Development

Better Company on the Road

An adventurer greets a hound at a sheltered waystation while an owl perches nearby in the lantern light.

Your traveling companion deserves better than a disappearing act at the account menu. The July 27–September 28 companion work tackles the everyday business of keeping your unusual party together.

Acquiring, calling, recalling, ordering, and dismissing followers received a broad overhaul. Familiar and companion menus were brought into line with the choices they actually accept. Bonded companions retain their condition when recalled: calling them again is not a free refill of health or resources.

Who stays, and for how long?

The pets display and help now explain the distinction. Durable pets are saved. Timed summons keep a real-time expiry, which can pass while you are away. Ordinary spell summons last for the current session and are not saved.

Restoring a saved roster respects your current capacity, keeping excess eligible followers stabled instead of squeezing everyone into the active party.

Ordinary summons can also use spare general follower slots after their dedicated allowance is full. Those extra spaces are shared with charmed followers, so adding another summoned creature still has a cost in party capacity.

Purchases, gear retention, undead companions, elemental choices, genie summons, and mounted travel all received targeted checks. If your party has paws, wings, or questionable vital signs, this was a busy couple of months.

These changes have development test and playthrough records. This roundup does not establish that every change has reached the live game; help pets explains the rules in your running version.