01Updates

Every change, dated.

Every fix and every feature we ship, per game, newest first. A game that needed a new build after a patch says so here, with the date.

What is working right now is on the status page. Status

Bones fix, web radar NPCs and animals

  • Fixed peds and players sometimes stuck without bones (a tiny box, no skeleton) until Misc > Re-init
  • Web radar: peds now send the weapon they hold
  • Web radar page: NPCs and animals each get a "..." in the NPCs tab to set their size, health (ring, bar or %), name side (top, bottom, left, right), distance and the peds' weapon; the Animals section is always there

Overlay stutter fix

  • Fixed the overlay stuttering since today's update: the map collision visible check now reads the map in small steps, the overlay never waits for it
  • With Misc > Visibility check on Render and memory writes on, the map collision is no longer read at all

Web radar, map collision visible check, weapon names

  • Web radar: share a live map of your game at elusive.is/r/<code> (Webradar tab), on the game's own map; viewers need no account, the password is optional
  • Players with their heading, health and weapon, NPCs, and animals named by their species
  • New visible check, read only: the map's own collision tells who is behind a wall (Misc > Visibility check, Map collision by default); glass, fences, bushes and foliage let it through, no memory write needed
  • Visible check and Visible only now work with memory writes off
  • Weapon names: the game's own weapon names (RV_CATTLEMAN, SN_BOW...), on RedM too, no more hex codes
  • Animals: their species in the ESP name and in Lua get_name() ("Deer", "Horse (Arabian)")

Aimbot weapon range

  • Aimbot: respects the weapon's max range, like silent aim (Max range is in the Respect max weapon range popup)

Player list, ESP preview, menu animations and Dynamic FOV

  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot, silent aim and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Resizable menu and aimbot target fix

  • Menu: resize it like a window, drag any edge or corner; the size is saved with your config
  • Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a fast horse's lead no longer pushes the target out of the FOV)

Deadzone and menu polish

  • Lock deadzone is now a checkbox, its size goes up to the aimbot FOV
  • While the menu is open, the FOV circle is shown with the deadzone preview
  • Menu: the multi-select check mark no longer slides out of the row
  • Menu: hovering an item in a dropdown no longer looks like selecting it

Re-init button and Lua API additions

  • New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
  • Lua: config.* to list / save / load / delete / reset the local configs from a script
  • Lua: render.text_ex (outline + alignment), render.polyline, render.polygon_filled, render.arc, render.arc_filled
  • Lua: host.product() to write one script for several games
  • Lua: mem.modules() re-reads the module list, modules loaded after the start show up
  • The loader can be started before the game: it waits for the game modules to be loaded before scanning

Red Dead Redemption 2 DMA - Initial release

  • Works on Red Dead Redemption 2 and RedM
  • ESP: box, skeleton (players, peds and horses), health, name, weapon, godmode / invisible flags, distance, snaplines, off-screen arrows
  • Visible check (draw visible only or recolor)
  • Real player names on RedM and in the base game, "Show peds" option with its own color
  • Aimbot with prediction, humanization and fluid bone switch
  • Silent aim: prediction, hit chance, magic bullet, max range, rainbow target
  • Triggerbot on lock-on, only when the weapon is ready (not while reloading)
  • New in-game menu, configs and Lua scripts
Red Dead Redemption 2 DMA Cheat Updates & Changelog, elusive