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Just to clarify the game collision system calculates in a size hierarchy manner, so large->medium but medium won't have collision calculated with other medium.
I'v removed the normalizer so there isn't any negative scaling and reduced the modifier so it doesn't get to insane amounts of damage, and capped it at 1000.
this leads to about half damage is most casual cases but still enough to kill models and with greater potential given greater mass changes and higher speed impacts. as stated agile models mass changes "benefit" from this change as mass was greatly scaled upwards.
maths wise it doesnt seem to make charges more powerful generally, just if the initial value is higher
I believe the collision damage that is modified by the above is based on the unit's melee attack, I've read that elsewhere, but I could be wrong!
Try "No more stupid animations" mod to remove stupid plunging animations. I also lowered the jump attack chance in my "Agile models" mod.
The genuine threat of a defenceless rear makes positioning far more important and retreat/cycle charging far more costly/not worth it unless the unit is pinned by something else
The bracing angle change is fantastic, it makes forming a line mean something rather than being undone by the AI's chaotic charging angles for no apparent reason
I also love the single entity rear vulnerability - though I have one issue with it, being that vanilla animations will often plunge them headlong into the middle of an enemy unit, getting them surrounded, with no way to tell them not to bloody do that! It's a little potentially frustrating, though beyond removing certain animations (which isn't much fun), I'm not sure what could be done.
in an ideal world, the 'leaping into the enemy' mechanics would be an ability the unit could activate so you could control the animation somewhat and use as desired - but I get that is potentially not easy...