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i think i found a bug within the Rune Magic, the Rune of Wrath and Ruin does not work (i think it it was not a explosion spell and was changed in a patch and now it does not explode and only makes a magic circle that does nothing)
Just a matter of if/when I feel like turning my mind off for 12 hours while I transcribe ten-to-twenty thousand cells.
All of that said, if you feel the need to modify things after the fact, feel free. It's not hard to do.
With that in mind, there's a simple solution to dealing with mages and healing in particular: Either spread out the damage with whatever dakka is on hand or focus on a particular unit (Mage AI really likes to focus on units eating high DPS attacks), then murder the shit out of the mage using whatever method is available once the healing has been applied. If that doesn't work, then there's always attrition (vampire on vampire violence is funny).
That aside, I was wondering if you'd consider publishing a third version where healing spells(not items) were even lite-er, if that makes sense. I ask because while it's certainly much less busted than the original mod, playing a race without access to healing spells(beastie bois, WoC) is somewhat miserable when you come up against(for example) Alarielle with the SoK earth blood-ing all her seal team sisters back to life. It's cool if you have a life mage to do it too, but when your only alternative is out-DPS-ing you start to feel like Sisyphus real quick.
Essentially I'm asking for this mod, but with earth blood, invoc of nehek and suchlike to stay at their vanilla values. I understand if you don't want to do this after all your work, so regardless of your decision, thanks again. <3