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With this mod, when a knockdown check fails, a charge will instead always result in a knockback. This mod allows you to change this value, or if you prefer, simply use the relative speed between both units or the inflicted damage. However it has the problem of being quite volatile, which makes knockdowns feel inconsistent. It's based on the speed and position of the horse relative to the victim. To determine if a collision results in a knockdown, the base game first use a value named "magnitude", which is the amount of damage unmodified by armor and damage models. It uses the normal charge damage formula, but it uses the mount's armor instead.
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In the base game, mounts don't get damaged when charging into infantry. I never really understood why it was made that way, but in any case, this mod offers an optional fix to remove that aspect and make damage more consistent. In vanilla, the charge damage formula gives lower results the closer the angle formed by the two vectors (the mount's and the victim's) is to 90°, meaning that charges from the sides often do less damage than players expect. You can also set the damage type of charges to Cut or Pierce instead of Blunt. The chance is configurable and can be based on the rider's riding skill.Īll charge damage (both inflicted and self-inflicted if enabled) can be increased or decreased through the use of a multiplier. If a mount rears up, there can be a chance that the rider falls off from it. This is an optional feature brought by this mod. You can disable them entirely, or tweak some variables to fit your preferences. This mod gives you some control over this.
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Units doing a 180° turn at the last moment adds to the frustration.
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However, it's quite annoying in its current state since your mount gets completely stopped no matter how fast it's moving. This mechanic exists as a way to make spears a little more useful against charging mounted units. In the base game, mounts rear up when they receive a certain amount of damage from polearms, from certain angles.
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