On The Blade
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CHANGELOG

What moved, and when

Balance changes land in config.json — you can pull them without waiting for a build.

One World ecosystem
SITE + COMMUNITY
30 AUGUST 2026

The collection now has one clear home for releases, support, and the shared-world roadmap. This entry documents the ecosystem around the current mod builds; it does not change their individual version numbers.

NEW
Backdoored joins the One World roadmap as a coming-soon home-invasion and property-security pillar. It is not included as a playable release yet.
NEW
Paid One World members receive the current collection plus access to every individual mod room and the private One World members channel in Discord.
DOCS
FAQ and manual now explain shared-world boundaries, installation order, support details, role access, and how to report a useful bug.
SITE
Responsive navigation and display-type guardrails prevent headings and links from colliding on narrower browser windows.
v0.4.0
IN TESTING
7 AUGUST 2026

The street gets a body. Your muscle stand where you posted them and you can walk up to anyone you employ and talk. The crew can hold turf without you driving out, the roster can move into a second business entirely, and a long audit of everything underneath got paid in full.

NEW
Standing orders. Pay the crew to hold a corner so a contest no longer drags you across the map. The menu promises what you are buying before you commit — guaranteed, held at a cost, coin flip, or they will lose — priced off the man, his background, his weapon and his kit. A corner held without you is worth a third of the reputation, wins cost a fee and sometimes a casualty, and the second order level pushes back: after a rout, a chance your crew follows them home and takes a corner of theirs.
NEW
Crew gear. Vests, plates, a van, an armoured van — bought per region. Winning was never the problem; not losing people is. Kit moves the odds a little and the casualties a lot, and a bad night can still write the van off.
NEW
Content houses. A second business for the roster: four properties from a boarded-up Chamberlain Hills shell to a fifteen-room house in Vinewood Hills. A worker posted there sees no clients at all — she is paid hourly against the audience she banked while your corners were too hot to work. Wear, repairs, a quiet line on occupancy, four pieces of equipment, and the better the worker the worse the trade, which is exactly the point.
NEW
Your muscle exist. The men you pay $350 a day were invisible outside a turf battle. They now stand where the work is — next to the woman they mind, or on the busiest corner of their region — carrying the weapon you actually bought, looking like what you hired. A laid-up man stands like one.
NEW
Walk up and talk. Get near anyone on your payroll and they tell you how they are doing — running on empty, wants out, solid — and one key opens what you can only do face to face. A bonus handed over lands twice as hard as one sent along, and halves if you make it a daily habit. The stay-talk is cheaper because you came. Firing is said to a face, and confirmed twice.
NEW
Roll with me. Tell an enforcer to walk with you, then walk up to any of the women and press talk — he minds her from then on. Replaces a sixteen-entry menu with a gesture.
NEW
Give up a lease. Rent was the only bill in the game with no off switch. Any property can now be handed back — everyone inside goes off duty, everything bought for it is gone, and the daily bleed stops.
NEW
Your save can survive things now. Every write keeps the previous generation. A save that will not load is quarantined, the backup is tried, and nothing is written over your run while it is in that state. A config.json that will not parse is set aside under a timestamp instead of being replaced — your tuning is never silently deleted.
CHANGE
New recruits default to nights, and the migration moves anyone still on Always. Always was the default because it was value zero, and it was the worst setting in the mod — no recovery window, all-day exposure. Every house ran at a loss on it.
CHANGE
A full house is a decision again. Heat was tuned against 24-hour occupancy nobody uses, so a full house on a day shift could never be raided. Now: fill it and manage it, hold a room back and forget it, or run nights for 82% and no risk.
CHANGE
Collapse is survivable. It used to leave you an empty roster and every lease still billing — more than a fresh start could ever pay, so it collapsed you again every five days, forever. The leases go with everything else and you start clean.
CHANGE
Selling a worker’s audience is once a week. It cost 8 loyalty against a $500 bonus that buys 12, which made it a money pump worth more than her corner. Nobody buys the same thing twice in a week.
FIX
Bodyguard assignments were wiped on every load. The check ran before the roster existed, concluded every worker had left, cleared every guard — and the autosave made it permanent two minutes later.
FIX
A broken config could zero every worker’s followers and regulars into the save, irreversibly. Caps are never enforced from a config that failed to load, and a config that reads as empty restores its defaults instead of gutting the roster.
FIX
A corrupt save silently became a new game. It is now quarantined and reported, and the previous save is loaded instead.
FIX
The franchise loyalty penalty and referral bonuses never applied — recruiting overwrote loyalty nine lines after they were added. A $45,000 upgrade’s only drawback, and every referral you were ever promised, actually happen now.
FIX
Standing-order retainers billed forever on corners you had lost, with no way to switch them off. Nothing bills on ground that is not yours or a man who is not standing on it, and losing a corner ends its order.
FIX
The muscle menus for orders and gear were unreachable — the menu rebuilt itself on open and threw both rows away.
FIX
A recalled manager kept boosting a corner she was no longer running, and a manager on a lost corner stayed attached to a rival’s block. Both now come off with everyone else.
FIX
A police operation’s heat multiplied by how many workers were standing there — three workers took triple the declared heat. Applied once, like it says.
FIX
Two guards in one zone stood inside each other, and an enforcer could appear twice during his own zone’s turf battle. Both had one body too many.
BUILD
Saves migrate v13 through v16 in one load, each step logged. The shared world file publishes hourly instead of daily, survives corruption, and no longer double-counts heat between the two mods.
BUILD
config.json grew from 194 settings to over 270, every one with its reasoning in the comments. The Trap Star runs beside this mod in the same city — it has its own page now.
Known: this is the largest release yet and much of it is verified by arithmetic ahead of long play — that is what the IN TESTING tag means. Several house doors and corner anchors still have not been walked in-game; a wrong one misplaces a pin, never progress. Tell me what feels wrong and it moves.
v0.3.0
CURRENT
3 AUGUST 2026

The mod stops being only about corners. You can get off the street entirely, clients become people rather than a coin flip, your crew can be promoted and can ask to leave, the police become somebody you deal with, and the crews finally do things back.

NEW
Indoors. Three properties from a two-room walk-up to a four-room Vinewood house. Two to three times the street rate, almost no heat, and rooms as a hard ceiling instead of a crowding curve.
NEW
A house pays no night bonus. The street pays 1.6x after dark and a house pays flat around the clock, so the same worker is worth more indoors by day and more on a corner by night.
NEW
Rent, and house raids. Rent is due whether the rooms were used or not. Run every room flat out and it goes over in about four game days — everyone out, five days shut, a fine, and the rent still running. Hold a room back and it stays quiet.
NEW
Regulars. Clients who come back for her specifically and pay on top of every hour she works. They build faster at higher tiers and fall away if you bench her.
NEW
Bookings. Somebody asks for a named worker. She is gone four to nine hours earning nothing else, and it pays about 2.3x what those hours were worth on the street — if it goes well.
NEW
Connected clients. A vice lieutenant, somebody's lawyer, a producer. Take the money, or take the favour — heat off every corner you hold, a week of peace with whoever hates you most, or six thousand followers and a name.
NEW
Tier can finally be raised. It was rolled once at recruit and never moved again, despite being the largest term in the payout formula. Thirty street hours and 65 loyalty earns tier 2, ninety earns tier 3 — or buy the step up outright.
NEW
Invest in one person. A wardrobe, a doctor, studio time, papers. None of it survives her leaving, which is the point — the roster becomes something you own rather than cycle.
NEW
Managers. A tier-3 worker can run a corner instead of working it — she earns nothing, everyone else there earns up to 75% more and draws 35% less heat, scaled by her own loyalty.
NEW
Mentoring. A junior posted alongside somebody better gains double experience. The senior gains nothing, so who you put together is a decision.
NEW
Burnout, and leaving. Hours are tracked across her whole time with you and never reset by a promotion. Let her go well and it builds your name; pay her to stay and it buys time, not a change of mind; ignore it and she walks anyway.
NEW
A man at the station. Paid by the week, he turns a raid into a phone call — six hours of notice naming the corner. Let the arrangement lapse and he puts everything he knows on somebody's desk.
NEW
Somebody talking. A worker below 55 loyalty starts helping the police and her corner runs hot. You are told the moment it starts but not who — pay to have everyone checked, or guess and lose an innocent along with everyone else's trust.
NEW
Court, not a turnstile. Without the bail fund a bust means two to six days in custody. She earns nothing and cannot be posted, and a lawyer buys the remaining days.
NEW
Crews take from you now. At 70 loyalty she refuses outright and gains ten for telling you; below that it scales to certain at zero. Loyalty is a defence, not just a multiplier.
NEW
War. Aggression used to stop at 1 and mean nothing. At 85% a crew stops testing you: contests 2.2x as often, two extra bodies a fight, and no peace at the ordinary price.
NEW
Alliances. With enough of a name a crew can be brought all the way over rather than merely bought off, and they send people to fight beside you when you take a corner off somebody else.
NEW
An armoury for your muscle. A bat, a pistol, a micro SMG or a carbine — and an armed enforcer turns up in person at incidents on his patch and fights, gangs and bad clients both. He can also be carried out of it.
NEW
A loan shark. Debt only ever happened to you. Now you can borrow on purpose — cash in hand, $1.45 on the book for every dollar, compounding at 8% a day like everything else.
NEW
Set your own rate, per corner. Cut price earns less and runs hotter but builds regulars twice as fast and carries a crowd. Premium earns more and stays quiet but grows nothing and chokes on numbers.
NEW
Collectors. Past $82,500 owed the people you owe come for it in person, where you are standing. See them off and interest stops for three days. Don't, and they take your best worker.
NEW
Somebody who checks — an upgrade that shows a booking's risk before you say yes instead of after.
CHANGE
The bail fund and legal retainer both got sharper. The fund now means she never sees a cell at all, and the retainer halves the fine, the lawyer and the sweep as well as taking a day off a sentence.
CHANGE
Magnetic finally does what its description always promised. It pulled more of the wrong clients but none of the right ones — it now drives who gets asked for by name as well.
FIX
Your config lost every new setting, silently. Any option added after your config.json was written loaded as zero rather than its default — not as an error, just as a wrong number. On an existing install this release would have promoted the whole roster to tier 3 within two in-game hours and multiplied follower gain by nothing. Missing keys are now detected and filled in, and anything you deliberately set to zero is left alone.
FIX
Relationship groups were half-wired. Hired muscle and hostile crews shared one setup guarded by a single flag, so whichever was asked for first marked the job done and the other never got its relationships at all.
FIX
Day-shift workers lost regulars every night. The daily check ran at midnight and asked whether she was working at that moment, which a Days worker never is.
BUILD
Saves migrate from any earlier version in one load, a step at a time, writing each one to the log. A 0.1.0 save still opens.
BUILD
config.json went from 81 settings to 194. Every number in this release is tunable without a rebuild.
Known: this is a large release and balance is tuned by simulation against a handful of hours of real play. Corner placement in Mirror Park, Del Perro and Vinewood is still unverified, and the house door positions have not been walked either — a wrong one misplaces a map pin rather than breaking anything. Tell me what feels wrong and it moves.
v0.2.0
2 AUGUST 2026
NEW
Street reputation. Five ranks from Nobody to Untouchable, moved by every incident you resolve or drop. It gates tier-3 prospects, discounts protection and lifts the loyalty new signings arrive with.
NEW
Protection deals. Pay a crew and they leave your corners alone for a few days. Poaching from a crew you are paying voids the deal — and they keep the money.
NEW
Demand events. Concerts, conventions, paydays, crackdowns and dead nights move one zone between x0.35 and x1.9 for a few hours.
NEW
Territory on the map. Every corner marked and coloured by who holds it, with staffing and raid countdowns in the label.
NEW
Worker traits. Hustler, Camera-ready, Connected, Fragile, Loyal, Magnetic — nought to two each, every one a trade.
NEW
Shifts. Always, days, nights or off, separate from where someone is posted. Off-shift hours build followers and stamina.
NEW
Zone saturation. Each worker on a corner earns less than the last, so spreading out now beats stacking the best zone.
NEW
Debt and collapse. Wages, bail and fines you cannot cover compound at 8% a day. At $150,000 the people you owe come collecting.
NEW
Raids. Past 95% heat a staffed corner gets turned over — everyone off the street, the block shut for days, and a fine.
NEW
Bribes, milestones, and a vehicle per region. Ten goals from your first signing to breaking every crew.
NEW
Muscle keeps rivals off your corners. An enforcer turns away 27% to 45% of moves on turf they cover.
CHANGE
Recruiting is far less sparse. The eligible pool went from 7 models to 86 and the search radius from 20m to 35m, or 70m on gang turf and around Vinewood.
CHANGE
Objectives name the place and the person. "Defend Sandy Shores" rather than "defend your corner".
CHANGE
Default keys are F5 and F1, clear of the block the common modding stack already claims.
CHANGE
The recruit menu says why nobody qualifies instead of a bare "nobody".
FIX
A takeover could not be won even after clearing the street. Winning required every enforcer to register as dead, so one who fled or fell through the map blocked it forever.
FIX
Config, saves and logs were written to the wrong folder, so a correctly placed config was never read and the mod silently ran on defaults.
FIX
New games started with no rivals and no territory — a first run had no crews, no poaching and no turf war.
FIX
Crew posted to the same corner stood inside each other.
FIX
Incident timers ran during deaths and cutscenes, so you could regain control to an already-failed objective.
FIX
Rival enforcers spawned at unverified coordinates, and the Vespucci and Strawberry corners were in the wrong place.
BUILD
Saves are versioned and migrate automatically. A 0.1.0 save loads into 0.2.0 with roster, territory and money intact.
Known: corner placement in Mirror Park, Del Perro and Vinewood is still unverified, and balance is tuned by simulation rather than by enough real play. Both are being worked through.
v0.1.0
FIRST BUILD
1 AUGUST 2026
NEW
Recruiting, six corners, and distance-based streaming — crew are data, a real ped only exists within 150m.
NEW
An hourly economy of payout, stamina, loyalty and heat, plus subscription deposits as a second, safe stream.
NEW
Incidents: bad clients, vice stings, walk-offs and turf battles both ways.
NEW
Four rival crews, poaching and retaliation, upgrades, stash houses, hired muscle and a phone contact.
BUILD
Atomic JSON saves with no third-party serialiser, and one build for both GTA V editions.
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