Well, it updates to the new version automatically. But the new version does not write itself. I upload a 34.05 version of the mod, and the therapist wont work.
EDIT: Started doing a bit of brainstorming on the magic system. Here a weapon using the druid/magic_nature skill. Works beautiful, they train the Druid skill, no problem. There is no labortoken for it, so I dont know if I can use it in reactions. But I will test.
I might also do special materials that do extra damage against specific creatures. A heat/fire metal against frost giants for example, or a blessed/holy metal against undead. These metals would be really bad against anything else though. So you might make ONE holy crusader dude with them, and only send him to battle against the undead.
Generall outline of my thoughts. 10 classes. Way too much ^^
Healer = Healing, Resurrections.
Paladin = killing undeads, positive effects like speed.
Evil = Fighter, Necromany, making people crazed, negative effects like slow down.
Blood/Demon = Possesions, tranformes into hulk, transformes others into husks, stat boosts (?)
Plague/Disease = Starts epidemics. Might backfire. No idea how to impliment yet.
Ice = Ice spells, doe. Freezing stuff. Ice traps possible ?
Water = Underswim, breathes underwater, water spells. (dont know about the spells yet)
Earth = Magic rock missiles, earthquake (more or less) and rock skin.
Fire = Fireimmune, starts fires, fireballs.
Magic = Raw magic. Very powerful, hard to control. No ideas yet.
They should all get magic weapons and ammo, maybe a custom material here and there, that is only be used in these reactions, nothing else. No idea if I really to that many, but that is what I came up with. Probably focus on Good/Evil and Ice/Fire for now. The rest is rather experimental, to say the least.