Star Wars Zero Company is far more replayable after Update 1.2, which adds campaign modifiers, tactical rules, balance changes and a substantial collection of bug fixes.

Bit Reactor’s XCOM-style strategy game had limited reasons to revisit a completed campaign. Mod support offered deeper customisation, but official post-launch updates were scarce after a large number of developers were furloughed before release. Some workers returned earlier this month, followed by Patch 1.2, an update that goes well beyond routine maintenance.
The patch is especially valuable for players who want to shape their own challenge. The new settings must be selected before beginning a campaign and cannot currently be changed once a campaign is under way. That makes the opening configuration an important strategic decision.
A tougher, more flexible campaign

Normally, Operators can withstand three injuries in tactical combat before dying. Patch 1.2 lets players choose Instant Death, Two Strikes or the standard Three Strikes rules. Players who retain the standard injury limit can also add either a fixed or escalating chance of permanent death.
- Instant Death: an Operator defeated in a Tactical Mission dies permanently, regardless of current injuries. Injuries sustained during Galaxy Map Operations do not trigger this rule.
- Two Strikes: an Operator with at least one injury dies permanently when defeated in tactical combat. Operations are excluded.
- Three Strikes: the default rule, under which an Operator defeated with two injuries dies.
- No Risk of Death: the default risk setting; Operators die only when the selected injury rule is reached.
- Static Risk of Death: every Operator has a 20% chance of dying permanently when defeated in tactical combat.
- Escalating Risk of Death: the chance begins at 20%, rises to 40% after one survived defeat and reaches 80% after a second. It remains at 80% thereafter. Operations do not apply or increase this risk.
Other modifiers can reduce or remove the health gained from Focus Points, prevent disliked pairs from receiving Cross Training before Bond Level 4, and limit the advantage generated by area and assist attacks. Reduced Advantage from Damage gives qualifying attacks only a 50% chance to increase Advantage.
Tactical options include allowing assist shots to miss, giving enemy ranged and melee attacks a 5% chance to critically hit for an additional 8 damage, and enabling No Perfect Shots, which caps Operator ranged accuracy at 99%.
Players can also lock talent, tactical specialisation and weapon respecs. Locking Recruitment Refresh removes the refresh button from the Recruitment Facility, although recruits still refresh automatically at the beginning of each cycle.
Health, progression and equipment rules
- Standard Health Increases: +1 Maximum Health for every three Focus Points.
- Reduced Health Increases: +1 Maximum Health for every six Focus Points.
- No Health Increases: Focus Points provide no Maximum Health increase.
- No Cross Trainings Between Disliked Pairs: disliked pairs receive no Cross Training from Bond Levels until reaching Bond Level 4.
- No Advantage from Area Attacks: grenades, scatterguns and flamethrowers cannot generate Advantage.
- No Advantage from Assist Attacks: backup shots and Easy Mark cannot generate Advantage.
These settings can make a standard-difficulty campaign considerably harsher. A combination such as Instant Death and No Perfect Shots creates the kind of unpredictable run that gives a tactics game a fresh purpose after the story is complete.
Balance changes and facility costs

- Astromech Self-Repair is limited to two uses per combat, with healing now equal to 30%, 45% or 60% of AP spent.
- Astromech Built-In Comlink is limited to three uses per turn at maximum rank.
- Scout Tactical Timing progression changes from 20/40/60/80/100 to 30/40/50/65/80, and Scouts gain Advantage only from ranged and melee attacks.
- Cly’s Electroweb Dart is limited to three uses per turn, while Combat Jump is limited to one.
- Operators now always cost 100 Credits to recruit.
- Call For Backup can be assigned to a chosen hotkey.
Upgrade Facility prices were also reduced across longarms, pistols, repeaters, rifles, crew upgrades and facility upgrades. Notable changes include Longarm Critical Chance II and III falling to 2,000 Credits, Longarm Damage II to 2,500, Pistol Damage II to 2,500, Rifle Damage II and III to 2,500, and Rifle Range I and II to 1,500. Crew Quarters I–IV now cost 0 Credits. Improved Lounge rises from 2,750 to 3,000 Credits, while most listed medical, influence, persuasion, market and delivery upgrades become cheaper.
Bug fixes across combat and campaign systems
Patch 1.2 corrects problems affecting abilities, targeting, Overwatch, progression, cinematics, customisation, interfaces, performance and stability. Among the gameplay fixes are corrected mission rewards, restored progression in epilogue and exploration missions, reliable Combat Jump obstruction checks, correct final-battle failure conditions, and fixes for Morale, Resonance, Shared Suffering, Retaliation, Evasion and Invulnerable effects.
The update also fixes several named ability issues, including Visser’s Miasma after loading an autosave, Cly’s Electro Web Surge targeting mission VIPs, Quick Draw previews, Tel-Rea’s Deflection Chance, Noble Stance lightsaber behaviour, Easy Mark damage on missed assist shots and downed Operators’ reactions.
Overwatch cones now represent actual firing positions and coverage, while several targeting problems involving bosses, melee range, Open Fire, Call for Protection and chained enemy attacks have been addressed. UI fixes cover radial-menu input, ability bars, warnings, specialisation displays, Sabotage range, Bacta Stim previews and mission-result accuracy.
Visual and customisation corrections include clone appearances resetting unexpectedly, profile names not saving on PlayStation 5, Cly’s helmet clipping, cinematic model and prop errors, and several conversation and lighting issues. The patch also resolves various softlocks, a main-menu crash, a PlayStation 5 Character Databank deletion issue and progression blocks in the Utility Tutorial, Retake Luunata and Retake Luunata’s elevator sequence.
Availability and future modifiers
Update 1.2 is live on PlayStation 5, Windows PC and Xbox Series X. Bit Reactor has also said it plans to explore additional campaign-modifier configurations in future updates.
For more gaming and arcade-industry coverage, browse RETROCADE’s Arcade Blog and Arcade Videos. If you are considering a dedicated setup for strategy and classic gaming, the Arcade Machine Buying Guide explains the main cabinet options, while Arcade Machines covers available formats.





Leave a Reply