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Please rework how that thing works out and be a lot clearer in the description on how to deal with it ingame, maybe even ... make the affected pawn not invulnerable.
I know that it might be a slight 'grey area' with soft-dependencies and the question if it's required or not - but since AE needs that dependency listed now as well, it can't hurt to add it here on top of it I would argue.
It's fixed now though
As for the second, the original mod also doesn't have that rule but has Anomaly in loadAfter, so i decided to do it like that too
1. After the latest update, there's a 'typo' in the Abilities_AE_Puzzle.xml:
> </casterMustBeCapableOfViolence>'
Somehow there got a stray ' into the Def.
2. The mod itself is missing a dependency for Anomaly itself in its About.xml. Ironically enough, you have a loadAfter rule for the DLC (which is redundant, since you're already loading after AE which in itself has that rule)
Don't know what's causing it though, it's kinda strange
The only solution is to kill them i guess, since after battle they are mostly useless because they like to wander away from your colony