Star Wars Zero Company Slashes Upgrade Costs After Players Struggled to Afford Them
Oh no, not Cly!
A major Star Wars Zero Company update is out now, introducing new campaign modifiers, nerfs to Cly, and several bug fixes and technical improvements. Bit Reactor has also significantly reduced Upgrade Facility costs, addressing player feedback about the high prices that made upgrades less appealing.
Star Wars Zero Company Update Slashes Upgrade Facility Costs
There’s a lot to go over in this patch, but one of the highlights is easily the changes to the Upgrade Facility. Bit Reactor acknowledged that players weren’t engaging with the facility because upgrade costs were too high and Credits were often needed elsewhere. Today’s major 1.2 update reduces prices across the board, making upgrades more affordable and Build Slots more viable. Here are a few highlights:
- Rifle Damage III reduced from 7,000 to 2,500 Credits.
- Outer Influence II reduced from 4,500 to 1,000 Credits.
- Focus Point III reduced from 6,500 to 2,000 Credits.
- All four Increased Crew Quarters upgrades are now free.
- Recruiting Operators now costs a flat 100 Credits, regardless of roster size.
These are just a few of the many changes the Upgrade Facility has seen in this update, and I’m glad they’ve finally made it a bit more approachable and affordable.
Other Star Wars Zero Company Patch 1.2 Highlights
On the other hand, Bit Reactor has acknowledged that some players want a greater challenge than the default difficulty settings offer. To address this, the team has introduced Campaign Modifiers, allowing players to significantly increase the difficulty and fine-tune just how punishing they want their campaign to be.
- Injury Limits: Choose between Instant Death, Two Strikes, or the default Three Strikes rules, which determine how many Injuries an Operator can sustain before being permanently killed when defeated in a Tactical Mission.
- Risk of Death: Keep the default death rules, enable a 20% chance of permanent death when an Operator is defeated in tactical combat, or enable escalating risk that rises to 40% after surviving a first defeat and 80% after surviving a second.
- Health Progression: Keep the default health gains of +1 Maximum Health per 3 Focus Points, reduce them to +1 per 6 Focus Points, or disable health increases entirely.
- Bond Progression: Prevent disliked Operator pairs from gaining Cross Training through Bond Level increases until they reach Bond Level 4.
- Advantage Rules: Prevent area attacks or assist attacks from generating Advantage, or reduce the chance of gaining Advantage from damaging attacks to 50%.
- Tactical Modifiers: Allow assist shots to miss, give enemy ranged and melee attacks a 5% chance to deal an additional 8 damage through critical hits, or cap Operator ranged accuracy at 99%.
- Lockout Modifiers: Lock Operators’ talents, specializations, or weapons to prevent respecs, or disable manual recruitment refreshes. Recruits will still refresh automatically at the beginning of each cycle.
Campaign Modifiers can be enabled through the Difficulty Settings menu when starting a new campaign on any difficulty. Selected modifiers take effect after completing the tutorial.
I’m also happy and sad to report that Cly, who can practically carry the entire game on her back, has been nerfed. Her Combat Jump is now limited to one use per turn, while ElectroWeb Dart can only be used three times per turn. The update also introduces balance changes to other abilities, including the Astromech’s Self-Repair and Built-In Comlink.
There are also several bug fixes and technical improvements detailed in the full patch notes.