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  • H

    Currently, when you obtain a Bounty Hunter mission it remains in your datapad until either you or another hunter complete it. I'm not sure about now, but in the old days, there is an amount of missions that each player has posted to the boards (lets say five). So if five hunters log in and all obtain the same mission - there are no more missions of that player to try to get. I don't believe that system is currently is place here. But what happens when the target player logs off? The mission remains in the hunter's datapad. This doesn't really mean or do anything other than someone out there has your mission.

    I may seem biased, but when I login to play a toon I know has a bounty, I always check to see if someone is actively hunting me. This is confirmed by doing a BH or smuggler check on yourself. If someone has your mission it'll show you are "actively being hunted" even when the bounty hunter may not even be online.

    My suggestion is to forcefully remove bounty hunter missions from hunter datapads upon a logout. This will allow your mission to go back up on the board (if maximum amount has been obtained on the terminals) as well as allowing the target to ***accurately track when they're being hunted. ***Example being: If I'm on my BH and I grab a mission from the terminal and log out, the target may check themselves and still see they are being hunted - even when I go offline.


    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.
  • 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.


  • A

    First off, this is pretty cool, I need to play around with it more. Second, I wasn't sure where to report this, but out in the world if i select an object I get the "Enable Movement Gizmo" option and even though it says you have to be an admin to move an object it still let me move and confirm, so something isn't restricting the way it should. I tested on that rebreather table in DWB in the med center area where that guy has the quest for the mines. I did put it back, was wanting to see if it would actually let me move it.


    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
  • M

    Any chance we could get a UI sizer? from 100% 124, 150 and so on?

    Historical reactions: Love × 1


  • Evolve StaffE

    1779335992682.png

    Chapter 6: Return of the Mandalorians Patch Notes

    New Content

    New Items

    New Jewelry Sets

    • Hunter’s Pursuit
    • Feral Pact
    • Battlebond
    • Ravager’s Momentum
    • Iron Vanguard
    • Deadeye Protocol
    • Gunslinger’s Gambit
    • Tactical Adaptation Suite
    • Counterforce Barrier
    • Adventurer’s Grit
    • Jedi Survivor

    New Junk Loot Stats

    • 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

    [HR][/HR]

    Mandalorian Content

    [HR][/HR]

    Creature Handler Revamp

    Creature Taming & Progression

    • Added a new level-scaling taming system

    • Adult creatures above level 50 must now be weakened below 30% health before taming

    • Added baby creature taming as part of the new Creature Handler progression loop

    • Babies now naturally spawn throughout the world and can be tamed

    • Creature acquisition methods now use separate progression paths and stat pools:

    • Wild adult tames

    • Baby tames

    • Rare egg creatures

    Exotic Stats

    • Tamed creatures can now generate randomized Exotic Stats
    • Exotic Stats provide rare bonus attributes and increased breeding value
    • Exotic traits can be inherited through generational breeding
    • Rare egg creatures can obtain Exotic Stat combinations unavailable from standard wild tames

    Rare Egg System

    • Creature Handlers can now discover rare creature eggs using the “Search Lair” ability
    • Rare eggs have a chance to appear when searching creature lairs across the galaxy
    • Rare egg creatures use unique stat pools with stronger long-term breeding potential
    • Rare egg discoveries are intended to be uncommon and valuable progression rewards

    [HR][/HR]

    Breeding & Barn Systems

    Breeding

    • Creature Handlers can now breed compatible male and female creatures of the same species

    • Tamed creatures now generate randomized:

    • Gender

    • Offspring count

    • Exotic Stat traits

    • Offspring inherit and combine parental traits across multiple generations

    • Breeding can produce stronger future generations with improved stat potential

    • Rare breeding combinations may create creatures with enhanced Exotic attributes

    • Creature breeding types are now displayed in creature descriptions to identify compatible pairs

    Barn Improvements

    • Tamed creatures can now be deposited directly into Barn storage
    • Creatures stored in Barns can participate in breeding sessions
    • Creature Breeding Times have been set at live standards of 6 hours per session now that testing is nearing completion
    • Added the ability to remove creatures from breeding slots
    • Added a breeding cleanup option to clear stalled breeding sessions
    • Multiple backend improvements added for breeding reliability and creature management

    [HR][/HR]

    Creature Combat

    Combat Roles & Balance

    • Creatures can now utilize DPS and Tank combat profiles
    • Updated pet ability usage and combat pacing
    • Adjustments improve survivability and overall balance in solo and group encounters

    Revive Restrictions

    • Creature Handler pets can no longer be revived while actively in combat
    • Pets must now be revived outside combat situations
    • This change reduces infinite revive chaining during difficult encounters
    • Mounted combat and pet survivability were adjusted to offset the increased risk

    Mounted Combat

    • Expanded mounted combat support for Beast Masters and Creature Handlers
    • Beast Master and Creature Handler mounts now support mounted combat
    • Beast Masters can now mount and dismount during combat
    • Beast Master mounts no longer automatically store when dismounting
    • Beast Master combat pets and mounts can now remain active simultaneously
    • Beast Master and Creature Handler mounts received increased health pools
    • Creature Handler mounts can now be ridden by non-Creature Handlers

    [HR][/HR]

    Beast Master Updates

    • Expertise Revamp

    • Reduced Total Point Spend

    • New starting abilities

    • Novice Beast Master and Creature Handler now begin with Revive, Heal, Attack, and Create Mount abilities

    • Heal Improvements

    • Increased the base effectiveness of Beast Master healing abilities

    • Beast healing now properly scales with normal Heal Potency calculations

    • Improved heal responsiveness and priority handling during combat

    • Buff Persistence

    • Beast Master pet buffs will now properly store and reapply when pets are dismissed or recalled

    • Improves buff consistency during travel, mounting, and pet management activities

    • BM Combat Pets & Mounts Simultaneously

    • Mount Summoning Improvements

    • Beast Master mounts no longer automatically store when dismounting

    • Beast Master mounts can now be mounted and dismounted during combat

    • Beast Master combat pets and mounts can now remain active at the same time

    • Improves overall mount usability and combat flow for Beast Masters

    [HR][/HR]

    Combat Updates

    • DOT Rate Increases

    • Increased Fencer and Jedi one-handed DOT application rates from 8% to 12%

    • Improves consistency of one-handed damage-over-time builds in combat

    • Pistoleer Dead Eye Jewelry Set

    • Increased the DeadEye set Action Damage bonus from 1500 to 2500

    • Improves burst damage potential for Pistoleer builds utilizing the DeadEye set

    • Grenadier Remote Detonator Buff

    • Increased the base damage of Remote Detonator

    • Improves burst damage potential for Grenadier builds using explosive abilities

    • Reduced Shadow’s Embrace 5-Piece Bonus Stealth Strike Dodge Chance

    • Default Evasion/Strikethrough Adjustments

    • Reduced default level 90 Evasion and Strikethrough values from 10% to 0%

    • Places greater emphasis on player stat investment, gear, buffs, and build choices for defensive scaling

    • Major Defensive Abilities can no longer be used while mounted

    • Saber Burst, Lightning Burst, Blaster Burst & Razor Slash will now stack up to 10 times after finding previous code providing evidence to work as such. As a result, each stack now gives +15.00% damage increase of above ability, removing the Increase Damage Taken modifier

    [HR][/HR]

    Class Updates

    Bounty Hunter

    • Reveal Bounty

    • Reveal Bounty has been separated from the Master Bounty Hunter expertise box

    • Players can now unlock Master Bounty Hunter without automatically opting into the bounty system

    • Selecting Reveal Bounty will now clearly indicate BH system opt-in requirements

    • PvP Bounty Scaling Adjustments

    • Increased bounty gains from PvP deathblows on opted-in targets from 500 to 2,500 credits

    • Increased bounty gains from successful bounty missions from 1,000 to 5,000 credits

    • Improves bounty value growth and overall bounty hunting activity within the PvP system

    • BH Token Changes

    • BH Tokens are now excluded from token bonus weekend multipliers

    • High-tier Bounty Hunter missions now have a chance to award additional BH Tokens

    • Expands token earning opportunities through endgame bounty content

    FRS Jedi

    • Weekly Bounty Increases

    • Increased weekly bounty growth for FRS Jedi

    • FRS Jedi below Rank 4 now receive 100,000 weekly bounty increases

    • FRS Jedi Rank 4 and above now receive 500,000 weekly bounty increases

    • Rank 3 will now make you permanently Special Forces and permanently opted-in to the Custom Bounty system. Ranks 2 & below will not force Special Forces Status or Opt-In Status. Make sure to disable Opt-In Status from the command browser under “Other”

    • FRS Adjustments

    • Fixed an issue preventing non-FRS Jedi from properly entering Leave status

    • Improves reliability of Jedi leave functionality and state transitions

    Jedi

    • Extensive reviews and concepts for Jedi have been on-going through the testing of Chapter 6. As such, the below changes are made in mind with much more significant and impactful changes coming in a future chapter as Jedi is aligned to its overall potential and less on a PvP/FRS-Focus. Further information will be provided in the future
    • 5th Generation Old Republic Hilt, Battlefield & Juyo Lightsabers, upon logging in, will have their special bake-in core attributes & stat mods removed. Ancient Sith Knucklers will retain their special bake-in for Chapter 6
    • Polearm Lightsaber Stance has had it’s +3m range modifier removed to prevent conflicting issues with the new 6th Generation Polearm which will be a 0-8m range weapon
    • 6th Generation Lightsabers, during the crafting process, will allow bake-in stats, Weapon Enhancements & Weapon Augmentations, like non-Jedi weapons. Ancient Sith Knucklers have not been adjusted to match
    • Force Stasis now works correctly, applying to other targets except the caster. Force Stasis (Self) still works as intended, only usable on the caster.
    • Using the Jedi Unlock Holocron no longer requires being aligned with a faction
    • Jedi are now able to resign from their faction
    • Jedi are now able to go on leave
    • FRS Flagging is no longer based on player faction. This system is being revisited in the future where FRS may become more roleplay based while the pvp elements shift to becoming a secondary optional PvP system for all players

    Doctor

    • Stasis Field now works correctly, applying to other targets except the caster. Stasis Field (Self) still works as intended, only usable on the caster.

    Commando

    • Stand Fast now works as intended after rigorous testing
    • Second Fire Chance in On Target now gives 4% per point spent, down from 10%

    Teras Kasi Artist

    • Melee Damage Increase has been adjusted from 5% per point to 3% per point under the Unarmed Damage Box in Row 2
    • Moved Flurry from Swordsman to Row 6 after Master Box

    Fencer

    • 1-Handed Melee Damage now gives 4% per point spent, up from 3%

    Swordsman

    • Cooldowns slightly increased on Dizzy and Vital Strike to better align with the role of Two-Handed Weapons
    • Moved Flurry to Teras Kasi Artist and re-adjusted the Striker’s Jewelry Set as a result

    Pikeman

    • Polearm Damage now gives 4% per point spent, up from 3%

    Martial Artist

    • Unarmed Damage now gives 4% per point spent, up from 3%

    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
  • Y

    6/5/26 Update
    Flurry was moved to Teras Kasi Artist and is no longer feasible to obtain in this build.
    Not recommended for Hracca Daily, adjusted comments to reflect the change.

    Difference from this build compared to the Ranged version is that I wanted 8% more Damage Reduction which is obtainable from Melee. This is my Assist/Buff-Bot Doctor/Squad Leader build designed for new players, and to assist my main character. New players will want to pay attention to get Enhancement Specialist from Doctor and Experienced Leadership from Squad Leader.

    Overview:
    Assist, not to be played as an active Doctor. Run an assist macro, and button smasher macro for abilities.
    Being on assist you can direct spot heals to other players by selecting other players in group as the assist macro will cause the character to target then the member of the group.

    Content Solo:
    Sher Kar - YES (4-6k DPS w/ Weapon Damage Powerups, No Doctor Stance)
    Revanite Daily - YES
    Hracca Daily - No

    Pro:
    Great Healing power passively including 2 AoE heals and Multiple direct heals.

    Con:
    Not designed for active gameplay.
    Very low DPS.

    Expertise:

    Brawler: Focusing on getting Swordsman to deal more damage with new Kashyyyk Weapons.
    1766386938270.jpeg

    Swordsman: You get additional Block chance with 8% Damage Decrease (Reduction) while still in Doctor Stance. Note because this is melee you may not get as many Inspiration procs from General's set as you have 2 less attack abilities compared to the ranged version of this build.
    1766387076680.jpeg

    Teras Kasi Artist: Teras Kasi provides the greatest well rounded defense. Goal here is more Block Chance, also Project Will is a decent attack. Notice you get less Block Chance with this build then you do with Ranged version, good thing grabbed extra Block through Swordsman.
    1766387156725.jpeg

    Doctor: New players will likely want to take Enhancement Specialist to gain Doctor Buffs until they are able to obtain Combat Evolve Buff Bot from Restuss Commendation vendor. Seretonin Boost cures debuffs and Cure Affliction cures DoTs. Depending on need I would transfer a point into Bacta Cloud if trying to provide party protection from debuffs. Notice you have 1 less Bacta Concentration so you may want to back off on Bacta Burst for area DoT heals.
    1766387253467.jpeg

    Squad Leader: New players will want to take Experienced Leadership until they are able to obtain Combat Evolve Buff Bot from Restuss Commendation vendor. Squad Leader provides some of the best buffs ingame and synergies well with Doctor. Bacta Surge which is a second AoE heal, and Defibrillator providing yet another Resurrect in combat. I do not run Scatter on my macro, instead I use Charge, this could be optimized with a better macro that would place them back to back. Toughen is great for improving party defense. High Yield is also a nice damage boost for the party and could benefit from a better macro timing Toughen and High Yield.
    1766387350346.jpeg

    Preferred Buffs and Gear:
    Usual Stacked Buffs - Doctor, Squad Leader, Junk Dealer, Favor of the Elders, Tactical Stim, Lasting Performance, Familiar, Mustafar Injector.
    Entertainer Inspiration - 3000 Kinetic, 3000 Energy, 6% Second Chance Heal, 5% Evasion, 240 Luck.
    Jewelry Set - General's Set
    Attachments - 8 Piece Luck, Constitution, Block Value.
    Exotics - 3 Piece Critical Hit Reduction, Healing Potency, Luck.
    Powerups - 3 Heal Potency (Healing)

    Final Notes:
    Note I focus alot on Luck, Luck can reset your heals and revives. With Generals Jewelry Set the party is unlikely to ever need action recovery.


    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.
  • Disavowed113D

    according to the mission info from here
    [URL unfurl="true"]https://swg.fandom.com/wiki/Cries_of_Alderaan[/URL]
    the data disk was removed. would it be possable to add it back in?


    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
  • B

    I love the new changes to chef that have been made! But have one small ask, A lot of the subcomponents were changed to stack in 1000 when completed in a factory which is great but Alcohol was overlooked from that update if you could just change it to come out in 1k stacks like the rest of the subs due to it being used in many different drinks in large volume. This change would be a great QoL to go along with all the other great evolutions here on the server, thank you for your time and hard work!

    Attachments

    • screenShot0122.jpg
    • screenShot0121.jpg
    • screenShot0120.jpg

    This has been fixed and will be released with the Chapter 6 updated May 22nd Orton Evolve Community Manager
  • AithosA

    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.


    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
  • CheatmealC

    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: 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
  • T

    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.


    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
  • RezerianR

    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?


    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
  • L

    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.


    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
  • Disavowed113D

    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)


    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
  • E

    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!!1778970167047.png1778969488672.png


    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
  • CiaphasC

    Calling all Wanderhomies! My main was J'fan and I had an alt named Lannaca. My best bud was Tharreta. We ran a guild called Strength in Numbers (SIN). Had a little town on Rori called SIN City.


    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
  • M

    I thought it might be a good idea to add to the inventory and even containers a sort button that would sort things alphabeticaly

    Historical reactions: Like × 1


    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
  • B

    My suggestion is to add a sell all button that sells all you junk/stated items up to your daily limit of 250k


    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
  • H

    Been talking with a few people and the topic of Force Throw has come up several times for melee Jedi. Currently, Force Throw is available in Force Sensitive as the base attack with no added perks. You have to dip into Mystic to make it worth while. When Mystic already has a snare ability, Lightning. The only snare ability available for BM Jedi is Pommel Bash. Albeit a great ability, the game has a hard time registering the distance between targets so when you think you're within range to use Pommel, a lot of times nothing happens.

    **My suggestion being - move all Force Throw abilities into one or two boxes within Force Sensitive. This way, both ranged and melee Jedi have the chance to obtain a ranged snare. This allows virtually any play style of Jedi to have the chance to snare their target.

    -Force Throw / Improved Force Throw could take up 4 points within one box. That box would give you the base attack, snare duration and throw damage.
    -Saber Shackle would be tied to 4/4 points in the first box. Then provide the current values of shackle of snare and root chance. (this could also be changed to throw damage/root chance, then move snare chance to Improved Force Throw)**

    Just a suggestion based on conversations I've had. Melee Jedi is a great tool to have, and I've noticed a lot more melee Jedi on the upside versus mystics which I think is great because Mystic is already crazy enough. And I feel like melee Jedi lose a ton of opportunities because they can't get close enough to snare their target.


    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
  • Y

    So I finally reached 1 billion credits and then some, not sure how much I lost but come to find out the limit a Guild Hall can hold in the Treasury is 1 billion credits.

    Any Chance we could increase this limit?

    Think I lost around 30 million credits loading up my guild hall, no biggy but kinda sad.


    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]