STAR WARS ZERO COMPANY GUIDE

Patch 1.2 Guide — Campaign Modifiers, Balance Changes and Fixes

Patch 1.2 adds Campaign Modifiers: custom injury, risk-of-death, health, Bond, Advantage and lockout rules for a new campaign, plus balance and cost changes.

Zero Company campaign scene representing strategic choices

Patch 1.2 (notes published October 15, 2026) is the first Zero Company update that lets you rewrite the campaign’s own rules before you start. Campaign Modifiers are optional rules for injuries and death, risk of death, health and Bond progression, Advantage generation, tactical behavior and respec lockouts. The same update carries balance changes, Upgrade Facility price cuts and a long bug-fix list.

How to enable Campaign Modifiers

They cannot be switched on inside a campaign already in progress.

Modify Injury Limits

OptionWhat changes
Three StrikesDefault. An Operator defeated in tactical combat with two Injuries is permanently killed.
Two StrikesAn Operator defeated with one or more Injuries is permanently killed. Injuries taken during Operations are not fatal this way.
Instant DeathAny Operator defeated in a Tactical Mission is permanently killed, regardless of current Injuries. Operations injuries are still not fatal this way.

Instant Death also changes For My Brothers: while it is enabled, Trick can be downed and injured once in a mission, and a second defeat in the same Tactical Mission kills him.

Add Risk of Death

OptionWhat changes
No Risk of DeathDefault. Operators only die through the injury rules you selected.
Static Risk of Death20% chance of permanent death whenever an Operator is defeated in tactical combat.
Escalating Risk of DeathStarts at 20%, rises to 40% after the first defeat an Operator survives, then 80% after the second. Later defeats stay at 80%.

Injuries taken during Operations never carry this risk and never raise it.

Health and Bond progression

Advantage and tactical rules

Lockout modifiers

Four options remove mid-campaign flexibility:

Balance changes in 1.2

Cost changes

Recruiting an Operator now always costs 100 Credits instead of scaling with roster size. Upgrade Facility prices were cut across the board — Focus Point III fell from 6500 to 2000 Credits, Rifle Damage III from 7000 to 2500, and Increased Crew Quarters I–IV to 0. The notes list similar cuts for weapon upgrades, influence, market inventory and the medical bed.

Bug fixes worth knowing

Linux and Steam Machine

Zero Company was crashing on Steam Machine — and likely other SteamOS/Linux systems — after the major update. A GamingOnLinux report on the game’s Steam news feed (October 17, 2026) says Valve resolved the crash on their side; it is a platform fix, not a game change.

Where this fits

See also: difficulty, Permadeath and Beskar Mode, the combat system explainer, and operators and squad building.