v0.1.5
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-File