Electus Heists Changelog
Release notes for every update, newest first.
1.6.0
Biggest update yet, by far.
Plan the job like a real crew.
- Scan any building's actual collision into floor-by-floor blueprints, straight from
/heists. This is generated automatically. - Mark doors, cameras, guards and loot, and see exactly what each camera can see
- Hand players a physical blueprint item: pull it out, study it, flip between floors
- Pin floors to the planning board and crew plan and plot the route together
Also added
- Planning boards: a physical board with contracts, crew, skills & black market
- Heist plans: stage steps, Update Plan node, plan HUD and a Plan tab
- Crew plan: shared canvas for text, drawings, images, blueprints & photos
- NPC Actions (patrol, follow, aim, flee, driving…) and detection/alert settings
- Camera detection conditions
- Custom Event can call exports with arguments
- Node picker search, Hide unused handles
- New server exports & events for heists, skills, XP and heat
Changed
- Prop Carry → Attach Entity (props, objects, vehicles, NPCs)
- NPCs holster weapons until alerted and only react to participants
- Stricter contract start checks
- Redesigned minigames & help text
- Heist data caching and smaller network payloads
Fixed
- Stopping one heist affecting another heist's scenes, animations, minigames or help text
- Contract lock status, duplicate runtimes, stuck animation locks, dropped outputs
- MAJOR improvements in idle usage, runs fully at 0.00ms and lower overall client cost as well.
Upgrading
- Replace new files
- Planning boards spawn by defaul: set or empty
Config.HeistBoards.locations - Add the blueprint items from
inventory_items.lua - Database updates automatically
1.5.0
Added
- Added the Prop Carry node with configurable attachments, animations, gizmo editing, drop controls, and pickup support.
- Added
IncreaseXP,LowerXP,GetXP, andGetLevelexports for contract and skill progression. - Added UI theme support through
electus_core. - Added category-based debug settings.
Changed
- Moved framework, inventory, callback, interaction, and menu support to
electus_core. - Redesigned the contract screens to show requirements, heat, setup progress, and crew readiness more clearly.
- Updated crew lists to use framework character names.
- Updated XP removal to support level reductions across contract and skill progression.
Fixed
- Fixed Delete Entities nodes when map props stream in late or are hidden by multiple active nodes.
- Fixed dynamic target-action handles changing when edges were reordered.
- Fixed stale scene synchronization data and target cleanup.
- Fixed blip creation, display, sprite, color, and coordinate handling.
- Fixed the low-height search animation using incompatible flags.
- Fixed XP exports accepting invalid amounts or XP types.
1.4.0
Added
- Multi-stage heists with stage creation, removal, navigation, and Next Stage nodes.
- Support for moving individual or selected nodes between stages.
- Contract setup missions with dedicated graphs and persistent progress.
- Finale locking until all contract setups are complete.
- Boolean State nodes with shared or per-player values.
- Boolean State actions for setting, toggling, resetting, checking, and reacting to value changes.
- Laser thickness, horizontal and vertical movement, movement distance, and optional props.
- Improved textured laser rendering.
Improved
- Expanded graph validation and automatic Start, Next Stage, and Finish node management.
- Added setup progress and controls to the active-contract interface.
- Hardened server validation for targets, teleports, NPCs, security cameras, EMPs, and signal jammers.
- Added callback rate limiting and participant, distance, routing-bucket, ownership, and entity checks.
- Made blackmarket, contract activation, and skill-tree transactions safer with rollback and refund handling.
- Improved NPC spawning, movement synchronization, and ownership handling.
- Optimized security-camera rendering by prioritizing nearby cameras.
- Improved laser visibility state, cleanup, and runtime isolation.
- Improved heist cloning, autosaving, archiving, and global-node handling for setups and stages.
Fixed
- Contract requirements and required-level checks can no longer be bypassed.
- Finales can no longer start while contract setups remain incomplete.
- Teleport routing now verifies the player's actual vehicle and authorized interaction.
- Server-only events can no longer be triggered through client source events.
- Heist completion and Finish-node handling are now consistent across staged graphs.
- Failed purchases, activations, and unlocks no longer silently consume money, items, or points.
Since this is a bigger update, I recommend testing it before testing on live server.
1.3.0
- Reworked projects loading for a lighter payload
- Added Global Nodes. These can be used to easier change e.g. "Crate Loot" by changing one node for all heists. They can be edited inside the projects menu
- Added yourself as a participant of "Start Now" heists to avoid confusion.
1.2.0
- Reworked the synchronization system for scenes and objects to resolve potential issues with timeouts and optimization.
1.1.0
- Added configurable police confirmation before start
- Added configurable hide locked contracts
- Fixed various of issues with sync and such