<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Implemented Suggestions]]></title><description><![CDATA[Implemented Suggestions]]></description><link>https://swgevolve.com/forums/category/41</link><generator>RSS for Node</generator><lastBuildDate>Sat, 15 Aug 2026 21:24:44 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/category/41.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 06 May 2026 01:34:39 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Wiki Website Update]]></title><description><![CDATA[
Talisa, post: 4466, member: 319 wrote:
The Rebel Vs. Imperial Badge of Talus: badge location/waypoint(s) listed on both the SWG Wikia and the Evolve Wiki is incorrect. The correct waypoint is /-2548 37 3722 (Next to the fallen AT-ST Head)
Thanks,

[URL unfurl="true"]https://www.swgevolve.com/index.php?wiki/explorationbadges/[/URL]
here is the link to the newly created and updated Wiki Page let me know if you see any other issues.
]]></description><link>https://swgevolve.com/forums/topic/1306/wiki-website-update</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1306/wiki-website-update</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Wed, 06 May 2026 01:34:39 GMT</pubDate></item><item><title><![CDATA[Loot update request]]></title><description><![CDATA[
tormak, post: 4443, member: 3087 wrote:
It is quite disappointing for world bosses, when bosses like HK and Malfosa drop the same loot as their regular counter parts. Counter parts that are quite easy to solo. These are WORLD BOSSES! Loot should be unique to them. Not the same old. Yes, I know they have chance at rarer drops, but to basically get the same basic loot from harder group content that you can't even give away, and just end up deleting or throwing on vendor to never sell is silly.
And then there is the RLS chests... limited to world bosses only, yet too often we get items easily gotten from elsewhere, like war terminals you can buy for a whopping 2 daily tokens!! SUCH RARITY!! Or Mustafar injectors, easy quest to do, especially here... living canals painting, can be had from Chu-Gon Dar cube... AT-ST helmet, easily gotten from doing jobs for Bren Kingal in Mos Taike, can even get as many as you want for a little bit of running back and forth and throwing it in your back pack each time... Prayer mobile: a level 30 quest reward from Kashyyyk...
Yet again, something locked behind harder group required content, that gives simple, easily gotten from other sources, rewards that often times you wouldn't even be able to give away and end up deleting or throwing on a vendor to never actually sell.

Thank you for taking the time to share your feedback. I understand where you’re coming from, and it can definitely feel disappointing to take down a difficult world boss and not see a standout reward.
Several of the world bosses do have exclusive items tied to them, such as things like the VIP Bunker, which are intended to remain rare and valuable. Because of that, loot tables also include more common items to help preserve the rarity of those higher-end rewards. SWG’s loot system relies heavily on RNG, and while that allows for rare drops, it also comes with limitations in terms of consistency.
That said, we do recognize that there may be room for improvement. Our development team is currently focused on expanding content for the upcoming Chapter 6 release, but a fresh pass on world boss loot tables is something that may be warranted down the line.
Regarding the rare loot chest system, similar limitations apply with RNG. While some of the items may feel underwhelming, they do still hold value and can be sold on the player market. Additionally, world bosses provide tokens and a significant credit payout, which helps add overall value to participating in the content.
We appreciate the feedback and will continue to evaluate ways to improve the experience.
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1299/loot-update-request</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1299/loot-update-request</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Sun, 26 Apr 2026 23:02:01 GMT</pubDate></item><item><title><![CDATA[Increase XJ-2 Vehicle speed]]></title><description><![CDATA[
Rezerian, post: 4372, member: 565 wrote:
I bought a XJ-2 Speeder from the world boss vender, fancy red car like speeder.  Only to find its slower than my BARC speeder =/
Since the world boss speeders are vastly more expensive could we have them match the mount speed of a BARC please?

Thank you for the feedback.
With the upcoming Chapter 6 release, all vehicles will be able to have their speed upgraded through the new vehicle system. This should help address concerns like this and allow players to improve the performance of their favorite speeders.
You can read more about the new vehicle system on our Wiki page:
SWG Evolve Wiki Vehicle System
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1270/increase-xj-2-vehicle-speed</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1270/increase-xj-2-vehicle-speed</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Mon, 06 Apr 2026 19:40:56 GMT</pubDate></item><item><title><![CDATA[Flare S Swoop]]></title><description><![CDATA[
tormak, post: 4344, member: 3087 wrote:
Proposal increase the flare s swoop to max. This is a cool speeder, that takes some effort to get, and not having it on par with the rest of the max speed vehicles seems silly and lessens the value of an otherwise cool speeder.

Thank you for the suggestion.
With the Chapter 6 release, all vehicles will be able to have their speed upgraded through the new vehicle system, including speeders like the Flare S Swoop. This should help bring more value and customization to rare and hard-earned vehicles.
You can read more about the new vehicle system here:
SWG Evolve Vehicle System Wiki
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1258/flare-s-swoop</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1258/flare-s-swoop</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Sat, 28 Mar 2026 07:11:56 GMT</pubDate></item><item><title><![CDATA[Grenades Damage/Action Cost Reduction mods]]></title><description><![CDATA[
Cheatmeal, post: 4313, member: 2918 wrote:
Hi!
Looking thrugh The Junkyard and the crafting tool, there are damage and/or action cost reduction for every prime attack in the game except grenades. You get a nice boost from the Hellstorm set when playing Grenadier but when building your armor suit other than weapon damage and specialized weapon damage like heavy weapon there are no mods that benefits the build other than pure luck/prec stacking. (devastation with heavy weapon will to a point)
Could we implement these mods into the exotic mod category?


Cheatmeal, post: 4313, member: 2918 wrote:

Thank you for the suggestion.
Good news, Chapter 6 will be introducing several new exotic junk loot stats, including support specifically for Grenadier builds. The following new stats are planned:

Grenade Damage
Grenade Critical Chance
Grenade Action Cost Reduction
Saber Burst Damage
Jedi Strike Damage
Jedi Sweep Damage
Force Lightning Damage
Damage Over Time (DOT) Damage
Area of Effect (AOE) Damage

You can read more about the upcoming Chapter 6 systems and additions here:
SWG Evolve Chapter 6 Wiki
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1251/grenades-damage-action-cost-reduction-mods</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1251/grenades-damage-action-cost-reduction-mods</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Fri, 20 Mar 2026 14:33:43 GMT</pubDate></item><item><title><![CDATA[Change to allow Faction Chests to Be named or Unnamed]]></title><description><![CDATA[@Bleep  good sir, you have the good fortune of making requests that are within my very limited scope of developer ability. Have added the rename script to 11 storage containers which previously were missing it. Should be on test center within a week.
Appreciation to Chavex for showing me the script name too!
Historical reactions: Like × 2
]]></description><link>https://swgevolve.com/forums/topic/1202/change-to-allow-faction-chests-to-be-named-or-unnamed</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1202/change-to-allow-faction-chests-to-be-named-or-unnamed</guid><dc:creator><![CDATA[Right]]></dc:creator><pubDate>Thu, 19 Feb 2026 01:22:47 GMT</pubDate></item><item><title><![CDATA[Lift the tip cap?]]></title><description><![CDATA[The Tip and Bank Tip Max Amounts will be raised to 100 mil in the next patch and the processing fee for bank tips will be reduced from 5% to 1%
]]></description><link>https://swgevolve.com/forums/topic/1155/lift-the-tip-cap</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1155/lift-the-tip-cap</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Sat, 17 Jan 2026 22:14:29 GMT</pubDate></item><item><title><![CDATA[Expanding Creature Handler]]></title><description><![CDATA[
Aithos, post: 3938, member: 1146 wrote:
Suggestion: Reintroduce SWG-style pet special attacks, add tactical formations, and allow dyeing of Creature Handler tamed pets to restore CH viability, identity, and meaningful gameplay depth.
IMO Creature Handler has always felt, frankly, lackluster with no depth or progression (and I know I’ve sounded like a broken record since joining). Pretty sure it's one of the major reasons why no one plays Creature Handler. ( minus myself....) I’d love to see formations, pet special attacks, and the ability to dye tamed creatures added for CHs.
As it stands, **CH-tamed creatures don’t compete with BE pets....**even a 40-point BE pet will reliably win a 3v1 every time. In PvE, CH pet DPS simply isn’t worth the point investment. The risk, cost, and management of CH pets are still not very rewarding.
Reintroducing creature special attacks, modeled after Pre-CU SWG, would add meaningful depth and allow CH pets to contribute through control, debuffs, and synergy, not raw damage. This would open up tactical combinations with combat professions and make the skill line far more rewarding to play.
Control / State Effects



Area Combo – AoE dizzy, stun, intimidation, blindness
Blinding Strike – Single-target blind
Crippling Strike – Single-target posture down
Dizzy Strike – Single-target dizzy
Force Strike – AoE dizzy + knockdown attempt
Intimidation – Single-target intimidate
Knockdown – Single-target knockdown



Damage / AoE



Area Attack – AoE normal damage
Open Wounds – AoE 5× normal damage + 150-tick bleed (20m), stackable



Disease (HA-based)



Mild / Medium / Strong Disease – 1 / 2 / 3 dmg per 40s tick
Plague Strike – AoE disease, 150 dmg, random HAM pools, 8-minute duration



Poison (HA-based, stackable by origin)



Mild / Medium / Strong Poison – 60 / 90 / 110 dmg per 20s tick (2 min)
Poison Spray – AoE poison, 100 dmg per 20s tick (2 min)



This approach keeps CH pets distinct from BE pets, emphasizes battlefield control over raw DPS, and restores the unique identity Creature Handler once had in SWG.

Check out the updates in Chapter 6 to creature handler.
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1133/expanding-creature-handler</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1133/expanding-creature-handler</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Wed, 31 Dec 2025 22:21:25 GMT</pubDate></item><item><title><![CDATA[Small chef change to alcohol.]]></title><description><![CDATA[This has been fixed and will be released with the Chapter 6 updated May 22nd
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1091/small-chef-change-to-alcohol.</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1091/small-chef-change-to-alcohol.</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Sat, 06 Dec 2025 06:25:36 GMT</pubDate></item><item><title><![CDATA[New Things]]></title><description><![CDATA[
IMMM, post: 3592, member: 1894 wrote:
I would like to humbly request more furniture and plants to be added for structures along with color pallet additions. Please and Thank you for all you do to make our gaming experience amazing!

Thank you so much for your suggestion! We’re excited to share that in Chapter 5.8 (10/14/2025) we’ve added a massive update to color palettes and customization options:

Almost all items in the game now share a universal color palette between armor and clothing.
Color palettes have been redone for clothing, armor, vehicles, starships, furniture, droids, and housing.
Recolor Kits are now available on login for corrections and account-wide adjustments.
Jewelry Sets, most non-crafted armor, and Blacksun Ace helmets can now be colored using the Armor and Clothing Recolor Kits.
Furniture Recolor Kit Schematics and other new schematics, like the Wampa Rug, have been added to vendors and loot tables.

We think you’re going to love the new customization options, including furniture and plant additions, and the expanded color palette makes decorating and personalizing your structures more flexible than ever. Thank you again for your thoughtful feedback — it’s suggestions like yours that help make Evolve even better!
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/1020/new-things</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/1020/new-things</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Fri, 10 Oct 2025 15:58:36 GMT</pubDate></item><item><title><![CDATA[Add Duty Token Vendor to Mos Eisley.]]></title><description><![CDATA[
MPxGrunt, post: 3515, member: 2485 wrote:
Bring a copy of Cash to Mos Eisley like the rest of the token vendors please.


MPxGrunt, post: 3515, member: 2485 wrote:
Bring a copy of Cash to Mos Eisley like the rest of the token vendors please.

Thank you so much for the great suggestion! Development was able to implement this idea, and we really appreciate you taking the time to share it with us. It’s thoughtful feedback like yours that helps make Evolve even better  keep it coming!
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/994/add-duty-token-vendor-to-mos-eisley.</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/994/add-duty-token-vendor-to-mos-eisley.</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Fri, 12 Sep 2025 02:30:50 GMT</pubDate></item><item><title><![CDATA[Double token labor day weekend]]></title><description><![CDATA[I suggest we do a double token labor day weekend from 8/30-9/2/2025.
Historical reactions: Like × 1
]]></description><link>https://swgevolve.com/forums/topic/974/double-token-labor-day-weekend</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/974/double-token-labor-day-weekend</guid><dc:creator><![CDATA[Ceena]]></dc:creator><pubDate>Mon, 25 Aug 2025 16:54:20 GMT</pubDate></item><item><title><![CDATA[Small chef QoL update]]></title><description><![CDATA[
Bleep, post: 3267, member: 360 wrote:
Hello,
There are a few foods that could use a change to the required components to make to increase run size as has been the custom with other profession,Architech,Bio-Eng,
The change I would purpose would be to change alcohol and carbosyrup to similar  not (Identical) List of food and drink as follows (Alcohol changed to similar- Flameout,Breath of heaven,bespin port,accarragm,Mandolorian whine, vasarian brandy,vayorbok and for the Carbosyrup-Denneelian fizz pudding currently you can only run 250 amount runs due to this limit on some schematics this change would open up Full 1000 runs for all these products. any and all consideration into this is great appreciated.

Thank you so much for your suggestion! Development was able to implement some of your changes, and we really appreciate the time and thought you put into this. It’s great suggestions like yours that help strengthen our community and improve the game for everyone. Keep it up!
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/916/small-chef-qol-update</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/916/small-chef-qol-update</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Fri, 25 Jul 2025 02:49:11 GMT</pubDate></item><item><title><![CDATA[Proposal: Increase Trader Vendor Item Cap]]></title><description><![CDATA[Vendor item limit has been increased in chapter 5.8 moving to implemented suggestions.
]]></description><link>https://swgevolve.com/forums/topic/908/proposal-increase-trader-vendor-item-cap</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/908/proposal-increase-trader-vendor-item-cap</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Tue, 22 Jul 2025 06:45:31 GMT</pubDate></item><item><title><![CDATA[More color options for factional armor]]></title><description><![CDATA[
Alishianna, post: 3194, member: 890 wrote:
Add full color palette for factional armor.

Thank you for the awesome suggestion! Development has implemented this along with a massive new color palette in the Chapter 5.8 update. We think you’re going to love the changes and the level of customization now available! We’ve also added clothing recolor kits to give even more freedom when personalizing your look. Thanks again for the great feedback we can’t wait for you to try it out!
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/897/more-color-options-for-factional-armor</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/897/more-color-options-for-factional-armor</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Sat, 19 Jul 2025 07:04:25 GMT</pubDate></item><item><title><![CDATA[May Doctor Skill Tree be permitted the out of combat resuscitate sooner?]]></title><description><![CDATA[This change is on TC now.
]]></description><link>https://swgevolve.com/forums/topic/847/may-doctor-skill-tree-be-permitted-the-out-of-combat-resuscitate-sooner</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/847/may-doctor-skill-tree-be-permitted-the-out-of-combat-resuscitate-sooner</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Fri, 27 Jun 2025 12:01:57 GMT</pubDate></item><item><title><![CDATA[Random Group Loot as Default]]></title><description><![CDATA[Sweeeeet! It's a small change that adds up over time into a big win - Thank you guys!
]]></description><link>https://swgevolve.com/forums/topic/781/random-group-loot-as-default</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/781/random-group-loot-as-default</guid><dc:creator><![CDATA[Right]]></dc:creator><pubDate>Fri, 30 May 2025 05:56:08 GMT</pubDate></item><item><title><![CDATA[Server and Guild Reunion threads.]]></title><description><![CDATA[
Ralphicus, post: 2801, member: 2011 wrote:
I think it may be a good idea to somewhere on the forum create a collection of threads or sub-forum where people can post and check in for the various live servers, and guilds that were active on Live. My past experience on Legends taught me that you never know who you might run into. And I am not sure if this has been implemented here or not. I didn't see one.
 Cheers
-RWLC

That’s a great suggestion thank you for sharing it! We went ahead and implemented this idea, and now there’s a dedicated space on the forums where players can connect around their old servers and guilds. We really appreciate the feedback, and it’s awesome ideas like this that help bring the community together.
[URL unfurl="true"]https://www.swgevolve.com/index.php?forums/65/[/URL]
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/779/server-and-guild-reunion-threads.</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/779/server-and-guild-reunion-threads.</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Thu, 29 May 2025 22:57:51 GMT</pubDate></item><item><title><![CDATA[New 3 Piece Set Bonuses]]></title><description><![CDATA[Thank you to everyone who took the time to contribute ideas and feedback for the 3-piece jewelry sets. The level of creativity and thought put into these suggestions has been fantastic to see.
Community input like this plays a big role in shaping the direction of new content, and we truly appreciate the collaboration.
Orton
Evolve Community Manager
]]></description><link>https://swgevolve.com/forums/topic/757/new-3-piece-set-bonuses</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/757/new-3-piece-set-bonuses</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Sun, 11 May 2025 16:53:08 GMT</pubDate></item><item><title><![CDATA[Improve Droid Naming and Add Naming Support for Flight Computers]]></title><description><![CDATA[This is getting added in the next update.
]]></description><link>https://swgevolve.com/forums/topic/751/improve-droid-naming-and-add-naming-support-for-flight-computers</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/751/improve-droid-naming-and-add-naming-support-for-flight-computers</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Tue, 06 May 2025 17:38:33 GMT</pubDate></item><item><title><![CDATA[Bantha Surprise Adjustment]]></title><description><![CDATA[This change will be added in the next update.
]]></description><link>https://swgevolve.com/forums/topic/742/bantha-surprise-adjustment</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/742/bantha-surprise-adjustment</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Sat, 26 Apr 2025 16:46:35 GMT</pubDate></item><item><title><![CDATA[BM Pets (and maybe CH too) gets your "groupable" buffs when pulled out.]]></title><description><![CDATA[A version of this proposal has been implemented.
]]></description><link>https://swgevolve.com/forums/topic/731/bm-pets-and-maybe-ch-too-gets-your-groupable-buffs-when-pulled-out.</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/731/bm-pets-and-maybe-ch-too-gets-your-groupable-buffs-when-pulled-out.</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Fri, 11 Apr 2025 04:12:33 GMT</pubDate></item><item><title><![CDATA[yt-2400 house]]></title><description><![CDATA[
Chrylyn, post: 2447, member: 1773 wrote:
not sure if possible but can the yt-2400 ship be tied to the yt-2400 house keep deco in it place like a house you packed in datapad?

Thank you for the great suggestion! In our Chapter 5.8 update, we’ve added the YT-1300 and Vigo Houses to the World Boss Vendor. We really appreciate your feedback keep the great ideas coming!
Orton
Evolve Community Manager.
]]></description><link>https://swgevolve.com/forums/topic/692/yt-2400-house</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/692/yt-2400-house</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Sat, 15 Feb 2025 13:34:42 GMT</pubDate></item><item><title><![CDATA[Rebreather]]></title><description><![CDATA[This is being fixed in the next patch for newer crafts. We will explore options for existing crafts, possibly deploying a fixer droid in Eisley.
]]></description><link>https://swgevolve.com/forums/topic/685/rebreather</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/685/rebreather</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Mon, 03 Feb 2025 21:34:31 GMT</pubDate></item><item><title><![CDATA[Assassin's Jewelry Set Rework Suggestion]]></title><description><![CDATA[This will be updated in the next patch. Spy's Fang ACR will be replaced with Assassinate Damage Increase
]]></description><link>https://swgevolve.com/forums/topic/614/assassin-s-jewelry-set-rework-suggestion</link><guid isPermaLink="true">https://swgevolve.com/forums/topic/614/assassin-s-jewelry-set-rework-suggestion</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Tue, 01 Oct 2024 00:35:03 GMT</pubDate></item></channel></rss>