Age of Wonders 4

Age of Wonders 4

AOW4 Multiclassing
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
Lord Vectra  [author] 17 Aug @ 1:19pm 
@Whiskeyjoel
Btw, I'm assuming you're referring to the bug when you say they make no sense. If you mean, for example, a Defender multiclassing into an Elementalist makes no sense, there are definitely combos and just sheer increased versatility to be had.
Lord Vectra  [author] 17 Aug @ 12:56pm 
UPDATE(8/17/25) PART 2
I forgot to push this in the update earlier today,
With this installed, even if you don't have Kaige's mod, Grim Jester, or Archon Prophecy, the AI will still attempt to multiclass into them. This has now been fixed.

To fix this if you're mid-save, disable this mod, load the save up (it will not crash), save, exit the game, re-enable this mod, then load that save back up.

@Whiskeyjoel
Thanks for saying something because your comment reminded me I didn't push this in the workshop version yet.

Now, for your other concern about unresettable Multiclassing, that is still going to be in play for the time-being. If I were to allow it to reset, it leads to an unavoidable exploit as there is a bug in the modding tools that puts a coding limitation on things (unavoidable as in you can't not abuse it even if you wanted to). I have sent a bug report to Triumph Studios, but until then, it'll have to be unresettable.
Whiskeyjoel 17 Aug @ 12:03pm 
I had to stop using this mod because of weird brehaviour around recruiting heroes. Specifically, hero units you hire will always have a multiclass malus. Always. And from my own testing, at leasts 75% of the time the multiclass choice makes no sense and is basically just a straight up stat penalty. This, combined with the fact that the multiclass designation (and penalty) are permanent makes the mod basically unusable if you care about customizing your hero units.
Lord Vectra  [author] 17 Aug @ 11:58am 
UPDATE(8/17/25)
Elementalists
>The Summon abilities have been set to not have their ranges modified

Ranger
>If you multiclass into Ranger:
>>No longer reduces range of physical ranged attacks
>>Kill shot is barred
Cryostasis 17 Aug @ 2:30am 
Hello, can you fix that moment: elementalist class, skill summon elemental spirit have 1 range, after multi class to warlock same skill have 0 range so it is impossible to cast ?
Lord Vectra  [author] 15 Aug @ 8:10pm 
UPDATE(8/15/25)
For some reason, Multiclass skills for Kaige was changed to a cost of 0 skill points.This has been fixed.
Lord Vectra  [author] 15 Aug @ 2:23pm 
@Kvidar
Once you cast the spell, the multiclass nodes are permanent for that game. You'd need to disable the multiclass mod, open the game, save, leave, re-enable, and load the save again.
Aritael 15 Aug @ 11:36am 
What are the other 2?
Kvidar 15 Aug @ 10:40am 
@Lord Vectra Thank you for your mod; it's one of my 3 'won't play without' ones.

I found a defect I was hoping to troubleshoot.
I previously used Kaige's hero classes, and since the Archon update I removed it from my playlist/subscription. Somehow the multiclass mod is still picking up Kaige's classes as options (the icons/trees are broken, as Kaige's mod doesn't exist) NPCs/mid-game heroes are coming with those multiclasses. Is there a work-around or some local configuration change I can do to make your mod not see Kaige's classes as options?

Prior to replying here I tested in new several new games with every permutation of Kaige's mod status (unsubscribed /removed from playlist) Sorry in advance if this is a known issue or if I failed to read instructions properly, and thank you for your help/mod!
Lord Vectra  [author] 15 Aug @ 9:06am 
UPDATE(8/15/25)
Warlock Multiclass
>It now correctly unlocks Warlock

@Monster
Not something I even remotely know how to fix, unfortunately.
A Big Hairy Monster 15 Aug @ 5:45am 
Your mod also screws with UI scaling on Steam Deck for some reason; its *very* zoomed in. Not a crippling issue, thanks to the scroll bars, but a mildly annoying one.
Lord Vectra  [author] 15 Aug @ 5:45am 
@Monster okay. Ill check it out and push out a fix when i get home
A Big Hairy Monster 15 Aug @ 5:42am 
Warlock, otoh, does appears to be bugged; selecting it doesnt cause the multiclass tree to appear, even when its just your two class mods. Other classes picks work fine.
A Big Hairy Monster 14 Aug @ 3:30pm 
Scratch that; bug was due to a different class points mod.
Lord Vectra  [author] 13 Aug @ 8:06am 
UPDATE(8/13/25)
Fixed an issue where all AI multiclassed into Grim Jester
Lord Vectra  [author] 12 Aug @ 2:51pm 
Thank you!
Ray Stagger 12 Aug @ 2:31pm 
amazing mod!
Lord Vectra  [author] 12 Aug @ 2:06pm 
Mage (Now Elementalist)
>Barred abilities (when multiclassing INTO ths class) are now: Ritual of the Elements and Elemental Mastery

Ritualist
>Added Malus of -1 range of summonig
>Barred abilities (when multiclassing INTO ths class) are now: Natural Vitality, Rooted Resistance, and Healing Mastery
Lord Vectra  [author] 12 Aug @ 2:06pm 
Overall
>A vertical scroll bar has been added since both battlesaint and elementalist now go beyond the screen veritcally

Grim Jester
>Can now multiclass
>Malus when multiclassing INTO this class is: -1 range on debuff abilities. You will also be barred from picking Voice Projection, Trickster's Exit, Killing Jokem Comedic Carnage, Ridicule Hope, and Hope's Despair

Battlesaint
>Can now multiclass
>Malus when multiclassing INTO this class is: -1 range on Support Abilities EXCEPT for its 3 starting support abilities at the top of its tree. You will also be barred from picking Revive and Immortal Saint
Note: To multiclass into this class, you must cast the spell to unlock it.

Ranger
>Malus when multiclassing INTO this class has changed:
>>Now has -10% melee damage malus now
>>No longer has damage malus on non-base ranged attacks
Lord Vectra  [author] 5 Aug @ 2:12pm 
Once the beta becomes official, Ill post an update

@robertpanasuk I'll look into ranger. As for the "multiclass with no drawbacks" if u really want to, you can though I'd advise against it (bc its egregiously broken)
TurtleMaster 14 Jul @ 6:26pm 
K, I have found a work around though for anyone who wants to reclass them. Turning off the mod removes the tree and associated trait which prevents multi-class, however all skills are kept and slapped under the "misc" section, and if you get the tree back (like by reclassing into it) they all just go back to their regular spots. Though it does make the UI weird because misc skills are arrannged in a single collum
Lord Vectra  [author] 14 Jul @ 12:00pm 
Nope
TurtleMaster 14 Jul @ 10:48am 
hey, is there any way to make it so character's can't be multiclassed before you get them?
Lord Vectra  [author] 22 Jun @ 7:44pm 
Yes. You use scroll at the bottom. The order of the skill trees is the order which the game gives you them.

@robert FYI, I did read your msg. Ill look into it for next update
Oh-Dawg 22 Jun @ 6:51pm 
is this how the menu is supposed to look now?
it looks jumbled to me, are we waiting for an update?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3506542150
robertpanasuk 2 Jun @ 11:00am 
alright I just did some checking and I think Rangers should have some melee penalty's since without that someone like a Warrior could multiclass into Ranger invest in the skirmisher side of the tree and gain nothing but power.
robertpanasuk 29 May @ 11:24am 
I know you have said that you will not make or maintain a version of this mod without penalty and your reasoning makes perfect sense to me. however would you be willing to let someone else use your mod as a base to achieve that goal?
WarrGrinn 25 May @ 12:26am 
No problem. Love the Jester, works great for Eldritch and Dragon rulers lol.
Lord Vectra  [author] 24 May @ 11:29pm 
I actually forgot about that mod. I'll make note of it so I don't forget, but yeah, I will add it to the list. Thx for reminding me!
WarrGrinn 24 May @ 8:15pm 
Any chance adding the Grim Jester class to the multiclassing options? Love using a Jester / Necromancer (brings his own audience!) but I'd love to multiclass TO a jester instead of constant refresh in hopes of one appearing in the Hero recruits. Thx.
Lord Vectra  [author] 20 May @ 3:19am 
The node that unlocks the second class cannot be reset.
Furin 20 May @ 12:09am 
If you multiclass, but then the hero levels up via quest in the same turn (fe. build a workshop in my case) and gains a level by this (he always automatically gains a level when finishing such quest) it seems the one point spend on the multiclassing isn't refunded. You just get the new class unlocked immidiatly and and get a point instead of 2. Can you confirm or was it just a fluke?
GrimoireODS 17 May @ 4:39am 
:c
Lord Vectra  [author] 17 May @ 4:31am 
No
GrimoireODS 17 May @ 3:38am 
Can we have a version without the big drawbacks
Lord Vectra  [author] 7 May @ 5:57am 
Thx for the bug report. It has been fixed
Lord Vectra  [author] 7 May @ 4:55am 
OOF! My bad! Ill fix it asap
HurpDaDerp 6 May @ 6:50pm 
never mind the dependency is kaige's classes, not the translation mod. i would still like to not have to use kaige's
HurpDaDerp 6 May @ 6:14pm 
this mod all of a sudden needs a chinese translation mod for kaige's classes, but i dont use kaige's classes with this, any way to fix this?
Furin 6 May @ 3:21pm 
Noticed this before the latest update! Might have already fixed it.