Advanced Classes mod v1.1 Beta release + changelog

Advanced Classes mod v1.1 main features is an extended Warmachine upgrade/enchantment system, that gives you machines even more power if put together correctly. Each upgrade master can give you exactly 1 ultimate upgrade, which is a very desirable thing to have.

Download
Advanced Classes mod
mod is included in Heroes Launcher
bugs report: Discord

To compensate for the increase power curve, the damage of the ballista has been cut in half, by removing the double damage that came with the artillery skill. But don’t despair, you can ramp up your damage by pumping the Warmachine Efficiency, a new stat introduced that influences several WM related stats. See the pictures for more information. To increase the efficiency, buying upgrades is your best option.

Apart from that, the update comes with a very long list of fixes and some balance changes. A few of these changes have already been updated together with the Heroes Launcher assembly, but none of the new content.

Changelog:

New:

  • adding 2 new levels for each Warmachine Upgrade and Enchantment, making it 3 in total. Also introduced ultimate WM upgrades/enchantments. These are hard to obtain and limited.
  • Introduced a new stat called Warmachine Efficiency, this stat can be obtained by upgrading your WM, a few skills, heroes or artifacts.
  • added four new stat counters: Raid Bosses killed, Battle commanders killed, Creature Banks taken, Arenas cleared. (I will add even more statistics in the next patch)
  • Restructured the Bonus list and added more description on text field right-click (especially about Warmachine Efficiency)
  • The Third Class option is now available in Advanced Classes, providing a hero leveling screen with a choice of three skills.
  • In hero screen, added new description and information when clicking on the warmachines on the hero doll.
  • Arlach speciality changed, he is now Warmachine Efficiency specialist.
  • Commander scaling stats artifacts are now better reflected in the commander stats that are shown in the cmd dialogue.
  • Total value of Necromancy power is now available to see in the bonus list.

Balance:

  • All commander artifact scaling halved. Example: previously you would gain +1%HP for each battle, now you need two wins.
  • All commander artifacts can be unqeuipped without loosing the counter. Commander can also die and bonuses wont vanish. (QoL improvement ;-))
  • Increased power of Summoner Heroes (free cast at level 25) and increased spell trainer effectiveness
  • Increased Necromant Commander scaling when raising undeads
  • Reduced Fighter commander damage scaling with kill count, to bring it more in line with other classes.
  • Reduced Fire Mage damage scaling
  • Changed details on the accumulation of Fire Mage kill count. Now accumulates kills based on the number of units killed, and does not receive a random bonus.
  • Fire Mage class now profits from Orb of Fire
  • Constructor Commander can only summon once per battle round
  • Slightly buffed several minor combination artifact sets with better stats or bonuses. The sets now provide better bonus for warrior class and not only mage classes.
  • Scouts now have a reduced Evasion Rate increase at high kills, capping at 75%.
  • slightly lowered scaling of pacifist ability from Astral Spirit commander.
  • slightly lowered bonus damage to ballista from Ogre commander to lvl:9+1: Previously it was lvl:6.
  • lowered base damage of ballista from 4-6 to 3-5.
  • removed ballista double damage from Artillery skill. Missing double damage now must be countered with WM Efficiency.
  • slightly lowered the scaling of the Shield spell for very high Magic Strength values (based on feedback from Chinese Community).

Fix:

  • Fixed Soul Eater (passive) reanimating skeletons during fight would not work properly for attacker and defender side.
  • Fixed an issue where equipping multiple summoning scrolls at the same time completely lost its effect.
  • Fixed an issue where the Hunter’s Commander would change speed to 0 in some cases.
  • Fixed an issue where the Commander’s ability to poison, regenerate health, and block could be removed after combat.
  • Fixed the damage calculation of Trotsa’s Commander Block perk (capped at 100% chance to block 95% damage).
  • Fixed an issue where when a Commander changed jobs in battle, the number of kills after a battle replay would not return to its pre-battle value.
  • Fixed bug with Boots of Polarity (they always gave movement bonus),instead of just 33% of the time.
  • Fixed Summoned creatures or clones no longer lose speed in the second battle round in some cases.
  • Fixed Heal Capacity calculation for hero ID 0 when playing at the defender side.
  • Fixed General commander stat boost was granted every time and ignored mastery status.
  • Fixed Fire Mage sometimes not able to get Ancient promotion (thanks 神月初雪)
  • Fixed possible error when selecting Ancient commander class in selection screen (thanks 神月初雪)
  • Fixed Spell Trainer table in hero screen not working because of missing hero ID.
  • Fixed behavior of spell damage calculation when opening spell book from Adv map.
  • Fixed Avenger commander Mastery (was always active).
  • Fixed learning spells with Eagle Eye now requires correct EE skill level. Previously it ignored that check.
  • Reworked all cripple strike effects (reduced stats for targets used for Master Slaughter Thaumaturgy, Shaman Commander abilities, etc.) (thanks to Archer).
  • The Supply Car’s Booby ability now triggers after being attacked by melee (instead of before).
  • Magic Artillery (from EE skill) ability to shoot enemies while entering the battlefield now does not kill an entire group of enemies (minimum 1 health). This can avoid the problem of post-war game freezing in some cases.
  • Mithril Armor, Sharp Sword, and Dragon’s Eye Ring have been reworked so that the projected damage values displayed on the screen now include their increased/reduced damage.
  • Added a battle log for the Druid’s natural resistance.
  • Statement’s Medal passive now works with all creature banks (also customs ones), previously it only worked for some CBs.
  • Magic mushrooms, and Estate options are disabled by default in the mod.

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