory, search by name, and keep scrolling for older entries

Turfs Page

  • Switch between Your turfs, All turfs and Redzones, with a claimed-slots counter
  • Click a row to open it: contesting crews with influence bars, hostile crews as chips in their own colours with crests, recent controllers and recent hostile activity. The controlling crew also sees which members earned the influence over the last 30 days
  • Hoods with a drug demand boost show it on the row with the time left
  • Abandon, Declare war and Go peaceful each state their consequences, and abandoning a turf you control asks you to type its name
  • Turf slots follow crew level: 2 to start and one more every 10 levels, up to the server's cap

Redzones Page

  • Shows the next activation with its type and, for sign-ups, the hood
  • Sign-up events have a live panel: register or edit your fighters, withdraw before the window closes, see how many have accepted, ready counts during ready-up, capture bars during the fight, the pot and the XP on offer, and a challenge button when a lone crew can be contested
  • Free-for-alls are listed with their rule
Screenshot: Redzones page
The crew hub Redzones page: the next activation countdown, a live sign-up event panel with a Sign up fighters button, a card per sign-up hood with its capture ring and status, and the free-for-all hoods below
Redzones: the next activation, the live sign-up panel, and every hood with its capture ring and status.

Leaderboards

  • Their own page with three boards: Crews by level, Redzone wins and Most turfs
  • The top three stand on a podium with large crests, and every row carries the crew's colour
Screenshot: Leaderboards
The crew hub Leaderboards page: Top Crews board with the top three on a podium showing crest, level and XP, then ranked rows with each crew's colour bar and XP
Leaderboards: the top three on the podium, the rest in their crew colours.

Map Tab

  • The map remembers where you left it, zooms and drags smoothly in game, and draws crew crests cleanly inside their zones
  • Two toggles in the layers control: turf names that appear as you zoom in, and a territory control legend with each crew's count
  • Hoods with a drug demand boost are outlined with the time left. Popups and controls match the hub, and the sea is calmer
Screenshot: Map tab
The crew hub Map tab: every neighbourhood in its controlling crew's colour with a name tag, drug demand hoods outlined, and a territory control legend with each crew's hood count
Map: neighbourhood name tags, drug demand hoods outlined, and the territory control legend.

🔴 Redzones: Sign-up Events

Redzones run on a new rhythm: one activates every hour at :20, cycling free-for-all, sign-up, sign-up.

Free-for-alls

  • Happen at South Cayo, Kortz or Fort Zancudo. Which one stays secret until it activates
  • Anyone in a crew can fight. There is no sign-up pot on these, but the crew that captures it still gets the usual safe rewards

Sign-up

  • Sign-up events name the hood 10 minutes ahead
  • A leader with the Diplomacy permission registers 5 to 10 online members from the hub, each accepts an invite in game, and the crew is entered once at least 5 have accepted
  • Two crews are picked, sometimes three
  • The pot grows by 50,000 dirty money per registered fighter and goes into the hood's safe for the winner

Ready-up

  • 10 minutes to reach your crew's circle (defenders at the safe, attackers outside the zone) and press E inside it
  • The fight starts when everyone is ready, or at the deadline if at least 70% of each crew is

The Fight

  • Runs until a crew completes the capture, with no clock. Only registered fighters count for capture
  • Everyone else sees the hood as a black zone and is moved out after a warning
  • Die and you are out of that fight. A downed enemy can be executed after 5 minutes
  • Once the enemy crew is wiped, capture runs three times faster
  • If nobody is left to finish the fight, it ends in a draw and the pot is not paid out
  • Another crew can challenge a crew fighting alone while the capture is still under 80%

Rewards

  • The winning crew earns 5,000 crew XP plus 500 per kill (up to 10,000) shared between its fighters, plus 1,000 crew XP for every fighter, and takes the hood

HUD: Redzone Capture Widget

  • Inside an active redzone, or during a sign-up fight, a widget on your HUD shows the top crews' capture percentages in their colours with your crew highlighted, whether you are capturing, on the point but not counting, or still on the way, and your kills
  • During ready-up it shows how many of each crew are ready, who on your crew still isn't, and the go countdown
  • Adjust it under HUD settings > Redzone: left, centre or right, height, opacity, and a preview toggle so you can place it before a fight

🏴 Crews and Turfs

Seniority, War Eligibility and Turf Slot Requirements

  • Membership is now tracked, and it matters. Members are New for their first week, Regular after that, and Senior after two weeks in the crew. Everyone who was in a crew when this launched counts as senior
  • Declaring or accepting a war needs at least 5 senior members and a roster that is 70% senior. The roster shows a senior member meter with the breakpoints
  • Turf slots beyond the first two need senior members: 8 for slots 3 and 4, 9 for 5 and 6, 10 for 7 and 8 (the requirement starts at 6 on the Albanian and Dutch servers)

Roster Cap Lowered to 15

  • The crew roster cap is 15 members, down from 20
  • Crews already above it keep everyone, but while over the cap they cannot hire, cannot promote or demote anyone, and cannot go hostile on new neighbourhoods. Get under 15 to unlock those again
  • The hub shows an OVER CAP marker on the roster and the Home page

Hostile Commitment at 10% with a Countdown

  • Going hostile on a neighbourhood commits your crew to holding 10% of that hood's influence cap within 2 hours. The cap differs per hood, so the exact number is shown when you declare and sent to the whole crew as an in-game notice
  • Miss it and the flag reverts, with a 24-hour lock on declaring there again
  • On the Turfs page your crew sees a countdown chip and a target line on its influence bar, turning green once the target is held. The crew that controls the hood sees which rivals are on the clock

Crew Armory: Stock That Survives Restarts and Contribution Requirements

  • Armory stock no longer vanishes on a server restart. Each item keeps up to 5 through a restart
  • Restocks notify the crew in game and in the feed. Purchases appear in the feed with the buyer's name
  • Limited-stock items need the Stock Items rank permission
  • Every armory item now needs a personal contribution of season gang XP, from 300 for the first unlock up to 6,600 for the top one. The hub ladder shows which you have earned, and a denied purchase tells you the shortfall
  • The level 50 armory unlock is now the Soltek X17M recipe, replacing the Soltek S19-C recipe

⚔️ Wars

Proposals, counter-offers and a rebuilt Wars page.

Declaring a War

  • Declare a war by searching for a crew. An eligibility chip shows whether your roster qualifies
  • Terms: kills or hoods, duration, first-to score, the contested hoods (hood wars need at least one), how often held hoods score (every 1, 2, 4, 6, 12 or 24 hours, at an hour you choose), and a note

Counter-offers

  • The other crew can accept, decline, or propose changes. Counter-offers carry a note, show what changed against the previous terms, and keep a history of every offer. You can edit or retract your own offer
  • Accepting shows the final terms before the war starts. Requests and counter-offers notify the other crew in game
  • Requests from crews that no longer exist have been cleared, and a request expires after 14 days
  • When staff end, adjust or restart a war, both crews see it in their feed

🥊 Arena

Arena ratings were being cut on every server restart, which made anything above Silver almost unreachable.

Rating Repair, Decay and a New Rank Ladder

  • Ratings have been repaired from match history and restarts no longer touch them
  • Ranks now sit at Silver 1,450, Gold 1,550, Platinum 1,650, Diamond 1,750 and Master 1,875
  • Decay starts after 7 days without a match in that mode and removes 1% a day of the rating above the floor of the highest bracket you have reached. After 14 days away the bracket stops protecting you and decay continues down to the 1,400 base
  • Every match moves your rating by at least 2 points, and team results are judged against the opponents only

🗺️ New Map and Minimap

The minimap and the big map have been rebuilt from the ground up, and they finally know what every blip actually is.

Minimap

  • Always on by default, on foot and in vehicles, and it now rotates with your camera so the map faces the way you're looking. North-up and player-heading modes are still there if you prefer them
  • Circle, rounded or square. Rounded and square frames can be stretched wider or taller, and everything (size, position, shape, rotation, compass ring, frame rate, zoom levels, map tint) lives in the HUD settings under the Minimap tab
  • Turn-by-turn directions with distance and ETA when you have a waypoint set, and distances in the units your server uses
  • Other units' vehicles (police, EMS) move smoothly instead of jumping

Big Map (press P)

  • Opens by zooming out of your minimap and closes back into it
  • A Locations panel lists every place on the map by category. Search for places, street names (short forms like "St" or "Ave" work) and postal codes. Hide or show any location or whole category, collapse categories, and those choices are remembered between sessions
  • Properties are split into Property For Sale, My Properties and Keys Held, so you can hide the listings without losing your own homes
  • Double-click to set or clear a waypoint, hover a blip for its name, click one to jump to it in the panel, or use the arrow keys to move through the list. Sounds are back for selecting and setting waypoints
  • Places that share a purpose (prospecting sites, laundering spots, listings) fold into one entry you can page through

Redzones on the Map

  • Cayo Perico and active turf assaults are drawn as clearly marked hazard zones on both maps, and the minimap border turns red while you're inside one, so you always know when you've crossed into a PvP area
  • Other areas (hunting hotspots, dispatch calls, treasure search zones) show as soft discs

🚨 Dispatch: New Interface

Dispatch has a new look, built for being on screen all shift. It's on by default; type /dispatchv2 off if you want the old one back.

Priority at a Glance

  • Every call carries a colour tile with the incident icon and ten-code: grey for routine, amber for emergencies, orange for urgent, red for critical
  • Man Down and emergency-button alerts get a solid banner across the top of the call and a slow pulse
  • Pop-ups now stack critical and urgent calls above routine ones no matter what order they came in. If calls flood in, routine ones collapse into a "+N more calls" note instead of burying the important ones

Your Call, Pinned

  • The call you're on sits under the panel header on every tab, with Complete, Waypoint and Leave always one click away
  • Accepting a call slides it up into place; completing or clearing one slides it out

Calls Tab

  • Compact rows grouped into Alerts, Emergency and Routine, with the responding units shown as callsign chips coloured by service
  • Hover a row for respond, waypoint, forward and clear. A marker shows when you're the closest available unit

Units Tab and Radio Calling

  • Units are grouped by vehicle with the plate shown, or listed as on foot, with callsign, name, rank and status (10-8, 10-7, AIR, or DOWN)
  • Police and EMS callsigns are colour-coded so cross-service help stands out
  • A radio button next to each unit calls them directly on your radio
  • Search by callsign, name, plate or rank. Typing no longer moves your character or vehicle

Mini Panel

  • An optional always-on summary that stays on screen while the dispatch panel is closed: your callsign and status plus one call, either your assigned call, the highest-priority call, or the most recent one. Pick which in Settings > Display > Mini panel
  • Drag it anywhere while the panel is open; it keeps a fixed size so it stays where you put it. Opacity and size are adjustable, and there's a Reset for the position
  • Hides automatically while you're down and comes back when you're revived

Quick-Action Keybinds

  • Respond to the newest call or set a waypoint to it without opening the panel. The default respond key is G; the waypoint key is unbound until you set it
  • Both are rebindable in GTA Settings > Key Bindings > FiveM, and pop-ups show the current key next to each action

Settings That Fit

  • Four short pages: Alerts (sounds, pop-up duration, corner, opacity), Filters (a clear list / pop-up / sound table by priority and by call type; critical alerts can't be muted), Display (theme, side of screen, size, compact rows, motion), and Keys
  • Archive now has a Clear button that tidies it for you only
  • The header shows your department crest, callsign, name and rank; the status switch (10-8 / 10-7 / AIR) lives there too

Fixed: Alert Volume Not Applied Until Changed

  • Dispatch alert sounds played at the default volume after joining until you touched the volume slider. Your saved volume now applies from the start
  • There's also a new Alarm level slider for panic and emergency-button tones, so those can sit lower than normal alerts

📻 Radio

Police Radio: Talkgroup Zones

  • Your TETRA radio now knows where you are. Drive into certain areas and it offers to move you onto the right talkgroup, then offers to move you back when you leave
  • Blaine County: units on LEO Patrol are moved to LEO County Patrol when they cross the county line, and back to LEO Patrol on the way home
  • MRPD Cells: walking into the holding cells moves you to LEO Cells, and back to your previous talkgroup when you walk out
  • Your choice how it behaves, under Settings > Talkgroup Zones. On Entry: Ask Me (default) pops a Switch / Dismiss window on the radio, Auto Switch changes talkgroup for you with a short on-screen notice, Off ignores zones entirely. On Exit: Switch Back (default) returns you to the talkgroup you came from, Stay leaves you where you are
  • A prompt dismisses itself after a few seconds if you don't answer, and won't nag again until you leave and re-enter
  • It only steps in when your radio is on you and powered, you're on a normal talkgroup, and the target talkgroup is one you can use. Private calls and custom channels are never interrupted
  • If you change talkgroup yourself while inside a zone, leaving it won't switch you anywhere. Every switch leaves a quiet note in your radio's inbox so you can see why you moved

Modern Member List

  • The on-screen radio member list has a new modern look, alongside the classic one for anyone who prefers it
  • A cleaner list anchored to the corner of your screen: rank, callsign and name per member, filling the screen height and then wrapping into columns on busy channels, so 30+ people stay readable
  • Whoever is talking is highlighted, and the highlight lingers for a few seconds after they stop so you can still see who that was
  • Priority calls stand out in red, dual-watch listeners are counted in the header, and your own transmissions show a TX marker
  • A Minimal layout that shows only the channel line and whoever is talking. Bind a "peek" key to show the full list while you hold it. People joining and leaving fade in and out
  • Make it yours from /radiosettings (or /radiodisplay), and changes apply live: Classic or Modern style, text size, list or minimal layout, max rows per column, member display (callsign and name, callsign and initial, callsign only, or name only), accent colour, afterglow time, filled or text-only talking highlight, rank icons, rank tier dividers, dim when quiet, faint backing, animations
  • Text colour: pick a preset shade or your own custom colour, and turn the text shadow off entirely if you prefer a cleaner look
  • Drag the list anywhere on screen and resize it from the corner handle. It snaps to the nearest corner and stays put across resolutions. Choose where your watched channel sits: beside, inside or under the active one

Fixed: Stays Working After a Radio Restart

  • If the radio system is restarted while you're on the server, your radio now carries on working
  • Previously your channels could lose their names, the channel up and down keys could stop responding, and switching the radio on could disconnect you from the server. All three are fixed, so a mid-session restart no longer needs you to rejoin

💥 Flashbangs and Anti-Flash Gear

Police: 9-Bang

  • A new less-lethal device for SWAT-certified officers: one canister that fires nine rapid flashes and deafening bangs in a burst lasting a few seconds
  • Anyone looking toward it when it goes off is blinded by a stark white flash that fades out over the following seconds. The closer and more directly you're looking at it, the worse it hits
  • Everyone nearby gets their ears ringing and hearing muffled, and can be knocked off balance if they're close enough, whether or not they were looking
  • Ducking behind cover blocks the blinding flash but you'll still feel the blast
  • Sold at the police armoury behind the Senior SWAT Operator certification

Police: Flashbang

  • The standard single-burst counterpart to the 9-Bang: one canister, one flash, one bang, for a quick disorienting blast rather than a prolonged one
  • Same blinding flash if you're looking, ringing ears, and close-range stumble as the 9-Bang, just from a single burst
  • Sold at the police armoury

Crafting: Improvised Flashbangs

  • Criminals can now craft their own flashbangs at the black market, once they've unlocked the new Flashbangs crafting talent (branching off Smoke Grenades) and picked up a blueprint print
  • These are rougher devices than the department-issue flashbang: the flash is dimmer and fades faster, the effective range is shorter, and it won't knock you off your feet
  • The hand-cut fuse is also less consistent. It can go off a little early or late, and every so often the device is a dud that just pops and smokes without flashing anyone
  • Blueprint prints for both smoke grenades and flashbangs can be found by chopping cars, on treasure maps, and in truck heist trailers. Flashbang prints are the rarer find of the two

Anti-Flash Goggles

  • A new pair of goggles that blunts the effect of flashbangs and 9-bangs while worn. You'll still feel it, but far less of the blinding flash and the disorienting kick, and it won't knock you down
  • They run on a charge that drains while worn, so you can't just leave them on forever, and only two working pairs can be carried at once
  • Police officers can buy a department-issued pair from the armoury. Criminals can craft their own version at the black market behind a new Anti-Flash Goggles crafting talent
  • A stolen department pair won't work for anyone outside the police force. It's keyed to the badge

⚡ Tasers

Aiming Laser

  • Drawn tasers can project an aiming laser showing where the probes will land. At close range you see two dots, one per probe, so you can judge whether both will make contact. The second dot fades out as you approach maximum range
  • Toggle the laser on, off, or single-dot mode with a key while a taser is drawn. Anyone nearby watching you aim sees it too
  • Performance options in /taserperf: full-detail tracking, a lighter mode for busy scenes, or lasers off entirely for your own client

Status Display

  • Drawing a taser shows a small readout mirroring the device's own screen: cartridges loaded, spares carried, battery level, and whether it's ready or still recharging
  • A fault warning appears if the taser is a decommissioned model that won't fire

Sound Cues

  • Distinct beeps for drawing, holstering, firing, reloading and recharging, including a rising warning tone in the last moment before the taser is ready again, and a low buzz if you try to fire while it's still charging
  • Adjust or mute them with /tasersounds

Evidence: Taser AFID Tags

  • Firing a taser scatters small serial-numbered tags at the scene, just like a real cartridge does
  • Officers can collect them and run them through forensics alongside bullet casings, with a chance to recover a fingerprint and read the taser's serial number, tying the shot back to whoever fired it

🚔 Police

MDT: Cover Rank

  • Staff with the right MDT permission can now give an officer a cover rank that shows on the radio member list instead of their real rank. Nothing else about the officer changes
  • Command who want to run regular patrol without sitting at the top of every channel list can drop themselves to Corporal, Officer, or anything else on the LSPD ladder. Agents can be placed into a department at a believable rank for covert work
  • The radio list reorders the moment the cover rank is set or cleared, no need to leave and rejoin the channel
  • Set it from the officer's staff record in the MDT, under Rank and assignment. A badge on the record shows when a cover rank is active
  • Only staff holding the new View Cover Rank / Set Cover Rank permissions can see or change it. Every change is recorded in the officer's History tab
  • Priority calls, dispatch, and everything else keep using the real rank

MDT: Smoother Maps and Lower FPS Cost

  • The Dispatch, Ankle Monitor and Device Locator maps have been reworked to be much lighter on your game. Units, calls and monitors update in place as they move instead of being redrawn from scratch every refresh, so the map no longer stutters on busy shifts
  • Closing the tablet now actually pauses the map apps. Previously an open Dispatch window kept working in the background for the whole shift, costing FPS even with the MDT closed. Minimised windows pause too, and everything refreshes the moment you bring it back
  • New calls pulse a few times and then settle. Only the call you have focused, or one you are dragging a unit onto, keeps pulsing
  • Device Locator trails and ankle monitor breadcrumbs draw far more efficiently on long traces, and dragging a window over a map is smoother
  • Fixed: with the interface zoom set to anything other than 100%, reopening a map app made dragging and click positions drift further off with each reopen. Maps now track the cursor correctly at every zoom level no matter how many times you open them
  • The map style picker now only offers the Atlas style. The dark and satellite styles were never uploaded and rendered a blank map; they will return when they exist

MDT: Faster Reports and Evidence

  • Report search now waits until you stop typing, and one-letter searches are ignored
  • Report and evidence lists load faster

Fixed: Being Dragged Along During a Takedown

  • If an officer was tased, tackled, or otherwise knocked down while escorting a handcuffed or downed person, that person stayed attached to them instead of being released
  • Escorting now ends automatically the moment the escorting officer goes down, so the person they were dragging is properly released

Fixed: Ankle Monitor Conditions Showed a Wrong Parole Expiry

  • The ankle monitor conditions paperwork showed a fixed 30-day expiry date for players on parole. Since a parole tracking monitor runs for the length of your parole rather than a fixed period, the document now reads "End of parole" in the Expires field instead of a specific date

💀 Criminal Work

Fixed: Vangelico Glass Not Resetting for Players Already Inside

  • Broken display cases only reset when a player walked into the store, so whoever started a heist from inside kept the previous run's smashed cases, with no loot prompt on any of them
  • Everyone near the store is now re-synced the moment a heist starts, so the main room works for the crew that triggered it

Fixed: Redline Escalation Mission Progress

  • The contract Roxy issues for the mission is now reserved for you, so another crew can no longer take it and leave the mission stuck
  • Only A-class contracts count toward the mission steps. Regular B, C and D boosting no longer fills in the progress

🏠 Housing and Property Auctions

Fixed: False Bans From Property Viewings

  • Viewing a property through Dynasty 8 could trigger a false anticheat ban. That is fixed
  • Anyone affected should reach out to staff to have their ban reviewed

Fixed: Listing Dialog Shows the Correct Sale Tax

  • When listing a property for auction, the dialog warned that a 5% tax would be taken from the winning bid, while the actual fee has been 15%. Payouts were always calculated correctly, but the warning misled sellers about what they would actually receive
  • The dialog now shows the real rate, in both English and Albanian, and it stays in sync automatically if the rate ever changes

🚗 Vehicles: Plate Designer

What You Can Do

Using a Custom License or a Stolen License now opens a plate designer instead of a plain text box. The designer shows your plate exactly as it will look on the car: the same lettering, the same eight slots, and the same centring the game uses, so you can see how a short plate sits before you commit to it.

  • Type straight onto the plate and watch it fill in slot by slot, spaces included
  • Check whether your plate text is free before using the item. Checks are limited to a handful per minute
  • See the current plate on your car next to the new one, and what the item costs, before you fit it. Nothing is spent until you fit the plate
  • Once fitted, the card stays open and shows the result on the plate. If the server is slow to answer, the card waits instead of guessing
  • The two items have their own look: the Custom License is a DMV registration, the Stolen License is an unregistered swap
  • Available in English, Dutch and Albanian

Fixed

  • A Custom License can no longer be used on a vehicle with a scratched VIN, and a Stolen License only fits a vehicle with a scratched VIN. The item is not consumed either way
  • Plate text with double spaces is now checked and fitted exactly as typed
Screenshot: Custom License
The plate designer for a Custom License: a DMV registration card with the new plate drawn slot by slot, the current plate below it, and Check availability and Fit this plate buttons
Custom License: a DMV registration. The old plate is retired and your keys move over.
Screenshot: Stolen License
The plate designer for a Stolen License: an unregistered swap card for a VIN-scratched vehicle, with the new plate drawn slot by slot and a Swap the plate button
Stolen License: no paperwork, no questions asked. Only fits a VIN-scratched vehicle.

🐞 Other Changes and Fixes

  • F5 hub. Fixed the F5 hub not loading at all
  • Twitch Connector. The tire-popping and tire-detaching channel point redemptions were sometimes marked as refunded in chat even though the tire had already been popped or knocked off. Viewers now get credited correctly when the effect runs. On regular 4-wheel vehicles the redemption could also pick a middle wheel position that doesn't exist on the car and silently choose a different wheel. It now only ever targets a wheel the vehicle actually has