Crusader Kings 3 review – ‘next gen’ has arrived
Paradox Interactive’s latest doesn't reinvent the medieval soap opera grand strategy series, but it's the series' best to date
www.pcgamesn.com
Paradox Interactive’s latest doesn't reinvent the medieval soap opera grand strategy series, but it's the series' best to date
www.pcgamesn.comArriving as it does on the eve of what may be a succession crisis in the United States – that grand experiment in Enlightenment ideas of popular sovereignty – it’s tempting to think of Crusader Kings III as a kind of divine omen. Paradox’s latest incarnation of its medieval dynasty simulator is not only strangely portentous, it’s also the most accessible the studio’s grand strategy games have ever been. Thanks to a near total rework of its interface, an enhanced new build of the underlying Clausewitz engine, and a generous new system for keeping players informed, Crusader Kings III is the new gold standard for the genre.Developer Notes: The goal with these changes is to make the final phase of the fight more consistent, fix a few softlock scenarios, and to remove a few cheeses. The expectation is that with these changes, the final phase (and only the final phase) will be much easier. We want this to be a fun phase, not a frustrating conclusion
Remove “unique” scaling on health and damage. This has a significant reduction on the way his health and damage scales over time, especially later into the run. Expect him to have less than half of the current live build, depending on time.
Lunar Shard Attack
Projectile Cone: 20° ⇒ 0.5°
Developer Notes: The intent for this change is to reduce the cone that the attacks come out of, reducing the chance you randomly get hit by a stray shot.
Energy Ball Attack
Damage Coefficient: 1000% ⇒ 700%
Knockback Force: 400 ⇒ 4000%
Projectile Radius: 3m ⇒ 2m
Now glows with a stronger effect to make it more visually noticeable, especially when swinging around corners
Item Steal
Add immunity while channeling.
Can no longer use Mired Urn and Crowbars. He will take them, but will be unable to use them. This is a mechanic we already have in place for a few key items (Razorwire, Tougher Times) that can cause softlocks or impossible scenarios.
Now steals items from minions, like Engineer Turrets. He won’t use the items he takes from minions.
Minions can now retrieve items for their owner.
Add visual effect to Tesla Coil being active