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  • Bounty Hunter Missions

    Suggestions
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    2 Posts
    51 Views
    Y
    This makes sense. I never used the check to see if someone is "actively being hunted". Personally makes sense at logout state to clear it, that is you lose you Entertainer Inspiration Buff, you will likely need to obtain a new Entertainer Buff before proceeding to hunt the player anyways. But not to be cleared if you just get a short LD / Link Dead.
  • HK-47 Buff Removal

    Suggestions
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    27 Views
    H
    As we all know on this server, the original content is pretty dang easy. So easy that most of us solo this content for either tokens, loot, or enjoyment. The HK-47 instance is a good one because it's easy enough to solo in a decent amount of time. And with the Evolve Buff Bot providing officer buffs as well as doctor buffs,* ***is there really a need for this instance to purge off your buffs? **I personally don't think so. If you're in a groove and want to bang out all the Mustafar content by yourself, chances are you'll have to go reapply at least some of the buffs not provided with the Evolve Buff Bot (drinks, foods, entertainer, inoculation, etc) Just seems like a wasted mechanic and more of a waste of time. Even newbie players can solo this instance to competition with the buff purge.
  • Movement Gizmo

    General
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    RezecR
    This is currently and experimental feature and while its true some of the objects appear to move on your client, there are server side validations so they dont move for anyone else and appear as they should if you logout and back in
  • UI Size

    Suggestions
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    M
    Any chance we could get a UI sizer? from 100% 124, 150 and so on? Historical reactions: Love × 1
  • Chapter 6: Rise of The Mandalorians

    Patch Notes
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    Evolve StaffE
    Mounted Combat & Vehicles Command BARC health increases Basilisk War Droid experimentation expansion Expanded hitpoint experimentation options for Basilisk War Droids Increases customization and survivability potential for Basilisk-mounted combat builds Vehicle Upgrade System Added a new vehicle upgrade system for ground vehicles Vehicles can now be upgraded with improvements to health, maximum speed, and acceleration Upgrade components can be obtained through the new Hardmode instances Expands long-term progression and customization options for vehicle gameplay Mount combat functionality improvements Improved mounted combat support for Beast Master and Creature Handler mounts Mounts can now be more reliably used during active combat situations Updated mount behavior and combat flow for improved usability and survivability [HR][/HR] Space Updates New Ships B-Wing Light Variant - Improved maneuverability with lower mass Space Improvements Convoy updates Added new Tier 6 Pirate Convoys Updated convoy reward crates to provide fewer items with higher overall quality Added Nym’s Starmap and Lord Cyssc components, B-Wing light variant schematic, POB chair & couch schematic, and ARC-170 Flight Suit to piracy crate loot table Other changes Using the Operations Chair on POBs is no longer factionally restricted Increased the maximum active space asteroid chunks from 3 to 9 [HR][/HR] GCW & World Updates New planet Tralus opened for travel and settling Mandalore & New Mandalore are open for travel New Mandalore can have cities and houses but only if you join the Mandalorian Faction Dathomir and Endor opened for Player Housing and Cities City rank requirement reductions Reduced Rank 4 city requirements from 24 to 20 citizens Reduced Rank 5 city requirements from 36 to 28 citizens Reduced Cloning Center requirements from Rank 3 to Rank 2 Reduced Shuttleport and Theater requirements from Rank 4 to Rank 3 Static GCW base persistence Static GCW bases will now retain faction ownership through server restarts Improves long-term faction control and territorial progression within GCW systems Added Mandalorian cloners and camps to static bases on Naboo, Corellia, and Talus Tralus Harvester Bonus: Harvesters placed on Tralus will have an innate 5% bonus to extraction rate, hopper size and energy use efficiency [HR][/HR] User Interface & Quality of Life Multi-item inventory selection Added CTRL + Left Click and SHIFT + Left Click multi-select support for inventory management Allows players to move multiple items between containers more efficiently Improves large-scale inventory organization and item transfer usability Text Size Increase Various UI windows have had their text increase as a result from multiple sources of feedback. If you have the No-Squint mod that has been provided in the past, you MUST remove it prior to launching the game or it won’t launch Object Mover system Added an experimental Object Mover command under the “Other” menu Allows players with house admin access to reposition objects inside structures Mayors can now reposition city decorations using the system Includes updated X, Y, and Z positioning controls for object placement adjustments This system is currently experimental and will continue receiving future improvements and refinements, credit to Bubba Joe Renamable containers/backpacks Added rename functionality to multiple existing storage containers and lootable backpacks Updated reward and loot backpacks to support custom naming Junk Box system Added a new Junk Box for storing junk loot items Functions similarly to the Heroic Token Box system Improves inventory management for players collecting large amounts of junk loot items Area Invite ability Added a new Area Invite ability added to commands as a button in the “other” tab Datapad trading Creature Handler pets can now be traded directly through the datapad Barn storage improvements Tamed creatures can now be stored directly inside Barns Improves long-term creature organization and management Added cleanup options for stalled breeding sessions Backend improvements have been added to improve creature storage reliability Mustafar taming fixes Implemented fixes related to taming creatures on Mustafar Resolved issues that could prevent certain creatures from being successfully tamed Improved reliability of Creature Handler taming interactions on Mustafar creatures No Trade Item Updates Removed No Trade restrictions from 43 additional items Updated Shatterpoint and Cloak of Hate to No Trade Shared [HR][/HR] Bug Fixes & Miscellaneous Festival Sign Fixes Fixed issues preventing the use of Ewok Festival of Love standing and hanging signs Resolved additional Festival of Love sign interaction issues Space Fixes Fixed MK1 missile and launcher functionality Fixed a Tier 2 droid spawn issue tied to Naboo/Rori duty missions Removed faction restrictions from Ship Operations Chairs Jewelry Fixes Fixed issues related to the Jewelry Set Gift selection system Removed the back button from the Trader Jewelry Set Gift to prevent accidental selections Cantina NPC Fixes Added Shalera the Hutt back to the Tyrena Cantina Fixed issues causing Kav and Boba to be incorrectly pulled through cantina interiors during instances Animation Fixes Fixed an issue causing Razor Slash animations to interrupt movement incorrectly Loot Fixes Fixed deconstruction issues for Hoth Imperial Scout armor pieces Instance Fixes Adjusted Hraaca instance auto-close timing for consistency Added fixes for clone auto-close behavior Misc World Cleanup Removed unused buildings and debris from Mos Eisley Relocated several token vendors near the Bazaar Fixed multiple missing strings and world interaction issues Misc Other New loading screens for all planets, courtesy of Scorpius Von Guts
  • 0 Votes
    3 Posts
    225 Views
    Y
    Gilcraft, post: 4314, member: 3155 wrote: Do you have any examples for assist macros to use this build? Sorry I thought I already replied to your message. Yes I do have macro's I use. [EMBED content="thread-839"]https://www.swgevolve.com/index.php?threads/839/[/EMBED] My bots/alts run a combination of Combat Macro (Place the heals in the ability slots for combat), Join Macro, Assist Macro.
  • 0 Votes
    3 Posts
    73 Views
    T
    I don't remember the particulars on how to do it, but there used to be a way to skip part of that quest and you were able to get the badge and the Alderaan Flora to make the item or use as deco. Just tried, you can talk to the coordinator, who sends you to the information officer, then back to the coordinator. Round 2 at the coordinator gives you a waypoint, but nothing is there when you get there, and have tried three times, on leave and as combatant
  • Small chef change to alcohol.

    Implemented Suggestions
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    133 Views
    ortonO
    This has been fixed and will be released with the Chapter 6 updated May 22nd Orton Evolve Community Manager
  • Expanding Creature Handler

    Implemented Suggestions
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    637 Views
    ortonO
    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
  • Grenades Damage/Action Cost Reduction mods

    Implemented Suggestions
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    174 Views
    ortonO
    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
  • Flare S Swoop

    Implemented Suggestions
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    3 Posts
    66 Views
    ortonO
    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
  • Increase XJ-2 Vehicle speed

    Implemented Suggestions
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    4 Posts
    97 Views
    ortonO
    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
  • Could we get a higher city hall treasury withdraw cap?

    Suggestions
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    2 Posts
    34 Views
    ortonO
    LordAnorak, post: 4528, member: 235 wrote: 150k per day is rather small if you have a treasury of more than 10 million, especially with city restrictions being lifted on endor and dathomir as well as new planets being added, being able to have a higher withdraw will make it easier for people to move their cities if they want to. Thank you for the feedback. That’s a fair point, especially with larger city treasuries, expanded housing opportunities on planets like Endor and Dathomir, and future planet additions. Increasing the daily withdrawal limit could certainly help make city relocation and large-scale management less cumbersome. We’ll pass this along to development and have them take a look. Orton Evolve Community Manager
  • pre cu at-st pet

    Suggestions
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    57 Views
    ortonO
    Disavowed113, post: 4527, member: 233 wrote: would it be possible to add back for tokens/event the Old pe-cu pet at-st? object/tangible/deed/pet_deed/shared_atst_deed.iff (Faction pet deed) Thank you for the suggestion. We’ll have development take a look at whether the old pre-CU pet AT-ST can be reintroduced through a token or event reward system. Orton Evolve Community Manager
  • Game Mouse Sliders

    Suggestions
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    48 Views
    ortonO
    Ebabo, post: 4532, member: 1349 wrote: Would it be possible to add Game Mouse sliders for Space, separate from the current sliders. Adjusting the sliders for better maneuverability in space. and then having to adjust the sliders to function properly on the ground is annoying and bothersome. Separate sliders would make transitioning from ground to space and back to ground much more enjoyable adding easy of use and esprit de corps!![Unavailable historical attachment #2059][Unavailable historical attachment #2058] Thank you for the suggestion. Having separate mouse sensitivity sliders for ground and space controls is a solid quality of life idea and would definitely make transitioning between the two feel smoother and less cumbersome. We’ll pass this along to development and have them take a look at what might be possible. Orton Evolve Community Manager
  • Wanderhome

    Server and Guild Reunion
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    DragazharD
    The toon I had on Wanderhome was Avonyae who was my pre- CU Twilek M Swords/M Dancer before CU came and destroyed our guild just about.. I logged in brieflly during NGE but did not play much at all. Our guild was on Dantooine and was imperial.. I barely remember any other names I knew then sadly. Historical reactions: Like × 1
  • Would it be possible to add the following

    Suggestions
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    ortonO
    mochachris, post: 4522, member: 354 wrote: I thought it might be a good idea to add to the inventory and even containers a sort button that would sort things alphabeticaly Great news! This functionality is already in game. In your inventory or container, click “Change View” at the bottom of the window. From there you can sort by Name, Type, and Volume. Simply click the title box for the category you want, and it will sort A-Z. Click it again and it will reverse the order to Z-A. Orton Evolve Community Manager
  • Add a sell all button to the junk vendor

    Suggestions
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    B
    you could add another dialog box after the sell all button is pressed that shows a list of all the items that you are about to sell, that should eliminate the problem of people selling stuff they need and needing a csr
  • Force Throw

    Suggestions
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    RezecR
    This is very much similar to what @Cailener1234 is working on. We have a Jedi tree revamp coming sometime after the launch of Chapter 6. Historical reactions: Like × 1
  • Increase Guild Hall Treasury Limit

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    Y
    I learned something knew. I didn't know there was a Galactic Reserve. I was aware of the Bank Terminal and the ability to deposit but Galactic Reserve was new to me. wiki link for those interested. [URL unfurl="true"]https://swg.fandom.com/wiki/Bank[/URL]