Changes the skill tree and gameplay pace of Yakuza 0. Increases the relevance of combat in EXP flow. Massively expedites the business subgames and therefore the game's pace. Makes the game harder. Retains all of the styles and basic design philosophy of the original game, but adds many gameplay conveniences.
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Author notes
I consider these files overall something that doesn't take much coding knowledge to do, as I used the public tools to make these modifications. However, the game design principles behind these changes come from me. Feel free to take the changes apart and stuff, but if you use large unchanged chunks of the skill tree modifications from this mod, it'd be nice if you gave me a small shout-out for being the provider of the template you worked off of.
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Changelogs
Version v2.1.7
Applied a fix for the Pachinko BIG STAR crash, provided by a helpful community member. Got kinda confused with the ID system! Bug-testing this stuff's kinda crazy sometimes...!
Version v2.1.6
* Rolled back superfluous real estate advisor changes to help people stop crashing.
* Real estate properties now give 10 shares and scale up to 30 per property, rather than starting with 50. This is both to stop the script from going berserk when you get there (game still worked fine but it was dumb), and because you get so much money you can drift through the process with some token participation anyway. You basically just have to subcontent grind a lot less, which is still perfect for returning players.
* Optional files added for vanilla Breaker Style play. Should've done this to begin with, but here y'go.
* Optional file added for playing the standard version of the mod except damage on Legend is scaled down to Easy (from 1.8x down to .75x). Not really necessary for this game, but I'm planning on doing something similar for Kiwami. This is mostly so people can tackle the Amon fight in a potentially more enjoyable way.
Version v2.1.5
* Most of the last updates have only needed you to update boot.par. Not this one. Lemme shout it for the hard-of-readin': UPDATE STAY.PAR FOR V2.1.5.
* Experiments done with enemy HP scaling to make it almost entirely consistent throughout the game. Yeah, working with these HP files has been hell in a handbasket.
* Finale chapter and Premium Adventure overworld goons buffed to internal enemy level 20. This is to avoid conflict with the final Climax Battles enemies, who are level 17. Let's hope the rest of the climax battles don't use dissonant values either!
* Internal enemy level 20 changed to replicate the conditions of level 17 enemies. I might put out a separate file that lets you experience the hell that is level 20 enemies.
* Goon fights by the finale chapter and Premium Adventure may include anywhere from 1 to 6 enemies now, rather than 3 to 6. You can tell which fights will usually have less than three men by the pack they travel in on the overworld. If they have at least three, whether they're three, four, five or six remains a mystery. You can avoid smaller encounters if you want to.
* Any overworld goon who was beneath level 7 is now level 7. Level values 6 and under were both used for bosses and other scripted opponents, yet also used for goons at the same time. That's how mafia works.
* Ratio of pocket knife weapons they carry in the finale and in Premium Adventure now increased to 40%, up from 30%.
* Typesetting updates. Let me tell ya, formatting those skill descriptions ain't always so easy. Especially in Y0, where you get very little wiggle room.
* Vanilla HP scaling file modified, not to actually change HP, but to change level 20 enemy damage.
* Level 20 enemies still do 300% more damage on NG+ get owned noob get owned (this might change if it's too hilariously broken).
* Level 20 enemies on New Game Plus give the absolutely most absurd amount of cash. You've earned it. You're literally gonna have to try to spend it at all.
* If you're really that sick of grinding, feel free to switch to level 20 New Game Plus on the finale chapter for absolute bastard cash. Just, you know, be careful because everything will fuck your day up if you let it.
* Some people already had the Money Magnet 1 CP reward and couldn't get Quick-Change Clothes. So instead, I just added an entirely new CP reward to give you them. No way for it to be pre-purchased now! ...And, uh, if you already have one, now you get two! Not that it does anything for ya to have two, but...!
* Climax Battles scale properly now, holy shit! No more need to switch files for 'em.
Version v2.1.4
* Beast's skill tree has had its descriptions combed over to make sure they were clear about what gear things should be in. Slugger, Rush and Breaker have received a quick skimming as well. Be sure to tell me if anything is still vague, and I'll see about fixing it in the next update.
* Updated Beast's section of this readme to include information about Tatsu's training.
* Made Iron Fortitude a Mastery skill again, to be unlocked rather than purchased. I decided it'd be weird if Beast was the only style to not necessitate master training; and the added tension to the Beast trainings make them a little more interesting.
* If you're having trouble with Tatsu's training, and you think the HP is too high, make sure you look at the Beast section of this readme for some helpful tips. You may also consider switching to the vanilla HP file if it remains too difficult or too annoying for you.
* Fixed some Beast Style skills only applying to third gear, rather than third and fourth. Most do carry-over to fourth natively (even those which were hardcoded), so I was bamboozled by the few which did not. These skills were Bear Hug and Charging Bear Hug.
* Miss Tatsu's training is actually possible.
* I refuse to believe it's possible on New Game Plus however, so plan accordingly if you ever have a need to do it on that file.
* Corrected a few typos.
* Added an 'advice' section on some game mechanics that players may be unaware of, as well as a few helpful things about each style's playstyle. It's the 7th entry in the index now.
Version v2.1.3
* Fei Hu's rogue HP value has been captured and contained. That said, I've purposefully updated him to have 1.75x HP, since you can gain power and aptitude much quicker by the time you begin his trainings. The changelog has updated to reflect this.
* Fei Hu and misc. HP value scales up to x1.75 in the NG+ files.
Version v2.1.2
* Increased the range of boosted HP to some of the most early-game foes.
Version v2.1.1
* Fixed a bug where Goon HP remained low for the majority of the game until the finale. Let me know if anything (like the King or cabaret bosses) gained increased HP in the process, or if any file is inconsistent.
Version v2.1
* Rush Style damage slightly nerfed. Had GEAR_PLUS_6 enabled; I lowered it to GEAR_PLUS_4. Clarified the upgrade which gave this damage value (it was Spirits of the Wind)
* Typesetting for an early-game Real Estate advisor fixed.
* Corrected an incorrect summary of what the files did in the install readmes; stay.par does not influence Breaker Style.
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It's Yakuza 0, but with a handful of replayability conveniences. There's a more detailed changelog in the readme, but I'll go over the core features.
* Damage of more broken styles has been nerfed. Brawler, Beast and Rush do less damage, as does Slugger and Breaker. * The 4th legendary styles now get their own unique skill trees full of passive and gameplay convenience goodies! * Weapon mastery doesn't just apply to a calm state anymore. Weapon durability in weapons you've mastered does not drop, ever. * Unused skills and carry-overs from various styles now enabled. * Low Gear slowdown now able to be upgraded away. * An attempt to redefine the playstyle of Breaker Style to allow you to be more involved. * Beast Style skill tree flipped on its head to try and promote more active and meaningful gameplay while using it * HP of enemies and bosses increased across the board to allow you to experiment more. * A special file for people who want to go onto New Game Plus, with even further increased enemy HP and damage! * Files where raining and snowing are enabled always; great for freeplay. * New late-game gameplay balance focused on tactful use of Heat Actions, and self-sustainability while controlling the roads. * The business subgames are far faster, lending to more time spent playing the story and fighting enemies. The player can be coerced into the side content on their own time.
It lacks a little polish in places, and in some areas I wish I could do more, but this is is what's possible at the moment. I might fix some descriptions and typesetting later- especially for the Legend skills- but overall I think this is what the game really needed.
Let me know if there're bugs. I've tested this a lot, and I'm certain it's largely free of major bugs, but tell me if there's any typesetting problems on the skill tree or if any of the skills don't wire up correctly.
If your version is earlier than v2.1.5:
* I recommend using the vanilla HP file provided for Climax Battles. Though they are very possible, they're more of an endurance of your patience without standard scaling... and since they use the same value as the goons of that level, unfortunately I can't yet separate the two. * This issue has been fixed as of v2.1.5. However, you may still need to swap files if climax battles that aren't the final boss rushes have impossible HP values. To my current understanding, it should all be fine, but we're on version like 2.1.5 now so y'know...
IF YOU ARE DOING MISS TATSU'S TRAINING:
* Tatsu's training is possible, just much harder. Consider using the vanilla file for the training's duration if you're not a fan of it.
SEMI-IMPORTANT SAVE FILE DETAIL:
* If you're using an old save to test out the endgame, I recommend saving to a new slot if you plan to upgrade the Legend trees. This is solely if you intend to continue using those save files for the pure vanilla game, because if you upgrade the trees and switch back, they'd be passive stat upgrades instead.
I hope you have as much fun playing this as I did!
KNOWN BUGS:
* When starting a NG+ file with fully upgraded Legend Style, its skills may remain "purchased" but you actually need to repurchase them, and the glowing lights are lying to you. This may be because of how NG+ handles flag data. You get enough money for this to not be a big deal, but it's something people should be aware of so they don't get confused.
Special thanks to Slow and Kaplas for the 2007 Bin to .json exporter/importer and the ParTool packer/unpacker respectively.