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Stellaris Dev Diary #34 - Clarke Patch

Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.

Please note that the highlights below are just highlights, NOT exhaustive patch notes!

UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:

  • Sectors can now be managed directly from the outliner.
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  • Diplomatic Notifications are now much more detailed.
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  • End of Combat interface has received a major face-lift.
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  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.
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AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.
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EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).
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BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.
 
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The scourge is in game_start.txt

They have a 10% chance of showing up after 120 years, etc.

You can block psi jump drives and jump drives from being researched at all before a certain date.

Likewise, you will be making the droid, sentient AI and synth techs more expensive as-is, though you could increase them further.

thank you very much
 
The AI auto-surrenders when its willingness to accept terms is high enough to accept everything demanded in your wargoals. If you're that eager to finish your chevauchée campaign, finish that before occupying their planets.
That's one of the most nonsensical counter-argument I've read on the subject...
I'm not sure even you believe in its worth.

"hey, instead of letting the player decide if his faction accept a peace (after all, he only might be the absolute ruler who can start genocide on a word, it's not like he has the right to make that choice), let's requires him to always be on his toes and manage the whole war with the baseline assumption that it can suddendly stops without his input"

Yay ?
They declare war on you because they don't like you (the reasons for which are visible in the diplomatic interface) and want to reduce the number of mudballs you own (which is indicated by the wargoals).

This is, ultimately, always going to be why the AI declares war: it wants to gain something, and it wants to make you lose something.
Same as above, this is nonsensical and pointless.
"why did the AI declares war ?"
"well, because it had reasons to declare war !"
"ah yeah, that's so much clearer now..."

And yeah the relation modifiers are displayed in the diplo interface, but that doesn't tell the whole story, as there could be several actual main reasons.
 
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You can disable stuff in the outliner options if you dont want it...
I want to disable listing individual resources individually in an outliner. So that it's not fighting me to use it mid-late game. There is no such option: If I want to see colony ships, I have to see eight individual entries for them. If I want to see fleets, I have to see twenty-four entries for each fleet instead of two for each my defined warfronts.

This is the devs adding more ways to break the outliner instead of fixing it.
 
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My question is: If this patch isnt doing much on performance, what will come? How much potential do you see, do make the game more playable? What I mean is: Is it possible, that the game will run fully fluently, maybe also possible to play on 5000 stars with acceptable performance?
 
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Amazing! The only thing I'd add is the ability to see the borders/range of defense stations before you build them. I hate building a military defense platform between to mining stations and guessing whether it encompasses both or not.
 
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"Improvements and fixes to AI handling of its fleets."

wonders if that means less ai fleets following your own ships neglecting to fight their wars etc
 
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Please work on improving performance... having some real sluggish and choppy gameplay when much of the galaxy is revealed and you've got a lot of fleets moving around. It really dampens the atmosphere and fun of the game. My system should have no problem running this game at all. It's real nice and smooth at first, but gets real bad later. Thank you.
 
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Also fixed. Please keep in mind that the bug fixes I posted are *not* an exhaustive list, just some highlights.

oh yeah, id consider ethics divergence to be a NOTEWORTHY bug :p noteworthy enough to make some people very happy that the feature has been tweaked. for starters, me.
 
The prospect of faster upgrade time for small changes to giant fleets makes me very happy.
 
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