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v0.2.0

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@Palid Palid released this 28 Jun 18:51

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 SHA256

macOS / Linux:

shasum -a 256 farever-companion-v0.2.0.zip

The 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 SHA256

macOS / Linux:

shasum -a 256 dinput8.dll

The 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 .zipProperties → 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