Developer Bit Reactor has released patch 1.2 for Star Wars Zero Company, introducing a new modular difficulty system that allows players to fine-tune the game's challenge. These options provide more tactical and creative gameplay adjustments rather than simply increasing enemy stats.
The new difficulty modifiers include the ability to remove the injury system entirely, meaning downed operatives are instantly killed. Alternatively, players can lower the injury allowance before permadeath, or introduce a risk of death when an operative is downed. The update also allows for adjustments to health scaling, making operatives more fragile as the game progresses. Furthermore, the respec function can be restricted to varying degrees, including the removal of class and weapon swapping.
These targeted changes aim to make Zero Company more challenging by limiting player options and encouraging more strategic thinking. The game's default difficulty, combined with some of these new modifiers, is suggested to offer a more engaging experience than the original hard mode. This approach is reminiscent of survival modes in RPGs or the 'skulls' difficulty in Halo, focusing on creative challenges over inflated enemy health.
While Zero Company is considered smoother than previous titles from many of its developers, who previously worked on XCOM, the new patch addresses feedback from players who found the game too accessible. The modular nature of the difficulty settings allows players to adjust specific pain points without committing to a full difficulty level increase. One noted disconnect from classic tactics games like XCOM remains the fog of war, as Zero Company reveals the full map and enemy locations from the outset.
Bit Reactor has reportedly begun rehiring furloughed employees, a move attributed to the critical and commercial success of Star Wars Zero Company.