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.
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 can only be enabled in the Difficulty Settings menu when starting a new campaign, on any difficulty level.
- Click Additional Campaign Options on that screen to see the list.
- Selected modifiers are enabled after you complete the tutorial.
- The developer’s note recommends the default rules on Normal first, and says more configurations are planned for future updates.
They cannot be switched on inside a campaign already in progress.
Modify Injury Limits
| Option | What changes |
|---|---|
| Three Strikes | Default. An Operator defeated in tactical combat with two Injuries is permanently killed. |
| Two Strikes | An Operator defeated with one or more Injuries is permanently killed. Injuries taken during Operations are not fatal this way. |
| Instant Death | Any 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
| Option | What changes |
|---|---|
| No Risk of Death | Default. Operators only die through the injury rules you selected. |
| Static Risk of Death | 20% chance of permanent death whenever an Operator is defeated in tactical combat. |
| Escalating Risk of Death | Starts 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
- Standard Health Increases — default: +1 Maximum Health for every 3 Focus Points.
- Reduced Health Increases — +1 Maximum Health for every 6 Focus Points.
- No Health Increases — Focus Points never add Maximum Health.
- No Cross Trainings Between Disliked Pairs — Operators receive no Cross Training from Bond level increases until they reach Bond Level 4.
Advantage and tactical rules
- No Advantage from Area Attacks — grenades, scatterguns and flamethrowers stop generating Advantage.
- No Advantage from Assist Attacks — backup shots and the Easy Mark ability stop generating Advantage.
- Reduced Advantage from Damage — attacks that generate Advantage have only a 50% chance to do so.
- Assist Shots Can Miss — assist shots follow standard ranged attack rules instead of hitting automatically.
- Enemies Can Critically Hit — every enemy ranged and melee attack gains a 5% chance to critically hit for +8 damage.
- No Perfect Shots — Operator ranged attacks cap at a 99% maximum chance to hit.
Lockout modifiers
Four options remove mid-campaign flexibility:
- Locked Talent Respec — no Operator can change talents.
- Locked Tactical Respec — primary and secondary Specializations are locked.
- Locked Weapon Respec — weapons are locked, though Trick is still allowed one change after his mandatory switch.
- Locked Recruitment Refresh — the Refresh Recruits button is removed. Recruits still refresh automatically at the start of each cycle.
Balance changes in 1.2
- Astromech: Self-Repair is limited to two uses per combat and its healing is now 30%/45%/60% of the AP spent; Built-In Comlink is limited to three uses per turn at maximum rank.
- Scout: Tactical Timing’s progression changed from 20/40/60/80/100 to 30/40/50/65/80, and Scouts no longer gain Advantage from all attacks — only ranged and melee ones.
- Cly Kullervo: Electroweb Dart is limited to three uses per turn and Combat Jump to one.
- Call For Backup can now be bound to a hotkey.
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
- Overwatch: fixed cones that blocked valid shots, cones that never triggered, invisible coverage zones, and cones drawn where an enemy took cover instead of where it fires from.
- Open Fire: the second and third targets in the chain received their cover bonus incorrectly, producing hit chances significantly lower than the UI showed.
- Enemy overwatch accuracy: enemy trooper and enforcer overwatch shots often had an 85% chance to hit regardless of range. Fixed.
- Final battle: several fixes around the final boss, including the battle not ending correctly when the mission-critical NPC dies.
- Stability: fixed softlocks in the Utility Tutorial and when spamming unit inspection, a progression block from saving in the elevator on “Retake Luunata”, and a crash when closing the game from the main menu.
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.
