Yakuza 0

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TOYSIPO2

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TOYSIPO2

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About this mod

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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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.