Releases: Palid/farever-companion
Release list
v0.2.0
What's new since v0.1.8
This one's about the live overlay finally telling the truth. The Shields meter actually works now (it had been silently empty this whole time), pet and summon damage counts as yours again, and your combat-log exports finally capture status effects properly.
The big stuff
The Shields meter actually works now. Shields were applied through a code path that never allocated the object the overlay was hooking, so the Shields meter — and any shield data in your logs — came out empty every single time. The overlay now reads the shield events straight from the game's active-status list instead, so the meter actually fills in. Pre-pull shields count now, too: a shield you cast just before a fight kicks off (the Mage's ~60-second ShieldOfSpark, say) used to read as no change and showed nothing, and it's now credited at encounter start.
Pet and summon damage is credited to you again. Summoned units — Pocket Hive bees, Priest and Halo totems, the Staff's demon imps — spawn as their own units, and they were being dropped from the meter and the logs entirely. Their damage and healing now roll up to the player who summoned them, where you'd expect them. (Verified live in-game.)
Combat-log exports
Status effects are recorded properly now. Shields and other temporary effects used to land in the log as confusing, half-filled data. Your exports now record what was active when a fight opened, plus a timeline of what was applied, refreshed, and expired during it — each one tagged with who applied it and to whom, the same way damage events are. Effect durations and remaining time are accurate now (they used to never get filled in at all), and the timeline is stamped from the game's own clock, so it survives pauses and lines up across party members in a way the old timestamps never could. Logs also record where the fight happened now — instance versus open world, and whether it's a dungeon.
More meter fixes
- Heals, Shields, and Protection meters expand now, just like DPS. Open any of them for the per-skill breakdown — and the expanded sub-rows finally carry a meaningful type tag in the bar color (
[H]for heals,[S]for shields,[+]for protection) instead of the old meaningless[?]. - Solo auto-expand works on every meter. When you're not in a party, your own row opens straight to the per-skill view — Heals, Shields, and Protection do this now too, not just DPS.
- Fast-dying enemies get named instead of showing as a bare number. The name resolver only re-checked a few times a second, so one-shot and fast-dying enemies were gone before their name could be read. It wakes within a few milliseconds of the first damage now, so quick kills resolve to real names on the meter and in the logs.
- F10 / Reset fully clears every meter's expansion state. All four meters drop their expanded rows on a reset now, so stale breakdowns don't linger on screen.
- The "Show weapon names" setting is gone. It never actually worked — the weapon names it was meant to show on the meter never displayed — so the setting has been removed. Your weapon details still go into the combat logs as before.
What's being worked on
- Filling in more enemy names and levels as the lookup learns more of the game's data.
Behind-the-scenes stuff (probably don't care, but for completeness)
- The four meters now share one painter driven by a single underlying data model — which is what made the expandable Heals/Shields/Protection meters and consistent type tags possible.
- More of the overlay's reads — status, shields, location, summons — now happen by field name rather than hardcoded memory offsets, so they survive the shifts that come with game and Steam patches.
Thanks as always for testing this in the wild — the bug reports are what keep it honest.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 hashes below is not ours — don't run it.
There are two hashes: one for the .zip you download, and one for the dinput8.dll you copy into your game folder. The dll hash also ships inside the zip as a current-hash file.
| Asset | farever-companion-v0.2.0.zip |
| Version | 0.2.0 |
| Released | 2026-06-28 |
| Size | 2.95 MB (3,092,109 bytes) |
| SHA-256 (zip) | ddb6a6b078acd9293c090ce22ff417e3a274c91c2be3622f645099faa3e48b1e |
| SHA-256 (dinput8.dll) | 8333e203d5297e1d19f881c536e9e112a6be88fcfbe9b8c3676211517725f333 |
1. Verify the download (the .zip)
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.2.0.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.2.0.zipThe output's Hash value must match SHA-256 (zip) above, character for character. If it doesn't, delete the file.
2. Verify the binary (dinput8.dll) after extracting
Once you've extracted the zip, verify dinput8.dll before copying it into your Farever folder. Run this in the extracted folder:
Get-FileHash .\dinput8.dll -Algorithm SHA256macOS / Linux:
shasum -a 256 dinput8.dllThe output must match SHA-256 (dinput8.dll) above — which is also the value in the bundled current-hash file. If it doesn't, don't run it.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.8
What's new since v0.1.7
This release is almost all about the combat log — and it's a big step. Exports that used to come out half-empty (no gear, enemies listed as bare numbers, damage you couldn't trace back to anyone) are now detailed and a fraction of the size on disk. The overlay itself also went on a small diet.
The big stuff
The combat log is dramatically better. This was the focus of the release, and it shows up all over an encounter export:
- Your gear and weapons actually show up now. The log used to read equipment through pointer paths that don't exist on current game builds, so for a lot of you an export's gear section came out simply empty. The overlay reads your live loadout now, so logs carry the weapons and armor you were actually wearing.
- Every item carries its details. Enhancement (star) level, flawless flag, rarity, socketed augments, which weapon was in hand, and the full generated stat lines — augment stats, item level, weapon upgrade specials and all — are recorded now, recomputed with the game's own formulas.
- Talents and specialization are captured. The build a hero was actually running during the fight makes it into the log.
- Enemies have names and levels. First-seen enemies used to land in the log as a bare numeric id with nothing attached. They now resolve to real names and combat levels, with a readable fallback so you get something instead of a blank when a name isn't known yet.
- Damage events link back to combatants again. Combatant ids were being written two slightly different ways, so the id stamped on a damage event often didn't match anyone in the participant list — meaning you couldn't tell who dealt what. They line up now.
- Logs are far smaller on disk. Release builds write the encounter log as minified, gzip-compressed JSON (
.json.gz) — same data, a fraction of the footprint.
A lighter overlay
The shipped DLL is a little smaller. Dear ImGui's demo window, its debug and metrics tooling, and a batch of deprecated API — none of which the overlay uses — are compiled out now. It's a modest trim (~23 KB, plus a pile of unused baked-in demo text), nothing you'll notice on screen, just less dead weight in the download.
Other fixes
- Gear logging keeps up with the game. A recent game update added a new bag slot; the overlay's slot map was refreshed to match, so bag contents don't get logged as gear and slot names stay lined up.
- Crafted gear logs its stats. Some crafted pieces were coming through with empty stats — they generate the correct procedural stats now, verified against the in-game tooltip.
- Enemy names on the live meter, too. The same name and level lookup that fills in the logs also surfaces enemy target names on the meter, fetched at a gentle rate so it doesn't cost you frames.
The format is settling down
The encounter log is close to final. v1 might still pick up the odd new field or a tweaked name, but it's additive-only from here — nothing you rely on will be removed. If you've been holding off building tooling on top of the exports, this is a safe point to start.
What's being worked on
- An official JSON Schema for the encounter log, published for download so you can validate your exports automatically.
- Filling in more enemy names and levels as the lookup learns more of the game's data.
Thanks as always for testing this in the wild — the bug reports are what keep it honest.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 hashes below is not ours — don't run it.
There are two hashes: one for the .zip you download, and one for the dinput8.dll you copy into your game folder. The dll hash also ships inside the zip as a current-hash file.
| Asset | farever-companion-v0.1.8.zip |
| Version | 0.1.8 |
| Released | 2026-06-13 |
| Size | 3.08 MB (3,233,540 bytes) |
| SHA-256 (zip) | 1b6c9212a035eca089f1c3f0e9af6d8b04a30ca47695018733c619b8e2282df4 |
| SHA-256 (dinput8.dll) | ea39184b2f3842d2f057d806417794ed36094b47407b02b70bcabbcc4c4c212b |
1. Verify the download (the .zip)
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.1.8.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.1.8.zipThe output's Hash value must match SHA-256 (zip) above, character for character. If it doesn't, delete the file.
2. Verify the binary (dinput8.dll) after extracting
Once you've extracted the zip, verify dinput8.dll before copying it into your Farever folder. Run this in the extracted folder:
Get-FileHash .\dinput8.dll -Algorithm SHA256macOS / Linux:
shasum -a 256 dinput8.dllThe output must match SHA-256 (dinput8.dll) above — which is also the value in the bundled current-hash file. If it doesn't, don't run it.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.7
What's new since v0.1.6
Heavy stability release this time, with one big new thing: the Map is here. But honestly, the headline of 0.1.7 might be the freeze fixes — this release kills a small collection of ways the game could hard-lock when the overlay was in use. If you've ever had to force-kill Farever through Task Manager, at least some of those should be gone now.
The big stuff
The Map tab is live. A top-down 2D map of the zone you're in. Drag to pan, scroll to zoom. Points of interest show up as pins grouped by category — orbs, chests, activities, critters, and more — alongside your live position and patrol routes.
It won't spoil you. The map only shows pins, routes, and zones for places you've actually explored. Discovery follows your in-game progress: a zone opens up on the map once you've explored it (usually by lighting its obelisk). Anywhere you haven't been yet stays hidden under fog — and the fog only hides what's there, not the terrain itself, so you can still see the lay of the land. It will never reveal something you haven't found yet.
Still a work in progress. The Map is new and will keep improving. One known gap: the anti-spoiler reveal is a little too eager about dungeons right now — dungeon completion isn't wired into the reveal yet the way the overworld zones are, so a dungeon you've already cleared can still sit under fog. That's a known limitation and it'll be fixed in a follow-up.
Freeze and crash fixes
This release is heavier on stability than any before it. If you've been seeing game freezes in busy areas or after toggling the overlay, this is the batch that addresses them.
-
The game no longer locks up when you re-show the overlay. Toggling the overlay back on (Insert / F13) after it had been hidden for a while in a busy area could hard-freeze the whole game — a full Windows "Application Hang" with no crash dialog. Two separate root causes, both fixed: the data probe now fully pauses while the overlay is hidden and restarts cleanly on re-show, and a thread lock-ordering bug between the renderer and the meter pump has been removed.
-
The game no longer freezes in crowded zones on long sessions. In busy hubs and large fights with lots of NPCs cycling in and out, the meter's background thread could deadlock against itself and lock the entire game — no crash, no error, just a hang. Fixed. The internal unit-tracking also now expires stale entries after 60 seconds, so it can't grow without bound over a marathon session.
-
No more phantom encounters when you zone in or load a character. During the ~40-second window while a character loads, other players' nearby damage could kick off a bogus encounter before you were even live in the world — poisoning the meter before your first real fight. The meter now waits until you are actually in combat before opening an encounter, and buffers any hits that arrive in the meantime so the very first hit of your first fight is still counted.
DPS fixes
-
Your party members show up in the meter again. In group play, a teammate's damage could be silently dropped and never counted toward the meter. Fixed at the source so teammates appear — and they now show their real names instead of a raw
uid:<number>. -
F10 / [Reset DPS] clears the meter instantly again. Resetting your DPS was silently doing nothing in several out-of-combat situations, leaving stale numbers frozen on screen until the next hit landed. Now it always zeroes every meter and refreshes the display immediately, whatever your combat state.
-
The update notice stops crying wolf. The optional update checker was comparing two different ID formats that could never match, so it showed a permanent phantom "new version available" notice. Release builds now compare versions correctly.
Known issues
- Nvidia Smooth Motion still breaks the overlay. No change here — turn it off in the Nvidia control panel until proper support lands.
- Combat log format is still preview. Full hero metadata and the on-disk shape are still moving; don't build tooling against the current schema yet.
What's being worked on
- Proper Nvidia Smooth Motion support (still the blank-overlay issue).
- Locking down the combat log schema and full hero metadata.
- Teammate weapons on rows (plumbing done, render side is the holdup).
- Continued Map polish — the dungeon reveal gap above and general improvements now that it's live.
Behind-the-scenes stuff (probably don't care, but for completeness)
- The shipped build got leaner: removed unused graphics backends, a dead DLL-injector path, and unused dependencies. Smaller, simpler binary.
- The zone-in fix is built on a new "buffer hits until you're resolved, then replay losslessly" path — nothing is lost during the character load window, it just waits for you to actually exist in the world before counting anything.
Thanks as always for testing this in the wild — the bug reports are what keep it honest.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 hashes below is not ours — don't run it.
There are two hashes: one for the .zip you download, and one for the dinput8.dll you copy into your game folder. The dll hash also ships inside the zip as a current-hash file.
| Asset | farever-companion-v0.1.7.zip |
| Version | 0.1.7 |
| Released | 2026-06-02 |
| Size | 2.96 MB (3,106,709 bytes) |
| SHA-256 (zip) | b456adfd45d002146f7eeae7790bcc3bb1eb825ea12fa520b067f4872c553898 |
| SHA-256 (dinput8.dll) | daebaca9339323b174e62092062f277c250d47a74db446424e637e67ccf04576 |
1. Verify the download (the .zip)
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.1.7.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.1.7.zipThe output's Hash value must match SHA-256 (zip) above, character for character. If it doesn't, delete the file.
2. Verify the binary (dinput8.dll) after extracting
Once you've extracted the zip, verify dinput8.dll before copying it into your Farever folder. Run this in the extracted folder:
Get-FileHash .\dinput8.dll -Algorithm SHA256macOS / Linux:
shasum -a 256 dinput8.dllThe output must match SHA-256 (dinput8.dll) above — which is also the value in the bundled current-hash file. If it doesn't, don't run it.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.6
What's new since v0.1.5
Bigger release this time. Three headline wins: a crash inside the meter no longer takes the game down with it, a new Encounter DPS tab that shows your output over the whole fight instead of just the time you were swinging, and the overlay can now tell you when a new version is out (opt-in, off until you say so). Plus a stack of DPS and stability fixes — including one that was quietly dropping your own party members from the meter mid-session.
The big stuff
A crash in the meter no longer takes the game down with it. Every risky piece of the overlay — the calls in and out of the game, each rendered frame, the background pump, the name resolvers, and every individual tab — now runs inside a supervisor that catches crashes. If something inside the meter blows up, that one piece gets caught and sidelined instead of dumping you to desktop; the game and the rest of the overlay keep going. A tab that fell over shows a small placeholder with a Restart button instead of taking everything down with it. Anything that trips is parked for a few seconds and then quietly tries again on its own; if it keeps failing (three times in a minute) it stays parked until you hit "Restart addon" in Settings. It's the kind of fix you hopefully never notice.
A new Encounter DPS tab. The DPS panel now has two tabs that measure the same fight two different ways. Active DPS — what you had before — divides your damage by the time you were actually dealing it, so the clock effectively pauses during lulls; it answers "how hard do I hit when I'm on the target." The new Encounter DPS tab divides by the full length of the fight, idle gaps and all, matching the encounter timer on screen; it answers "what did I really put out over the whole pull." Burst builds will show a big Active number and a lower Encounter one — the gap between the two is your downtime. Both update live as you fight.
The overlay can tell you when there's an update. It's opt-in — the first time you run this build it asks once, "Check for Farever Companion updates?", with a plain yes/no. Say yes and it checks farevercompanion.com quietly in the background (about once an hour) and pops a small notice when a newer build is out, so you're not finding out weeks later that you're behind. Say no and it never phones home — and you can flip it either way afterwards under Settings → Updates. The notice shows what you're on next to what's latest (version, build hash, and date for each), and it'll even nudge you if you're running a rebuilt copy of the same version number — handy when a build gets re-cut without bumping the version. Nothing leaves your machine until you opt in.
Solo players get the per-skill breakdown for free. Playing alone, with no party? Your own row now expands to its per-skill breakdown automatically, instead of making you hold the modifier and click yourself every session. Group up and rows go back to behaving normally.
DPS and stability fixes
- Your party members stop vanishing from the meter mid-session. The 60-second name-cache cleanup added in 0.1.5 turned out to be a little too eager — it could evict your own party members, not just the random mobs you'd fought once. Party members are now exempt from the sweep and stick around for the whole session, the way they should.
- The meter picks itself back up instead of going dark. If the part that processes hits hit a snag and bailed, it used to stay dead until you restarted the game — the panel would just freeze on you. Now it restarts itself and keeps counting.
- Skill names land on the right rows. Name lookup was reading more of the game's data than it needed to, which could occasionally pull the wrong label onto a skill. It's now scoped to just the skill sheet.
- Solo auto-expand only fires when you're actually solo. An early cut of the feature above could trigger at the wrong moment; it's now tied to your real party size and reset per session.
- Tidied a doubled-up readout in the toolbar. The total DPS and encounter timer were showing twice along the top; the redundant copy is gone now that the tabs carry it.
Verifying your download
The download page now shows two hashes, not one. You get a SHA-256 for the .zip you download and a separate SHA-256 for the dinput8.dll inside it, each with its own copy button and a ready-made certutil / sha256sum command. The DLL hash is the one the overlay checks against itself, so it's the one that matters if you want to be certain the file running in your game is the real thing.
Heads up if you grabbed an older build: the packaging for v0.1.3 through v0.1.5 had a quiet bug where the download was a zip wrapped inside another zip. It still worked once you dug the real files out, but it was confusing. The release tooling now unpacks and inspects every artifact before it ships and refuses to publish a double-zipped one, so 0.1.6 onward is clean.
Known issues
- Nvidia Smooth Motion still breaks the overlay. No change here — turn it off in the Nvidia control panel until proper support lands.
- Combat log format is still preview. Full hero metadata and the on-disk shape are still moving; don't build tooling against the current schema yet.
What's being worked on
- Proper Nvidia Smooth Motion support (still the blank-overlay issue).
- Locking down the combat log schema and full hero metadata.
- Teammate weapons on rows (plumbing done, render side is the holdup).
- A map view for completionists — fog-of-war reveal of the zones you've visited so you can spot what you haven't found yet. Still on the list.
Behind-the-scenes stuff (probably don't care, but for completeness)
- The crash protection is a new supervisor layer that wraps every FFI export, render frame, worker tick, and tab body in a panic-catching guard, so a crash is contained to the smallest possible unit instead of unwinding all the way into the game.
- The combat-log writer moved into its own crate and now runs off the hot path on a dedicated thread, fed by a new internal event bus instead of being called directly for each plugin. Pausing tracking is render-only now — the pump keeps draining in the background, so nothing piles up while the display is frozen and the numbers are right the moment you unpause.
- Trimmed dead weight from the per-tick path — a leftover event queue, a couple of redundant locks, some no-op subscribers — which keeps frame timing steadier during long fights.
- New test coverage for the update checker, the combat-log writer's lifecycle (including crash-and-respawn), and the pump's pause/drain ordering — the bits most likely to regress.
Thanks as always for testing this in the wild — the bug reports are what keep it honest.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 hashes below is not ours — don't run it.
There are two hashes: one for the .zip you download, and one for the dinput8.dll you copy into your game folder. The dll hash also ships inside the zip as a current-hash file.
| Asset | farever-companion-v0.1.6.zip |
| Version | 0.1.6 |
| Released | 2026-06-01 |
| Size | 2.78 MB (2,910,623 bytes) |
| SHA-256 (zip) | e0095a5535cab422c5fe88ef4dfb17dafd8721e4209e7998bd02d5c6d443ca00 |
| SHA-256 (dinput8.dll) | 6681e97da42b2484e507ac73b3a4b00313149c0c3b32559cad22206ec5b3ece9 |
1. Verify the download (the .zip)
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.1.6.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.1.6.zipThe output's Hash value must match SHA-256 (zip) above, character for character. If it doesn't, delete the file.
2. Verify the binary (dinput8.dll) after extracting
Once you've extracted the zip, verify dinput8.dll before copying it into your Farever folder. Run this in the extracted folder:
Get-FileHash .\dinput8.dll -Algorithm SHA256macOS / Linux:
shasum -a 256 dinput8.dllThe output must match SHA-256 (dinput8.dll) above — which is also the value in the bundled current-hash file. If it doesn't, don't run it.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.5
What's new since v0.1.4
Smaller release, two readable wins on top of 0.1.4: per-skill rows now tell you what damage type each skill is (Physical / Magic / Raw, color-coded), and saved combat logs now show real mob/boss names instead of numeric ids. Plus some memory hygiene under the hood.
What you'll see
Damage type tags on per-skill rows. Each skill in the DPS panel now carries a small colored tag — [P] Physical (red), [M] Magic (blue), [R] Raw / armor-piercing (gold), [?] if the game didn't tag it. Colors come from the game's own affinity catalog; Raw gets lifted to gold so it doesn't read as another Magic shade. Mixed-damage fights are way easier to read at a glance now.
NPC names in combat logs. Saved encounter logs used to show targets like tgt:0x7ffabc1234 for any mob or boss — only your own party resolved to real names. Now every unit with a display name in the game's data shows up correctly: "target_name": "Demon Rabbit" instead of an opaque id. Same source — the unit catalog in res.light.pak#data.cdb — that the Critter tab already uses.
Damage affinity in saved logs too. Combat-log JSONL now carries "affinity": "Fire" / "Physical" / "Raw" instead of a raw 0x... pointer that no tool could read. If you're poking at the JSON, the field is finally useful.
Memory hygiene
Name caches now expire. The internal hero / unit name tables used to grow forever during a session — every NPC you ever fought stuck around until you closed the game. Now both evict entries that haven't been touched in 60 seconds. Won't matter for short sessions; long all-day grinding stays bounded.
Still being worked on
- Nvidia Smooth Motion support — no change yet; turn it off in the Nvidia control panel until proper support lands.
- Locking down the combat log schema. NPC names are in (this release); full hero metadata and the on-disk shape are still moving. Don't ship tooling against the current schema yet.
- Teammate weapons on rows. Plumbing done, render side is the holdup.
- A map view for completionists. Fog-of-war reveal of zones you've visited so you can spot what you haven't found yet. Still aiming for sometime soon.
Behind-the-scenes
- The damage-type plumbing reads
DamageResult.affinitystraight from the game and resolves it through the same CDB row colors the game uses, so the panel and the saved log stay consistent. - Hard-coded leaf→family mapping (Physical / Magic / Raw + Unknown fallback) because the affinity hierarchy lives in offline data, not the runtime CDB. Audited against the live skill data — covers 100% of tagged skill effects.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 below is not ours — don't run it.
| Asset | farever-companion-v0.1.5.zip |
| Version | 0.1.5 |
| Released | 2026-05-22 |
| Size | 1.45 MB (1,524,322 bytes) |
| SHA-256 | 9fda020c8011f5e7ea7eedac84ea75b878d4459afbf013b005a231ef2f4c231c |
Verify before running
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.1.5.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.1.5.zipThe output's Hash value must match the SHA-256 above, character for character. If it doesn't, delete the file.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.4
What's new since v0.1.3
Three big wins: the meter works again on the latest game patch, multi-mob fights count as one fight instead of five, and opt-in combat log saving actually produces usable files now. Plus a stack of smaller fixes.
The big stuff
Works on the latest game build (23344617). The recent patch reshuffled the game internals the meter reads from, which broke the "are you in combat?" check. Symptoms: the DPS panel timer ran forever and never closed the fight, and your next swing afterwards reset the meter on you as a "new encounter". Fixed.
Multi-mob fights are one encounter again, not five. When you killed a mob in a pack, the game briefly flips "out of combat" before the next mob's aggro flips it back on. The meter used to take that flicker literally and start a brand-new encounter for every mob — a 5-pack fight became 5 tiny encounter logs and 5 panel resets. Now there's a 1.5-second grace window: if combat resumes inside that, the whole thing stays as one fight.
Training dummies have a working meter. Dummies don't trigger "real" combat in the game's eyes, so the meter never saw the fight end and the panel would freeze on your dummy session until you reset it manually. Now: if no damage lands for 10 seconds, the encounter closes on its own. Bonus — when you go back to real combat after dummies, you get a fresh encounter instead of having the new damage roll into the closed dummy log.
Your party DPS doesn't vanish for the first minute of a session. Startup quirk where the meter would try to filter "is this my party?" before it actually knew who you were — so it'd drop every hit (including yours) until things settled. That window is gated properly now: no filtering happens until the meter knows what's what, so hits get counted instead of silently dropped.
Swapping characters or relogging actually resets the meter. Used to hold onto the previous character's data — old skills, ghost party rows — until you quit the game. Now switching characters on the login screen wipes everything cleanly.
Combat log saving (opt-in, still preview)
It's off by default — flip it on under Settings → Live counters → "Save combat encounters logs" when you want recordings. The toggle kicks in from your next fight (the current encounter isn't saved retroactively).
What got fixed for when it's on:
- Logs keep recording even when the overlay is hidden (used to drop the entire write path).
- Entries show real source/target names instead of raw internal IDs.
- Only your party's damage is written (used to dump every entity on the map into your log).
- Files close out cleanly the moment a fight ends (used to stay open until you quit the game).
- In-progress files update as the fight happens, not in big buffered chunks — peek mid-fight and you'll actually see something.
Heads up: the format is preview and will keep changing. NPCs still log as numeric IDs, hero/participant metadata is partial, and the on-disk shape isn't frozen yet. If you're a tinkerer poking at the JSON to build dashboards or tools — cool, glad you're here. Just don't ship anything against the current shape; assume the next release or two will break it. Once metadata is in and the schema settles, we'll publish it properly.
Smaller DPS fixes
- No more fake DPS spikes at the end of a fight. A bleed tick or in-flight hit landing right after combat ended used to open a brand-new "encounter" of length ~0ms, which made the DPS number explode like you'd one-shot a god. Now late hits fold back into the fight they belong to. Tweakable via
[overlay.combat] post_combat_grace_msinsettings.toml(default 1500ms, range 500–5000) — lower it if you want the panel to freeze faster, raise it if your DoTs are tailing past 1.5s. - Late hits also show up in your saved combat log now, not just the panel. The log file used to close before they landed; both paths share the same grace window now.
- Party teammates show their class (used to be hero-only — teammates were nameless silhouettes). Teammate weapons aren't surfacing on rows yet; tracking it as a follow-up.
- Saved logs correctly tag who did what. A source-matching bug meant every saved log entry was tagged as "not the hero" — broke "who did this damage" filtering after the fact.
Overlay fixes
- No more empty-meter flash on the title screen. Used to pop up empty during login and then jump to its real position once the game loaded. Stays hidden until there's something to show now.
- Popped-out panels respect compact mode and setup mode. Tear off a panel into its own window and it used to ignore the rest of the overlay's lock state — title bar visible in compact mode, draggable when everything else was locked. They match now.
- Stale F2/F3 references in tooltips and the README are gone. Defaults moved to F11/F12 a couple versions ago; a few spots hadn't caught up.
- Tidied up a stale "pop out" hint that referenced tabs that aren't in this build.
New settings
In the Settings tab (F7) and settings.toml:
- Post-combat grace (
[overlay.combat] post_combat_grace_ms) — how long the meter waits for late hits / multi-mob flicker before sealing the fight. Default 1.5s. - Save combat encounters logs — toggle under "Live counters". Off by default; flip on when you want recordings. Old
settings.tomlfiles keep whatever value they had.
(encounter_idle_timeout_ms and count_while_hidden are gone — they weren't being read anymore. If you had them set, the meter just ignores them.)
Known issues
- Nvidia Smooth Motion still breaks the overlay. No change since last patch — turn it off in the Nvidia control panel until proper support lands.
- Combat log format is preview. See above — don't build tooling against the current shape yet.
What's being worked on
- Proper Nvidia Smooth Motion support (still the blank-overlay issue).
- Locking down the combat log schema, full hero metadata, and resolving NPC names. The writer side is solid now; the on-disk shape is what's left.
- Teammate weapons on rows (plumbing done, render side is the holdup).
- A map view for completionists — fog-of-war reveal of the zones you've actually visited, so you can spot what you haven't found yet. Aiming to ship sometime next month.
Behind-the-scenes stuff (probably don't care, but for completeness)
- The combat log format is genuinely WIP — each saved fight is a JSON file with a per-event stream plus participant rollups. We're not documenting the schema yet on purpose because it's still moving. Once metadata is in and the shape stops shifting, we'll publish it. If you want to play with it now, go for it; just know the next release might rename or restructure things.
- Quieter perf work under the hood — the meter does less per-tick bookkeeping than it used to, which adds up to smoother frame timing during long fights.
Thanks for playing along while this stabilises. Keep the bug reports coming.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 below is not ours — don't run it.
| Asset | farever-companion-v0.1.4.zip |
| Version | 0.1.4 |
| Released | 2026-05-21 |
| Size | 1.44 MB (1,508,352 bytes) |
| SHA-256 | 6938b3233d5137b8a60293daec379680ae2d735e4bc40bbd71878ff4160b9992 |
Verify before running
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.1.4.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.1.4.zipThe output's Hash value must match the SHA-256 above, character for character. If it doesn't, delete the file.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.3
What's new since v0.1.1
Lots of fixes! Here's the stuff you'll actually notice. (Version went from 0.1.1 → 0.1.2 → 0.1.3 along the way.)
The big stuff
No more sticky keys when your mouse touches the overlay. You know that thing where your character just won't stop running, or your click feels glued? That used to happen any time your cursor drifted over the meter while you were holding a key. Fixed. The overlay only steals your inputs when you're in Setup Mode (moving panels around). Otherwise it stays out of your way.
The game runs smoother during big fights. The meter used to make the game stutter when it was busy writing fight data to disk or crunching numbers. All that heavy work has been moved off the main path, so your frames should hold up much better when things get crazy on screen.
Your DPS number is way more accurate. A bunch of bugs that made it lie a little (or a lot) are gone now. See below for what was off.
DPS stuff that got fixed
- Passive procs aren't getting swallowed by your combo anymore. If a passive (like a Heartsteel-style proc) and your big finisher hit at almost the same time, the meter used to just show the finisher and pretend the passive didn't happen. Now every hit shows up with the right ability name.
- Tiny damage like bleeds and DoTs actually counts now. Anything ticking for less than 1 damage used to silently disappear. No more.
- Your DPS number reflects the whole fight, not just the last 10 seconds. So it won't randomly spike or tank based on what happened right before you looked.
- Enemies that hit YOU don't show up as a fake DPS source anymore. (They still show up in your heals / shields panels where they should.)
- Fights don't get split into pieces as easily. Brief pauses or a long damage tail used to trick the meter into thinking the fight ended and a new one started. Now it waits ~7 seconds of total quiet before deciding a fight is really over.
- ...and back-to-back fights don't get glued together either. When the game itself tells the meter "combat ended" (e.g. between two quick mob packs), the current fight closes right away instead of waiting out the 7-second timer. Best of both worlds.
- Combat-state checks happen every tick now, not 5 times a second. Means fights start and end on time instead of with up to a 200ms delay.
- You can now set how often the meter checks the game (default is 60 times a second). Crank it up if you have CPU to spare and want even tighter timing; lower it if you'd rather save the cycles. Lives under
[overlay.poll]insettings.tomlor via the in-game Settings tab. - New little "dropped / captured" counter on the DPS panel. If it ever goes red, it means the meter is losing hits and you should probably let the dev know. The numbers now count only hits that actually fed your meter (self + party), so they're meaningful instead of wildly inflated by stuff happening across the whole map.
Overlay stuff
- Pressing F10 actually clears the panels now. It used to clear the data behind the scenes but leave the old numbers on screen until the next hit landed. Annoying. Fixed. Bonus: F10 now also cleanly closes the current fight and reopens a fresh one (if you're still in combat), so the rest of the meter sees a proper "end of fight" boundary instead of having the data yanked out from under it.
- Making the font bigger doesn't cut off text anymore. The rows grow with the font now.
Hotkeys (all rebindable)
Press F7 in-game to open the Settings tab and remap any of these. Or edit [overlay.hotkeys] in settings.toml directly. Names like "F11", "Insert", "Home" work, or use a hex code like "0x7A".
| Key | Action |
|---|---|
Insert |
Show / hide the overlay |
F7 |
Open the in-game Settings tab |
F10 |
Reset DPS / Heals / Shields counters |
F11 |
Compact mode (minimal HUD, no tabs / frame) |
F12 |
Setup mode (unlocks the window so you can drag/resize) |
Why F11 and F12? F1–F4 collide with too many in-game keybinds. Pick whatever doesn't fight your build.
There's also an "expand modifier" (default Ctrl). Hold it while left-clicking a character row to expand the per-skill breakdown. Can be set to ctrl / shift / alt.
Stuff you can tweak in Settings
Press F7 in-game (or edit settings.toml). The Settings tab includes:
- Which modules show up (DPS, Heals, Shields, Protection — turn off the ones you don't care about).
- Show / hide class names on rows.
- Show / hide weapon names on rows.
- Window opacity slider (10% – 100%).
- How often the meter polls the game (the new setting above).
- How long a fight has to stay quiet before it closes (default 7s).
- Font sizes (sans / mono / symbols).
All of this also lives in settings.toml under [overlay], if you'd rather edit a file than click checkboxes.
Known issues
- Nvidia Smooth Motion breaks the overlay completely. With it on, the UI renders nothing — blank. Turn Nvidia Smooth Motion off in the Nvidia control panel until support lands (see below).
- Auto-saving combat logs to disk currently tanks your FPS. The whole logging path is being rewritten — for now, leave it off (it's off by default).
Being worked on right now
- Proper support for Nvidia Smooth Motion (the blank-overlay issue above). Until that's done, you have to leave Smooth Motion off.
- Rewriting the combat-log writer (and the file format spec). The current one tanks your FPS when turned on; the new one is being built to write in the background so it doesn't touch your frames.
Behind-the-scenes stuff (probably don't care, but for completeness)
- A handful of crash / weird-behavior risks were patched up.
- There's now an automated build that produces the release zip when someone clicks a button, instead of having to do it by hand.
Thanks for trying it out! If something looks wrong, let me know.
Download & verify
Only download from farevercompanion.com. Anything claiming to be Farever Companion that doesn't match the SHA-256 below is not ours — don't run it.
| Asset | farever-companion-v0.1.3.zip |
| Version | 0.1.3 |
| Released | 2026-05-18 |
| Size | 1.31 MB (1,371,114 bytes) |
| SHA-256 | 1ad287c6ef50a9226dee995fe42fb3d2717c074c362d32d8beaf0252ff741a47 |
Verify before running
Windows (PowerShell), run in the folder where you saved the file:
Get-FileHash .\farever-companion-v0.1.3.zip -Algorithm SHA256macOS / Linux:
shasum -a 256 farever-companion-v0.1.3.zipThe output's Hash value must match the SHA-256 above, character for character. If it doesn't, delete the file.
Windows users — please do this before extracting
Right-click the downloaded .zip → Properties → tick the Unblock checkbox at the bottom of the General tab → OK. Then extract. If you skip this step, Windows may falsely demand admin rights when you copy dinput8.dll into your Farever folder, and even granting admin can fail with an "unspecified error". Already extracted and stuck? Either delete and re-extract after unblocking, or open PowerShell in the extracted folder and run:
Get-ChildItem -Recurse | Unblock-Filev0.1.2
Fixes keyboard and mouse inputs being swallowed by the overlay.
Previously, clicks and key presses could get captured by the overlay window even when you weren't interacting with it, interfering with normal gameplay. This build makes the overlay fully input-transparent when not in setup mode.
Changes
- Fix: keyboard/mouse inputs no longer swallowed by the overlay
Asset: farever-companion-v0.1.2.zip (1.3 MB)
Zip SHA-256: fd37cd14f2872bef5f9c3eee21fac99f3009837f7a54b3dcb0e9655b17dd1586
DLL SHA-256 (inner): 4f971ac6ea77ddca572737689b1fb60eb24edf7f657d4b6d7429045316be0fcf
Verify the zip hash on macOS/Linux: shasum -a 256 farever-companion-v0.1.2.zip
On Windows: Get-FileHash .\farever-companion-v0.1.2.zip -Algorithm SHA256
The published hashes on https://farevercompanion.com always reflect the latest release — compare before running anything.
Install: Unzip, drop dinput8.dll next to Farever.exe, and launch — or see https://farevercompanion.com#install for the full step-by-step.
v0.1.1
Companion is now shipped as a zip archive containing the DLL, a README.txt, and three bundled font license files (Karla OFL, JetBrains Mono OFL, DejaVu). Unzip, drop dinput8.dll next to Farever.exe, and launch — or see https://farevercompanion.com#install for the full step-by-step.
Asset: farever-companion-v0.1.1.zip (1.3 MB)
Zip SHA-256: 06bdb8c0debd76ff207a9d6d7a490b5cb4e735d33c45eed209946eeecae4591f
DLL SHA-256 (inner): 18c8f82976e63fcaa9a3463ea18ec1e2f41ee9e8c2ccfb689c158c9d8f2b3734
Verify the zip hash on macOS/Linux: shasum -a 256 farever-companion-v0.1.1.zip
On Windows: Get-FileHash .\farever-companion-v0.1.1.zip -Algorithm SHA256
The published hashes on https://farevercompanion.com always reflect the latest release — compare before running anything.
v0.1.0
First public release of Farever Companion.
Asset: dinput8.dll (2.6 MB)
SHA-256: f5c236c5b8bad6f0e6fe3cfb62a119db749cfc369ca9f7286f2a73b1adaaa864
Verify the download by comparing the published hash on https://farevercompanion.com against shasum -a 256 dinput8.dll (macOS/Linux) or Get-FileHash .\dinput8.dll -Algorithm SHA256 (Windows).