Quest of the Companions
Changelog
What changed in each release, newest first. The latest is 0.8.1. Hosts and guests should play the same release.
0.8.1, 2026-10-30 (build 219)
Changed
- Co-op: hosts and guests need the same release (the co-op protocol is now 37).
- Taking books and bags: Space reads a book or opens a bag everywhere, including inside a chest or someone's pack, so you can look before you take. Alt+Space (Option+Space on a Mac) takes it. On a stack, Alt+Space still splits. Shift+Space now only means "take all", inside a container.
- Item menu (Ctrl+Space): lists Read, Use or Open, Take and Split, as they apply. "Put in..." is gone.
- Target hint: the target's name and what the keys do stay at the top while you have a target, and go as soon as you clear it. They used to fade after a few seconds.
- Mac keys: hints and the Keys page say Option instead of Alt.
- Take all: the hint leaves it out when a container has only one thing in it, and says "Steal all" when any of it isn't yours.
- Beds and bedrolls: the Target System offers them. Space sleeps, and Alt+Space takes a bedroll.
- Title screen: a Quest of the Companions title under the Ultima VII logo, with the menu moved down to make room. The version line is gone from the title menu and Exult's game picker (it was too large or overlapped the menu);
--version still shows it.
- Targeting things: E offers things within 18 tiles, and a picked thing is dropped once you're more than 18 tiles away or it goes off screen. Containers and signs used to be offered anywhere on screen. People keep their longer range.
- Controller aiming: with the pointer showing (right stick), L1 and R1 pick the person or thing nearest the pointer first, then go on from there. Flick the stick toward a crowd and press. Without the pointer they still start nearest you.
Fixed
- Controller on Windows: the right stick moves the pointer, and the triggers work, in the game itself. They only worked in menus.
- Opening scene in co-op: a guest who joined during the opening no longer plays a separate copy of it with its own conversation. Every scene now runs only on the host, and guests see it from there.
- Scenes and cutscenes: while the Avatar is in a scene, guests watch the Avatar, and their companion waits. When the scene ends, guests get their companion back.
- The Avatar in the opening: guests now see the Avatar arrive. Before, the Avatar stayed invisible for them.
- Conversations stay in step: a line too long for the dialogue box no longer stops the guest's game until the guest clicks. Guests turn the page when the host does.
- Switching windows: the host's game no longer pauses when you switch to another window during a conversation. Its world used to stop (scenes, people walking) and sometimes stayed stopped.
- Targeting: trolls and other tall creatures (cyclops, dragons) can be targeted. They were treated as hidden under a roof.
- Attacking: Space and Q always make the character you play attack the target: the first target, or one you switch to. Sometimes the Avatar stood still while the party fought, and a companion you led wouldn't attack the Avatar's foe.
- Knocked-out Avatar: if the Avatar is knocked out while you lead a companion, you keep control of that companion. The camera used to jump back to the Avatar and you couldn't move.
- Labels: the names shown when you click something sit just above it, whether it's a person, a thing on the map, or an item in a backpack or chest. Labels on things used to float too high, and in windows they covered the item.
- Spittoon: when a guest spits in a spittoon, everyone sees the "ptui!" and hears it, not only that guest.
0.8.0, 2026-10-26 (build 205, 617fa85)
The first release builds: an optimized Mac disk image (Apple silicon) and a Windows build. Mac and Windows players can play together.
Before 0.8.0 there were no releases. Over 205 commits from 2026-10-14 (Exult's 1.13.1 development version), the roadmap's first phases were built: playing a companion, two and then several players over the network, overhead chat, a shared world (items, doors, containers, the journal), co-op combat and story, shops and trainers for guests, lobby codes over the internet, the Class System, the Target System and controller support.
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