Until today.
As part of a major rewrite of the sidekick code, we've split sidekicks and temporary companions. Which means you can have your sidekick, like Bob the Computer Pharmacist, and a companion, like a wolf, at the same time.
You still only get one of each. We're crazy. We're not that crazy.
Now, I 100% guarantee there are bugs out there. Let me know what explodes.
A few random points:
- Since companions are no longer sidekicks, +sidekick effects do nothing for them and they do not scale to level.
- Companions from items and skills will prompt you to replace other sidekicks, rather than just blocking you and making you manually switch.
- While I was rewriting everything, I fixed a few things a few places where sidekick scaling didn't work quite as advertised. Mostly, this takes the form of getting an extra damage or two here and there.
- A lot of extra text got added to sidekicks and companions to fit the new formatting (p.s. there's new formatting).
- Mostly there are a lot more failure messages, such as chip find sidekicks and companions giving appropriate messages if they don't fire (because the enemy doesn't drop chips).
- Related to that, chip find sidekicks/companions and damage-reduction companions should be more explicit.
- It's entirely possible that, now that companions aren't competing with sidekicks, we might have to go over their balance at some point. For now, go nuts, see how it works out.
Cheers!
Kinak