<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Patch 2026 — After Strategy</title><description>Articles tagged &quot;Patch 2026&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Star Wars Zero Company Patch 1.2 Is Out: One Million Copies and Bit Reactor&apos;s Team Back</title><link>https://after-strategy.com/en/star-wars-zero-company-1-million-copies-patch-1-2-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/star-wars-zero-company-1-million-copies-patch-1-2-2026/</guid><description>Patch 1.2 shipped on October 15 with permadeath modifiers and rebalancing, as Bit Reactor passes one million copies sold and brings back its furloughed developers.</description><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Star Wars Zero Company has passed one million copies sold, and its patch 1.2 has been available since October 15, 2026. Electronic Arts, Bit Reactor and Lucasfilm Games announced the figure on October 9, 43 days after the August 27 release, and promised the patch for the following week. The studio kept to the schedule. What makes the announcement more interesting than a plain sales release is what it enabled: Bit Reactor is bringing back the staff it let go before launch.&lt;/p&gt;
&lt;h2 id=&quot;one-million-copies-and-a-studio-starting-over&quot;&gt;One million copies, and a studio starting over&lt;/h2&gt;
&lt;p&gt;Before August 27, Bit Reactor had put part of its team on forced leave. DualShockers reports that about 80% of the workforce was affected because the studio lacked financial resources, and that its CEO confirms the previous team is returning, a step he calls important. GamingBolt describes a bittersweet moment and notes that the studio has brought back part of its staff.&lt;/p&gt;
&lt;p&gt;The game shipped anyway, found its audience, and commercial success is now paying for what the studio would have wanted before release. The situation is paradoxical. A clear limit remains: no expansion or DLC is announced, and GamingBolt judges it may be too early to expect one.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/star-wars-zero-company-1-million-patch-1-2-bit-reactor-2026/screenshot-1.webp&quot; alt=&quot;A clone trooper fires a rocket in an action scene from Star Wars Zero Company&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/star-wars-zero-company-1-million-patch-1-2-bit-reactor-2026/screenshot-1-480w.webp 480w, /images/articles/star-wars-zero-company-1-million-patch-1-2-bit-reactor-2026/screenshot-1-800w.webp 800w, /images/articles/star-wars-zero-company-1-million-patch-1-2-bit-reactor-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;patch-12-permadeath-becomes-adjustable&quot;&gt;Patch 1.2: permadeath becomes adjustable&lt;/h2&gt;
&lt;p&gt;Patch 1.2 mainly brings campaign modifiers. They can only be enabled when a new campaign starts, from the difficulty settings, and they take effect after the tutorial. They stack on existing settings, including permadeath, which is on by default, and Beskar mode, which forces a single save with no manual saving.&lt;/p&gt;
&lt;p&gt;The first setting covers injury limits. An operator defeated in a tactical mission dies at once with “Instant Death”, dies if already carrying an injury with “Two Strikes”, or dies with two injuries under the default “Three Strikes”. The second adds a risk of death after each tactical defeat: a flat 20%, or 40% after the first survived defeat and then 80%. Injuries taken during Holo-Table operations do not count.&lt;/p&gt;
&lt;p&gt;Other options toughen the game without touching death. Maximum health can grow half as fast, or not at all. Area and assist attacks can stop generating Advantage, which can also be generated only half the time. Assist shots can miss, enemies can land critical hits at a 5% chance for 8 extra damage, and operator shots cap at a 99% hit chance. Lockouts finally stop players from changing talents, specializations or weapons mid-campaign.&lt;/p&gt;
&lt;h2 id=&quot;rebalancing-and-costs-what-changes-for-a-run-in-progress&quot;&gt;Rebalancing and costs: what changes for a run in progress&lt;/h2&gt;
&lt;p&gt;The patch also adjusts abilities. The Astromech’s Self-Repair is limited to twice per combat. The Scout’s Tactical Timing progression moves from 20, 40, 60, 80, 100 to 30, 40, 50, 65, 80, and Scouts now gain Advantage only from ranged and melee attacks. Cly’s Electroweb Dart is limited to three uses per turn and her Combat Jump to one.&lt;/p&gt;
&lt;p&gt;Upgrade Facility costs fall almost across the board. The three Focus Point tiers, for example, drop from 3,500, 4,750 and 6,500 credits to 2,000 each, and the Increased Crew Quarters upgrades drop to zero. Recruiting an operator now always costs 100 credits. The patch also adds a series of fixes. Cly’s Electro Web Surge was killing mission VIPs. Enemy Overwatch shots always had an 85% hit chance. The patch also handles PS5 profile names and a crash when closing the game from the main menu.&lt;/p&gt;
&lt;h2 id=&quot;a-steady-cadence-a-partial-signal&quot;&gt;A steady cadence, a partial signal&lt;/h2&gt;
&lt;p&gt;Patch 1.1 on September 9 had already fixed about sixty issues according to EA’s list, including shots with a 100% hit chance that missed, save corruption after a sudden shutdown and a crash in Beskar mode. Patch 1.2 arrives five weeks later and this time targets balance, costs and difficulty.&lt;/p&gt;
&lt;p&gt;That cadence proves support exists. The real issue is that cadence says nothing about a content roadmap. Our &lt;a href=&quot;/en/star-wars-zero-company-review-scores-86-best-star-wars-22-years-2026/&quot;&gt;analysis of the critical reception&lt;/a&gt; shows the game has solid foundations, with a Metacritic score of 84. The 1.2 modifiers answer the complaints about replayability without replacing a New Game Plus, which is still absent. To judge whether buying makes sense today, the &lt;a href=&quot;/en/star-wars-zero-company-worth-buying-launch-2026/&quot;&gt;buying analysis on price, editions and patches&lt;/a&gt; takes stock.&lt;/p&gt;
&lt;p&gt;The next signal will be an announcement, not a patch: a New Game Plus, an expansion or a story follow-up. None of it is confirmed today.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/star-wars-zero-company-worth-buying-launch-2026/&quot;&gt;Is it worth its price two months after release?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/star-wars-zero-company/&quot;&gt;The full Zero Company hub&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Age of Wonders 4: How the Sprite Update Rebuilt the Empire Tree and What It Changes for Your Factions</title><link>https://after-strategy.com/en/age-of-wonders-4-sprite-update-empire-skills-overhaul-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/age-of-wonders-4-sprite-update-empire-skills-overhaul-2026/</guid><description>The Sprite Update adds 44 nodes to Age of Wonders 4&apos;s Empire Tree, with exclusive choices and repeatable Rites. What it changes for the way you build a faction.</description><pubDate>Sat, 08 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;a-tree-designed-in-2023-rebuilt-in-2026&quot;&gt;A tree designed in 2023, rebuilt in 2026&lt;/h2&gt;
&lt;p&gt;The Sprite Update came out on June 16, 2026, alongside the Secrets of the Archmages Story Pack. Triumph Studios released it for free to every owner of Age of Wonders 4. Its main project touches the layer that sets a faction’s strategic identity: the Empire Development Tree.&lt;/p&gt;
&lt;p&gt;This analysis relies on Triumph’s official posts: Dev Diary #64, the Sprite Update patch notes and the 1.1, 1.2 and 1.2.1 patches. It rests on no hands-on session by the editorial team. What matters here is what the announced rules change in the decisions of a campaign.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-1.webp&quot; alt=&quot;Comparison of Age of Wonders 4&amp;#x27;s Empire Tree before and after the Sprite Update, with branches colored by affinity around a central core&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-1-480w.webp 480w, /images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-1-800w.webp 800w, /images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;why-triumph-rebuilt-the-tree&quot;&gt;Why Triumph rebuilt the tree&lt;/h2&gt;
&lt;p&gt;In Dev Diary #64, game designer Bas recalls the original principle. Each affinity gradually unlocks a line of skills, paid for in Imperium. Rites were added later as one-shot effects, and a General branch held the skills with no affinity.&lt;/p&gt;
&lt;p&gt;Dev Diary #64 names four flaws. The first is the lack of choice: a single line per affinity, so a single real decision, whether or not to pay the Imperium. The second is limited space: Chaos pillaging or Order diplomacy did not fit in so few skills.&lt;/p&gt;
&lt;p&gt;The third flaw is the end of a branch. Once the last skill was taken, the extra Imperium and affinity were worth nothing, which hurt mono-affinity empires most. The fourth concerns resources: each branch aimed at one resource type, and the balance between resources shifted over time. Triumph cites Knowledge for Shadow, seen as strong, and Food for Nature, seen as weak.&lt;/p&gt;
&lt;h2 id=&quot;what-the-patch-changes-in-the-tree&quot;&gt;What the patch changes in the tree&lt;/h2&gt;
&lt;p&gt;The Dev Diary mentions 44 additional nodes, but the decisive point comes from the patch notes: almost every skill gets a mutually exclusive alternative. All existing skills and Rites were updated or removed, and the tree became easier to read.&lt;/p&gt;
&lt;p&gt;Rites have a new shape that sets them apart from regular skills in the 44-node tree. A lock icon appears on exclusive skills, and the tooltip lists the ones that are incompatible.&lt;/p&gt;
&lt;p&gt;The patch includes a transition rule. In ongoing games, any Empire Skill already owned is removed, except those of the General branch. The Imperium spent is refunded. For players who load an old save, that means rethinking choices instead of living with them.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-2.webp&quot; alt=&quot;Tooltips of the infrastructure skills in Age of Wonders 4&amp;#x27;s Empire Tree, each with its incompatible skill&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-2-480w.webp 480w, /images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-2-800w.webp 800w, /images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;skills-that-exclude-each-other&quot;&gt;Skills that exclude each other&lt;/h2&gt;
&lt;p&gt;On paper, the infrastructure skills give the simplest example. Each affinity has one, which cuts the cost of structures tied to one type of income. In practice, it stays useful whatever the culture: a druidic, bestial or floral Nature empire all find a use for it. The tooltips show that each is tied to an incompatible skill, for instance Diplomatic Expertise for the Order one, which covers Gold.&lt;/p&gt;
&lt;p&gt;Triumph also describes more specialized skills, always paired with a more general version. Cultural Exchangers, in the Order branch, grants Knowledge for each treaty you hold. It speeds up the research of a diplomatic empire, but it depends on friendly neighbors or Free Cities.&lt;/p&gt;
&lt;p&gt;Its counterpart, Spiritual Conviction, grants Mana for stable cities. According to the Dev Diary, it is the more universal alternative. Picking one rules out the other.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-3.webp&quot; alt=&quot;Tooltips of Spiritual Conviction and Cultural Exchangers, two mutually exclusive Order Empire Skills&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-3-480w.webp 480w, /images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-3-800w.webp 800w, /images/articles/age-of-wonders-4-sprite-update-arbre-empire-analyse-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;What changes is how readable the faction plan is. When a player can take everything, they optimize without trading anything off. With one alternative per skill, the faction’s plan takes shape from the choice of form, culture and Tomes, not only mid-game.&lt;/p&gt;
&lt;h2 id=&quot;rites-that-come-back&quot;&gt;Rites that come back&lt;/h2&gt;
&lt;p&gt;All Rites move from once per game to repeating. Each use raises the affinity requirements and resets the accumulated affinity. The Dev Diary specifies that the Imperium cost also rises with each use.&lt;/p&gt;
&lt;p&gt;The consequence is twofold. A Rite stops being a single button to press at the right moment: it becomes a rhythm, with a rising Imperium cost to plan around every turn of a campaign. Accumulated affinity no longer stops at the end of a branch, which answers the dead-end flaw directly.&lt;/p&gt;
&lt;p&gt;What matters is that Triumph used the overhaul to make some Rites more general. The Materium Rite Breastplate of the Champion now grants Essence and Fragments for the Item Forge. Rite of Swift Shadows can be used several times to launch a sudden offensive or pull an army back.&lt;/p&gt;
&lt;p&gt;The price of this opening is the removal of well-liked skills, but Triumph owns it: the Dev Diary cites the Balor’s Power From Slaughter, which became too specific to keep its place. Triumph admits that some players will miss old skills.&lt;/p&gt;
&lt;h2 id=&quot;the-summer-patches-11-12-and-121&quot;&gt;The summer patches: 1.1, 1.2 and 1.2.1&lt;/h2&gt;
&lt;p&gt;Sprite 1.1, on June 24, mostly deals with crashes and Secrets of the Archmages content. The Empire Tree comes in with Sprite 1.2 on July 2. The post announces “a lot of balancing” on the tree, along with adjustments to Tomes, units and story realms.&lt;/p&gt;
&lt;p&gt;The examples show the kind of changes. In Chaos, the skill Endless Hordes is replaced by Resilient Hordes, which gives hit points, defense and resistance to tier 1 and tier 2 units. In Order, Absolute Loyalty raises vassal income from +25% to +40%.&lt;/p&gt;
&lt;p&gt;In Nature, Rite of Nature’s Guardian no longer summons a random army. It places a White Wolf and an Entwined Scourge in your Throne City. In Astral, Tower of Enlightenment grants +10 Knowledge instead of +10 Mana, plus Food.&lt;/p&gt;
&lt;p&gt;The 1.2.1 patch of July 16 mostly fixes visual flaws in forms, outfits and mounts. Two lines concern the Empire: Rite of the Last Stand did not reduce its cooldown with affinity points, and Shared Prosperity gave base Production instead of unit Production. The difference is that Triumph writes in the Dev Diary that more iteration is needed, and nothing says the balance is frozen.&lt;/p&gt;
&lt;h2 id=&quot;the-reavers-become-two-governments&quot;&gt;The Reavers become two Governments&lt;/h2&gt;
&lt;p&gt;The Sprite Update also reworks the Reaver culture, introduced with the Empires &amp;#x26; Ashes expansion at the end of 2023. In practice, Triumph judges their world map gameplay too restricted, with a harsher impact on diplomacy than intended. The culture splits into two subcultures that work as Governments.&lt;/p&gt;
&lt;p&gt;Imperial Reavers pair Chaos and Materium. They build tall and draw Warspoils from conquest: wins against enemy units, captured cities, pillaged provinces. Those spoils pay for unique structures, the conversion of subdued units and Cannon units to draft.&lt;/p&gt;
&lt;p&gt;Federate Reavers pair Order and Materium. They spread through a network of vassals, with Favors earned by defeating marauders or destroying infestations. Favors improve vassal allegiance or open trade with Free Cities. Patch 1.2 already fixed the effect of Federate Soldier on heroes.&lt;/p&gt;
&lt;h2 id=&quot;other-additions-in-the-sprite-update&quot;&gt;Other additions in the Sprite Update&lt;/h2&gt;
&lt;p&gt;Beyond the tree, the update adds two Teams settings: Alliance, where members start allied but may leave the alliance, and Overlords, where one player per team controls diplomacy and the others are vassals.&lt;/p&gt;
&lt;p&gt;If you want fewer random events, a Narrative Content Filter also lets you tune the presence of some Happenings, Lost Souls and Wandering Merchants. These additions barely touch the Empire Tree, but they show that the update aims at flexibility of the game more than raw novelty.&lt;/p&gt;
&lt;h2 id=&quot;editorial-read-what-changes-for-a-faction&quot;&gt;Editorial read: what changes for a faction&lt;/h2&gt;
&lt;p&gt;The real gain is identity. With skills that exclude each other and repeatable Rites, two factions built on the same Tomes can diverge in how they handle cities, vassals and resources. For players who like to plan a faction before starting a game, it is a serious reason to reopen the game.&lt;/p&gt;
&lt;p&gt;In practice, the overhaul weighs most on long campaigns. A Rite with a rising cost and an affinity that no longer sleeps at the end of a branch give late turns decisions to make. That is the flaw Triumph set out to fix.&lt;/p&gt;
&lt;p&gt;The real risk is twofold. First, badly calibrated exclusions would push everyone toward the same route per affinity, which the 1.2 adjustments precisely try to avoid. Second, a returning player must reread the tree before committing, since acquired skills are removed in old games.&lt;/p&gt;
&lt;h2 id=&quot;where-the-game-stands-on-october-26-2026&quot;&gt;Where the game stands on October 26, 2026&lt;/h2&gt;
&lt;p&gt;Since Sprite 1.2.1, the posts about the Empire Tree have stopped. The latest patch published, Witch 1.1 on October 7, only deals with mount visuals. The studio is publishing Dev Diaries on The Silver Seas expansion, announced for November 3.&lt;/p&gt;
&lt;p&gt;The free Manta Update, which comes with that expansion, has been in open beta on Steam since October 9. It brings water improvements and trade routes. What to watch is how the new Mercantile culture of The Silver Seas will fit into a denser Empire Tree.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/age-of-wonders-4/&quot;&gt;All our Age of Wonders 4 articles&lt;/a&gt;: the game’s hub.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/age-of-wonders-4-complete-guide-factions-strategy-2026/&quot;&gt;Complete guide to factions, tomes and strategy in Age of Wonders 4&lt;/a&gt; to plan a faction.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/age-of-wonders-4-secrets-archmages-guide-six-tomes-owlkin-2026/&quot;&gt;Secrets of the Archmages: guide to all six Tomes and the Owlkin form&lt;/a&gt;, the expansion released with the Sprite Update.&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category><category>tour-par-tour</category></item></channel></rss>