1.3.5 is actually a misnomer, the current experimental build of tModloader accomplishes 'compatibility' with 1.3.5 by patching it back to 1.3.4.4
@Saerus Is there any reason that mana bonuses are capped at 400 total, even with unlocked class caps? It creates some weird behavior when I have aggressively fluctuating mana bonuses because other accessories are pushing my mana to the 400 limit. one minute I could have 370 mana from my mana stars (200) + armor (140) + class (30), but slap on a few accessories and I get diminishing returns from my class token with (+10). Even worse, equipment that would otherwise push my mana beyond 400 causes my class token to
penalize my mana and give negative bonuses to maintain a 400 mana equilibrium. The thing is, vanilla can hit 600 mana by endgame, and I've been able to push 800-1000 mana in prior versions of Terraria with mods. If there is an absolute need for a hard cap for mana bonuses, perhaps a flat 200 from scaling would be more appropriate? That way, the bonus mana retains 400 mana on its own, and then allows 800 max alongside vanilla, while leaving room for any modded methods to surpass that 800 barrier.
Also, as a side note, with how the current version of mana caps work, the mod can negate the drawback of Class Based RPG Mod's Sage's special ability, which consumes a manastar from your max mana to shoot out fallen stars dealing magic damage. (ie you have used 10 mana crystals, 9 after special; this does not subtract from non crystal sources. High enough level sages can toss out all their star crystals and still remain at 400 mana. The active ability just technically runs out of ammo while the class token fills the gaps created.)