Zero CompanyDatabank
Update log
Update log

Patch notes

Every update, with the developer's own notes and what a fresh extraction of the patched build shows underneath them. The data half is where the numbers are: which attribute moved, what a tier is worth now, and what changed without anyone writing it down.

Hotfix, 28 September 2026

Steam build 25513890.

A 6.1GB download with a one-line note, and the files back the note up: no ability, weapon, enemy, reward or operation value moved, so every number on this site still holds. What changed sits in the executable and in a few level files.

What changed in the files

Read out of the patched assets rather than from the notes. Anything marked as not in the notes was found in the data alone.

Frame generation gets its own systemNot in the notes

The only new class in the patched executable is a frame generation subsystem. Frame generation leans on the graphics card and driver more than most features do, which makes it the likeliest home for a crash that only some hardware hits. The files can't confirm that, though.

Texture pools reset between mapsNot in the notes

A new engine setting, on by default, rebuilds the virtual texture pools on every map change instead of keeping one shared set for the whole session. The build also logs it when a pool fails to release.

Lift markers on Bespin and in the finaleNot in the notes

Three interactions now always show their on-screen marker: the Turbolift to Lobby and one unlabelled interaction in Casualties of War, and the Use Lift prompt in The Infinite Coil. Each gained a flag that forces the marker on.

Your choices are reported backNot in the notes

The narrative manager now sends a telemetry event for every conversation choice, carrying the line and the text of the option you picked, and another for every consequence that lands, carrying the operation and its parameters. Nothing changes in play.

Maps changed scenery onlyNot in the notes

About 230 level files were re-saved with small edits, mostly reshaped splines and a few rotated props. Cover, spawn points and objectives on all 72 tactical maps are unchanged, so the charts here still match.

The developer's notes

Grouped as published, with the wording tidied where a line had a typo in it.

Bug fixes
  • Fixed a crash issue for various hardware setups.

Update 1.1, 9 September 2026

Steam build 25134257.

A bug-fix patch, and the two fixes that matter most to a build are the ones the notes describe least. Tel-Rea's Force attacks and the DC-17m now run through the ordinary weapon damage path, so critical damage and the Ranged Damage cross training finally reach them. Scatterguns II to IV stop firing tier one's numbers.

What changed in the files

Read out of the patched assets rather than from the notes. Anything marked as not in the notes was found in the data alone.

Force attacks fire from a weapon now

Push, Pull and Shockwave each carried a flat damage number on the effect itself, which is why bonuses slid off them. Every tier now reads Tel-Rea's own Force weapon (6 damage, 4 critical damage, optimal range 1,000) and adds its tier bonus on top. The totals haven't moved: Push runs 6 to 12 across its six tiers, Pull 12 to 24, Shockwave 12 to 24. What changed is that criticals and damage bonuses reach them at all.

The Ranged Damage cross training was paying twice

It added a point to the weapon's own damage and another to the operator's bonus damage. The second one is now zero, so the training is worth the +1 it always claimed.

Scatterguns II, III and IV

The weapon tables have always read 18, 24, 30 and 36 damage per tier. The three upper abilities each dropped a pair of inherited blueprint overrides, which is the fix for them reading tier one's values; nothing in the tables moved.

DC-17m Anti-Armor

The flat 12 damage that sat on the grenade effect is gone, and the launcher now carries its own attributes: 12 grenade damage, a 400 blast radius and an 1,800 throw distance. Damage read off a weapon can crit and can take a bonus, and that is what the note about base damage is describing.

Shockwave ignores armorNot in the notes

All six tiers gained the Ignores Armor property. Push and Pull already had it, so the Wayseeker line is now consistent with itself.

Droid Dismantler checks what died

The passive gained an event filter that reads the dying unit's tags before it pays out, which is the droids-only fix.

A Life of Labor II is no longer instant

It was an Instant effect, and an instant effect in this engine changes the attribute permanently rather than for a duration. That's why buying the second tier repeatedly stacked its bonus forever.

Enhanced Scanners says what it doesNot in the notes

All six tiers described themselves as negating all Defense. They now say reducing Defense, which is what the effect has always applied: -4 Defense and +20% chance to hit for attackers.

Secondary specializations carry their identity

Every secondary specialization now carries its own specialization tag, where the field used to be empty. That tag is what a specialization requirement tests against, so secondaries weren't counting.

Trilla watches who rallies Tel

The Second Sister gained a passive that retargets whoever rallied Tel-Rea, alongside the existing one that keeps her attention on Tel.

Environment Geometry Detail joins the quality presetsNot in the notes

The setting already existed. What is new is that the overall quality presets now set it: Low turns it off, Medium and above turn it on. The game's own description says newer cards are unlikely to gain anything by disabling it, which narrows the advice in the minimum-spec note below to older hardware.

Two typos in the game's textNot in the notes

The Repeating Blaster description spelled powerful as poweful, and the Armory tutorial offered stat boots instead of stat boosts. Both are fixed, and both were quoted on this site as the game wrote them.

The tier numbers on Push, Pull and Shockwavenow read as what each tier adds to Tel-Rea's Force damage, the same way Sweeping Salvohas always been read against the repeater's own damage.

The developer's notes

Grouped as published, with the wording tidied where a line had a typo in it.

Performance and stability
  • Fixed various crash issues.
  • Fixed various visual stutters.
  • Fixed an issue where Beskar saves were temporarily deleted.
  • Fixed a crash issue for Beskar mode.
  • Updated the minimum suggested drivers to the current game-ready versions for Nvidia and AMD. The dialog prompt now states that you need to update your driver versions.
  • Fixed an issue where the Global Illumination and Reflections settings accidentally referenced ray tracing.
  • Fixed a rare softlock on the main menu caused by aggressively spamming inputs while the introduction cinematic plays.
  • Fixed save corruption issues that could occur on sudden or forced game shutdown.
  • Fixed an issue where players were not receiving their preorder or Deluxe Edition items.
Cinematics and conversations
  • Fixed unintended motion of Fathom's hair during some cinematics.
  • Fixed the response animations of several characters in the Den when Hawks is nearby or in conversation with them.
  • Fixed animations for Clone Troopers during certain cinematics.
  • Fixed animations for Kabb during conversations.
  • Fixed an issue with the way Hawks' arm appeared during a standing animation.
  • Fixed an issue where Trick would equip his default helmet when entering Stillwatch without one.
  • Fixed an issue where Trick would equip his default outfit before entering Stillwatch following a game restart.
  • Fixed an issue where Hawks was sometimes missing from the Bespin closing cinematic.
Customization
  • Fixed an issue where Tel-Rea Vokoss' lightsaber would still be shown after swapping to an Astromech in the Customization facility.
  • Fixed an issue where swapping an Operator's origin between Humanoid and Clone used the voice preview of the previously selected origin.
  • Fixed an issue where the preview dossier for Hawks would not play during character creation.
Databank
  • Fixed an issue that would corrupt characters if you interacted with the Databank while saving.
  • Fixed an issue where information could become corrupted while editing characters in the Databank.
  • Fixed an issue where editing one Operator's name changed another's, resulting in duplicate names and broken customization for the affected Operator.
Encounters
  • Fixed an issue where the final opponent of Tel-Rea Vokoss' hero mission did not properly reassign their targeting to the Operator that hit them.
  • Fixed an issue where the final opponent of Tel-Rea Vokoss' hero mission failed to reassign their targeting to the Operator that Rallies Tel while she is in danger.
Strategy layer
  • Fixed an issue where the Bacta Tank could be used more than once in a cycle.
  • Fixed an issue where an extra autosave was generated when loading from a save.
  • Fixed a rare softlock that occurred in the Medbay tutorial.
  • Fixed an issue where transitioning to and from the squad selection menu while opening inspection mode blocked progression.
  • Fixed an issue where Secondary Specializations did not correctly add the specialization's passive Cross Trainings to the selection pool at Relationship level +8.
  • Secondary Specializations now correctly count when testing specialization-specific requirements and results during Operations.
Tactical layer
  • Fixed an issue where shots could miss even when the chance to hit is 100%.
  • Fixed an issue where Tier 2 to 4 Scatterguns used Tier 1 values.
  • Fixed an issue where cone attacks unnaturally snapped when targeting on mouse and keyboard.
  • Fixed an issue with Kabb's firing animation when using the M-32.
  • Fixed an issue that prevented the player from using Operators that ended up outside of the map.
  • Fixed an issue where Droid Dismantler granted Harmony on all enemy deaths instead of only on droid deaths.
  • Fixed an issue where Tel-Rea's Force attacks displayed incorrect damage values in the UI when bonuses were applied.
  • Fixed an issue where Tel-Rea's Force attacks applied the Ranged Damage Cross Training bonus twice instead of once.
  • Fixed an issue where Tel-Rea's Force attacks did not properly add critical damage bonuses.
  • Fixed an issue with base damage for the DC-17m Anti-Armor shot that prevented it from scoring critical hits or receiving the damage bonuses that should apply to grenades.
  • Fixed an issue that made targeting with Rocket Strike and DC-17m Anti-Armor difficult to control.
  • Fixed an issue where Ion Blasters doubled their critical damage.
  • Fixed an issue where the Focus amount shown in the radial menu was not also shown in other menus.
  • Fixed an issue where the Astromech's Enhanced Scanners ability displayed Invalid Target when activated on controller.
  • Fixed an issue where the Rally UI was missing when targeting a unit from the move preview.
  • Fixed an issue where damage reduced to or below zero was not properly represented in the UI.
  • Fixed an issue where Shared Suffering might occur offscreen.
  • Fixed an issue where the Immovable status was applied but provided no bonuses.
  • Fixed an issue where no projectiles were shown when a Droideka fired with its line of sight blocked.
  • Fixed an issue where enemies outside Sweeping Salvo's targeting cone were still hit by the ability.
  • Fixed an issue with the second tier of the A Life of Labor talent that caused it to accumulate its bonuses indefinitely if repeatedly purchased.
  • Improved camera stability to reduce drift while selecting targets for abilities in combat.
  • Fixed an issue where Overwatch shots triggered against attackers caused enemies to fire through solid objects at Operators they could not see.
  • Fixed some instances of Overwatch triggering on a unit outside the targeting cone.
  • Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked.
  • Fixed an issue that caused the camera to wobble when transitioning to the over-the-shoulder view.
  • Fixed an issue where an Operator could be missing from your squad when arriving at a tactical mission.
  • Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch.
  • Fixed an issue where combat actions were not properly processed.
Feature updates
  • The back option in the Weapon Mods menu now closes the tutorial.
  • Cancelling an upgrade that takes multiple cycles now shows that its progress has been reset.
  • The final battle of Tel-Rea's hero mission no longer ends prematurely when the remaining survival turns reach 1. The mission succeeds at the end of the final enemy turn.

Running on an older card

The patch adds advice for GTX 10-series and RTX 20-series cards that meet the minimum specification: open Options, then Graphics, and switch Environment Geometry Detail off. In the files that setting is the Nanite toggle, and the Low quality preset already turns it off, so the step only matters if you are running a higher preset. The setting's own description is blunt about who benefits: turning it off can lift frame rates on older cards at the cost of shadow and object detail, and newer cards are unlikely to gain anything from it.