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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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Really hope the leader portraits resetting to default values on loading a save bug got fixed. Not exactly game breaking but still definitely weakens immersion.
I don't understand the description. Leader portraits don't have non-default values to reset from.
 
I don't understand the description. Leader portraits don't have non-default values to reset from.
If you load a save, the leader portraits can change to what the species portrait is in the empire builder rather than what it was when saved. For example, start as United Nations of Earth, save, load and you'll see that your leader looks completely different, despite being the same person.
 
thank s for this game
- why can t assign worker ship to a sector and let him lead it.
- i think terraformation post shouldn t be sector control... when a planet is terraforming since 2800 day and sector delete it... it s just boring
- some option view in galaxy map (alliance...)
 
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If you load a save, the leader portraits can change to what the species portrait is in the empire builder rather than what it was when saved. For example, start as United Nations of Earth, save, load and you'll see that your leader looks completely different, despite being the same person.
Huh, never noticed it.
But then again I am playing as frogs; the faces perhaps do not stick in the mind so well.

...and that's to say nothing of the fact that leaders are just a pair of traits with a number of stars attached, as opposed to anything you might ever feel any sort of memorable character attachment to a'la CK2.
My leader's been with me for 106 years and I can't even remember her name.
 
I'm a bit late to the party, but is there going to be an option to tell AI allies to not attach to your fleet, like in EU IV? My 20k doomstack doesn't always need to be a 40k doomstack. Sometimes, I just want the AI to watch a flank for me while I take out the main foe >.<
 
A suggestion - a bit of rework on the research. It is highly unclear what leads to what, if anything, or if it is all just random. This has led to many wasted hours as I built a strong and good empire, but had nothing to protect it with, because improved powersources for ships simply did not appear. I had grand weapons, armor and shields, but nothing to power them with. Suffice to say that it ended badly for my poor mushroom-people.

Another suggestion is to make it possible to convince others to do war against one another through sneaky diplomacy, or try to mediate between parties for building alliances. You know, grand power manipulation. This should of course cost influence, goes without saying, but I think it would make diplomacy a lot more interesting, and waging direct war not the only option to success.

By the by - I love that you name your patches after famous sf-writers! :-D
 
Pause at the end of the study the study is why sometimes missing a decent time on the fast game speed,that's what's missing in all other games in the paradox and adjustment for window sobsey
Yep I miss this option as well - you have it in other Paradox games though. That and other things add for me to the impression that the game is not "complete".
 
Uhm, I know you said you wouldn't answer "has this been fixed" question, but...can we control observation stations in Sectors now? That is actually one of my main gripes atm :/
 
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Uhm, I know you said you wouldn't answer "has this been fixed" question, but...can we control observation stations in Sectors now? That is actually one of my main gripes atm :/

Yeah, it's fixed in Clarke.
 
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A suggestion - a bit of rework on the research. It is highly unclear what leads to what, if anything, or if it is all just random. This has led to many wasted hours as I built a strong and good empire, but had nothing to protect it with, because improved powersources for ships simply did not appear. I had grand weapons, armor and shields, but nothing to power them with. Suffice to say that it ended badly for my poor mushroom-people.

Another suggestion is to make it possible to convince others to do war against one another through sneaky diplomacy, or try to mediate between parties for building alliances. You know, grand power manipulation. This should of course cost influence, goes without saying, but I think it would make diplomacy a lot more interesting, and waging direct war not the only option to success.

By the by - I love that you name your patches after famous sf-writers! :-D
Remember to scroll using your mouse wheel in the research selection screen. You could have progress towards the next reactor (from analyzing debris) and it could be at the bottom of the research list.
 
Nope! Is now based on size of upgrade rather than size of fleet, and overall much faster.

Hallelujah!

In any case, keep up the goodwork. It is obvious from Stellaris first an expansive groundwork was layed down that worked well on its own, that later then could be expanded on.
 
What about prethoryn's bug? Is it fixed?
 
Just a small thing but something I'd find useful - on the ship design screen, could we get a little random name generator button that draws from whatever name list you've picked at empire creation? I like my ships to have thematic species names and thinking of something a walking mushroom might call a ship can get a little challenging :confused::)
 
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