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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, and GetLevel exports 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