v0.1.4
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-File