Fixed an issue in Beastmen Co-op campaigns where a partner upgrading their starting Herdstone would prevent the user from upgrading theirs.Defiled Bloodground regions don’t move to a new Bloodground in case of overlap when establishing a new Bloodground.Fixed an issue where Kadon Unleashed would not unlock when requirement conditions were met.In the Mortal Empires Campaign, the objective to either Raze of Control Settlements now ticks off correctly.This prevents an infinite rampage bug where 150 rampage can be gained in a single battle. A maximum of 50 Rampage can be earned through a single battle now, regardless of how many are fought.Juggernaut raiding stance no longer takes away the movement range increase from razing a settlement.Khazrak now gives Razorgor Chariots vanguard deployment.Fixed a bug where Khazrak couldn’t use his abilities when mounted on a Tuskgor Chariot.Khazrak and Morghur can no longer re-emerge after their death.Charge Defenders have had their bracing multiplier increased from 1.75 to 2.Max bracing multiplier for mass from ranks was changed from 3.5 to 4.Braced units now get their max bracing bonus at 8 ranks deep (was 6 previously).The goal is to increase the difference between bracing and counter-charging in terms of how much collision damage is dealt.
![bunni how we first met beta v1 bunni how we first met beta v1](http://ecx.images-amazon.com/images/I/51Ynwgglb2L._SY344_BO1,204,203,200_QL70_.jpg)
Bracing multipliers have been increased to further improve the power of bracing against collision damage.The delay has been changed from 0.7-2 seconds to 1-2.7 seconds.The knockdown getting up random delays have been increased as cavalry would often not have a window to disengage cleanly as infantry would get up inside the cavalry unit and disrupt disengaging when cycle charging.Charge bonus is no longer added to collision power.Collision damage normaliser has increased from 0.7 to 0.8.The largest change should be seen with Heavy Cavalry that have relatively small charge bonuses. However, charge bonus is no longer added into the collision power as this was reducing the impact of bracing on collision power. We have tweaked the collision damage calculation formula to have a bigger delta for possible damage (difference in range of damage output) and increased the amount of damage per collision power.Our testing quantifies this reduction at around 35% less attacks, which means less damage dealt by infantry on the charge. The check for entities in front of others before charging means that infantry units get fewer charge attacks in when counter-charging.Now collision damage is just a calculation using collision power and not adding the flat Charge Bonus, this essentially means charging into braced Infantry will result in much lower damage on impact than unbraced Infantry.This meant that bracing often didn’t make a big difference for collision damage, so it would nearly always be better for infantry to counter-charge. Previously collision damage was increased by the charge bonus of a unit, which meant that high charge bonus cavalry would have little difference in collision damage between braced and unbraced infantry.
![bunni how we first met beta v1 bunni how we first met beta v1](https://upload-os-bbs.mihoyo.com/upload/2021/03/31/17009971/a42c21f4b2443b61d424a92bc1906903_1997136884193245175.png)
![bunni how we first met beta v1 bunni how we first met beta v1](http://www.pay4foss.org/jumpstation/FaceMonkey/ss4.jpg)
This helps cavalry trade more favourably with infantry.
![bunni how we first met beta v1 bunni how we first met beta v1](https://media.springernature.com/full/springer-static/image/art%3A10.1038%2Fs41419-021-04031-w/MediaObjects/41419_2021_4031_Fig1_HTML.png)
Entities will no longer charge attack if their charge path is blocked by a friendly entity.