Age of Wonders 4

Age of Wonders 4

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AOW4 Multiclassing
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23 Nov, 2024 @ 10:43am
19 Aug @ 11:36am
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AOW4 Multiclassing

In 1 collection by Lord Vectra
Lord Vectra's Mods
36 items
Description
Behold, you are now able to multiclass! Being locked to a weapon type has also gone deletus!

I was attempted to make it so Defender's couldn't wield Lances, Greataxes, etc, because it would be broken with Defender's retaliation tree, but I was unable to do so and didn't want to change the trees themselves. THEREFORE, it is up to your willpower to not do so.

IF you are in the middle of a save, the skill trees you do not have will be added next turn. If, during any point of the game, you come across a hero who seems to not have all the skill trees, they will receive them the following turn.

Multiclassing
Reign-in Update (12/18/24)
After some reflection and feedback, I decided to tone down the power of this mod.

>How to Multiclass
Instead of having access to all skill trees at all times, you will have multiclass nodes you can select. Each cost a skill point but is later refunded (so the AI doesn't just select all of them). There is no maximum amount of classes you can multiclass into, but there are adverse effects EXCEPT for Jacks' Hero Classes.

However, once you confirm the class you want to multiclass into, you cannot change that choice. It cannot be undone via Skill Reset. That is a coding limitation for allowing you to do so would give you extra skill points.

>Multiclass Penalties
When you multiclass, you will recieve penalties (I have a screenshot as an example of one). The purpose of these penalties is so the purpose of multiclassing leans more into versatility rather than always being a huge power spike so that you aren't just the absolute best in the two classes you meddle with. One penalty will always be a stat penalty (typically damage penalty). The other penalty is skill-locks. For example, if you multiclass into Warrior, you cannot get Killing Momentum. More screenshots will come later.

Q&A
Q: Can you remove the penalties or make a separate version?
A: No. I don't make or maintain mods I wouldn't play myself and non-penalized multiclassing was definitely a problem.

Q: Why is Jacks' Hero Classes mod excluded from the penalty mechanic?
A: His classes are too strong where I couldn't think of a penalty that wouldn't disproportionately negatively effect the vanilla and vanilla-like classes. Additionally, people who pick that mod typically pick it because it's stonger than vanilla.

Q: Can I see the class skill trees prior to confirming to multiclass into them
A: Not without breaking compatibility with numerous workshop mods. The best way to see is to confirm, end turn, then load back OR, when it comes to vanilla classes, go here: https://minionsart.github.io/aow4db/

I also highly recommend you subscribe to my subclass mod as well: Age of Heroes (Subclass Mod)- Vectra Edition

Compatibility
It is compatible with Hero Classes by Jacks AND Kaige's More Classes by Kaige. If you have either (or both), the classes of whichever you have activated will show up along with the vanilla classes.

For Kaige's mod, his classes have weapon restrictions on them. This can be bypassed by picking either a vanilla class or one of Jack's classes since those won't have weapon restrictions.

For Jack's mod, Dragon Lords will remain to have the classes Jacks made specifically for them. They will not have the other classes that Jacks made. However, vanilla classes and Kaige's classes (if you have kaige's mod) will still appear.

Did you know steam has a follower mechanic where you can follow modders? I didn't either. You can go here and follow me if you want to be up-to-date on any future tome mods I make (or any mod I make in general): Wanna follow?

Support/Commissions
If you want to support me, you can donate here: Wanna Donate?[ko-fi.com]
If you want to commission a tome, go here: Wanna Commission?[ko-fi.com]
187 Comments
Lord Vectra  [author] 11 Oct @ 3:31am 
I will be updating things eventually, but I just want to play other games.

@JackalStorm
Yes

@Regged Veins
Not possible from what i know, and AI picking multiclass options is intended.
Ragged Veins 9 Oct @ 8:49pm 
Kaige's classes are greyed out for eldritch sovereigns. Warlock and grim jester don't show up at all after casting the spell for sovereigns either.

Not sure how viable/possible, but have you considered using a system similar to the extra skills/abilities from the ogre training camp to unlock multiclassing? That might be a way to avoid all randomly generated heroes taking multiclass options and/or limit multiclassing by imperium/ogre camp spawns.
Dunga321 4 Oct @ 9:42am 
Assasin class compatibility would be awesome!
JackalStorm 12 Sep @ 10:29am 
Hey Vectra, thanks for the great mod, I've been using it for 100h+, any chance to add the new "Assassin Hero Class" to the compatibility list ?
Lord Vectra  [author] 2 Sep @ 10:10am 
@Whiskeyjoel
Ah okay, no problem!

@Furin
It's of no problem, I don't care. Others have posted their exploits here, even.
Furin 30 Aug @ 5:58am 
I have found a method to get a single class hero, even in late game when the mod always suggests pre-multiclassed heroes (fe. a battle saint that dabbles in necromancy on the side).

Here is how it works: You recruit the class you want. It comes with an 'unwanted' multiclass. You suicide the hero into a near monster den/bandit camp. In the very same turn (that mook croaked) you shuffle until you get the class you want again. Recruit. The hero should be JUST the class and not multiclassed.

I think it is because the game needs at least one turn to multiclass a freshly created hero.

Hope it's okay to post it here, don't want to cause any trouble, just sharing the mechanic.
Whiskeyjoel 19 Aug @ 7:15pm 
@Lord Vetra
Hey, thanks for the response. I understand the technical limitations and also wanting to maintain the permanent multiclass status. I'm just saying, as a very nitpicky person who likes to customize every aspect of my heroes...the mod as it currently functions just doesn't work for me . No ill will, no raging against the machine, it just doesn't work the way that I would want it to. I do use a number of your other mods, still.
Lord Vectra  [author] 19 Aug @ 11:37am 
It seems it didn't save my change. I made sure it saved it this time. It has been patched!
Lord Vectra  [author] 18 Aug @ 3:21pm 
Hmmm, that's weird. I'll look into it later today.
Cryostasis 18 Aug @ 11:29am 
UPDATE(8/17/25)
Elementalists
>The Summon abilities have been set to not have their ranges modified

Hello, still 0 range, resubscribe tried to