<?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[Evolve Patch 10: Rise of the Pets]]></title><description><![CDATA[<h1>Patch Notes</h1>
<h2>08/31/2023 Rise of the Pets:</h2>
<p dir="auto"><strong>Beast Master:</strong></p>
<ul>
<li>Enabled the Beast Master skill tree</li>
<li>Beast Master should work as it does in the NGE with the exception that Bio Engineer is stripped out into its own tree</li>
</ul>
<p dir="auto"><strong>Creature Handler:</strong></p>
<ul>
<li>
<p dir="auto">Reworked the entire CH skill tree and underlying code</p>
</li>
<li>
<p dir="auto"><strong>Added:</strong></p>
</li>
<li>
<p dir="auto">New Expertise Skills</p>
</li>
<li>
<p dir="auto">Tame Creature (for testing purposes will not currently fail for creatures that are tameable)</p>
</li>
<li>
<p dir="auto">Revive Creature - Revives a single tamed creature</p>
</li>
<li>
<p dir="auto">Creature Heal - Area heal for all active tamed creatures</p>
</li>
<li>
<p dir="auto">Group Creatures - Command your tamed creatures to join your group</p>
</li>
<li>
<p dir="auto">Creature Follow/Stay - Command your tamed creatures to follow you or stay behind</p>
</li>
<li>
<p dir="auto">Creature Guard - Command your tamed creatures to guard you</p>
</li>
<li>
<p dir="auto">Creature Attack - Command your tamed creatures to attack your target</p>
</li>
<li>
<p dir="auto">Creature Pet Tricks - Command your tamed creatures to do tricks</p>
</li>
</ul>
<p dir="auto"><strong>Carbineer:</strong></p>
<ul>
<li>Fixed prereqs for Assualt Efficency, Vital Efficency and Vital Accuracy</li>
</ul>
<p dir="auto"><strong>Grenadier:</strong></p>
<ul>
<li>Enabled the ability to craft grenades (Credit Cyco)</li>
</ul>
<p dir="auto"><strong>Pikeman:</strong></p>
<ul>
<li>Fixed prereqs for Pin Down (Credit NORD)</li>
</ul>
<p dir="auto">**<br />
Squadleader:**</p>
<ul>
<li>Fixed Emergency Shield (Credit Riek)</li>
</ul>
<p dir="auto"><strong>Swordsman:</strong></p>
<ul>
<li>Fixed prereqs for Dizzy and Precision Strike (Credit NORD)</li>
</ul>
<p dir="auto"><strong>Teras Kasi:</strong></p>
<ul>
<li>Fixed an issue with Innate Armor calculations (Credit NORD)</li>
</ul>
<p dir="auto"><strong>QoL Changes:</strong></p>
<ul>
<li>Katarn Armor - Added +20 to Con/Str/Luck/Prec (Credit NORD)</li>
<li>Kashyyykian Ceremonial Leggings have been moved to the "boots" slot (Credit Shotgun Charlie)</li>
<li>Allow Player Trandoshans to wear boots (Credit Raum)</li>
<li>Tusken King Heroic - Set a minimum amount of expert spawns per rescue call</li>
<li>Tusken King Heroic - Changed walk speed of experts (needs testing)</li>
<li>Weaponsmith's and Droidsmith's Tool Kits have been converted to wearable containers (Credit Raum)</li>
</ul>
]]></description><link>https://swgevolve.com/forums/topic/19/evolve-patch-10-rise-of-the-pets</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 10:20:09 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/19.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 31 Aug 2023 18:53:07 GMT</pubDate><ttl>60</ttl></channel></rss>