Gaming

‘Star Wars: Zero Company’ Patch 1.2 Adds Campaign Modifiers

The update lets players set permadeath and difficulty rules before a campaign, alongside a set of balance changes aimed at some of the game’s strongest abilities.

A generic photograph used to illustrate game update news
The patch adds new ways to customize a campaign’s difficultyPhoto: Unsplash

Star Wars: Zero Company has received a patch that gives players far more control over how difficult a campaign is. Version 1.2 added fourteen rules that can be set when starting a new campaign, on any difficulty, through an additional options menu. The update also moved the game’s permadeath toggle into the same menu, so the settings that shape a run are gathered in one place.

The rules take effect once the tutorial is over and stay with that campaign, which makes them a lasting choice rather than a per-mission setting. The aim appears to be replayability: by letting players tune how punishing the game is, the developers give experienced players a reason to start fresh runs with different constraints, and give newcomers a way to soften the experience.

Death and risk settings

Several of the modifiers concern how and whether characters die. Under the default “Three Strikes” rule, an operator defeated in tactical combat with two injuries is permanently killed. An “Instant Death” option kills an operator the first time they fall in a tactical mission regardless of injuries, while “Two Strikes” kills them once they are defeated with at least one injury.

A separate set of rules adds random risk. The default removes any chance of death from injuries alone, but a “Static Risk” option gives every operator a twenty percent chance of permanent death when defeated in combat. An “Escalating Risk” variant starts at twenty percent and rises to forty and then eighty percent after each near miss, steadily raising the stakes as a campaign continues.

Progression, advantage and lockouts

Other modifiers change how characters grow. Health progression can be kept standard, reduced, or switched off entirely for a harder decline in survivability. A bond setting can prevent operators from earning cross-training benefits until a higher bond level. Advantage rules can strip the benefit from area attacks or assist attacks, or cut the chance that damaging attacks generate it, making positioning and planning more important.

Tactical modifiers tweak the combat math: assist shots can be made fallible, enemies can gain a small chance to land critical hits, and player attacks can have their maximum accuracy capped. A group of lockout rules removes the ability to respec talents, specializations or weapons during a campaign, and can disable the option to refresh recruits, forcing players to live with their choices.

Balance changes

The patch also rebalances several abilities that had proven stronger than intended. The Astromech’s self-repair ability is now limited to twice per combat, and its built-in comlink is capped at three uses per turn at maximum rank, a change meant to stop a combination that let the unit funnel extra action points to allies. The Scout’s tactical timing passive was retuned and no longer grants advantage from every attack, only ranged and melee ones. The character Cly saw her electroweb dart limited to three uses per turn and her combat jump limited to one, removing a mobility tactic the developers considered exploitative.

Together the changes reflect a common path for games of this kind: tighten the rules that let a few strategies dominate, and hand players a broader set of dials for making the experience as tense or as forgiving as they want. For a squad-based game built around risk and loss, giving players control over exactly how much they can lose is a fitting direction.

Sources

ConsolePCGaming, “Star Wars Zero Company 1.2 Adds Campaign Rules”; and the Star Wars Zero Company community wiki, campaign modifiers (2026).