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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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@Wiz @Zoft While the Clarke patch is out in its beta form, any chance you could consider letting the players customise planet, fleet and leader names from the race creation window? (like how you can modify bio and titles now) Would be great to be able to do so without having to mod the game.
 
You said End of the week in the OP. Well its Friday afternoon here in NZ :)
Come on ! :D

Edit. Ahem. I just noticed the post about beta enabling. Thanks :)
 
so... what are the rules ?
i ve 11 outposts controlled by sector and 8.5 influence production. the result give +3
0.5 point when outpost are controlled by sector is expensive...
if i want choice to contolled 40% planet to win on the 1000 system map.
we need many more outpost than a small map
Use Vassals, alliances and so on to control the whole galaxy.
 
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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 >.<


^^ ditto on this, has this been fixed? Is the AI capable of being a contributing member of an alliance or does it just follow you around.
 
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So in the Beta I got the Platypuses... Platypuss... Platypai... whatever. As a race option, as well as some others I didn't recognize. Heck, I even met an empire that looked like floating fungi, I've never seen that before at all. I'm guessing all this will go away when the actual patch hits? I only have the base edition.
 
In my election screen (beta1.10) the images for the candidates are not in their regular (square) they are lower and to the left so they partially overlap on the leader traits.
Also in the subspace probe quest...i had a debris analyze on a probe that malfunctioned and attacked me. When debris analize was complete it gave nothing, not even 1 point of some tech or another. it just said debris analized and blank afeter.
 
Sorry to be lazy but is this patch fixing the Leaders bug where they end up as the leader of multiple fleets?
Is it compatible with save games?
 
Right, because space aliens follow the European rules of war.
Right, because reasons to go to war is exclusive to Europe... *roll eyes*
Also, this counter-argument is pretty self-defeating considering how the war goal system works (it's following much more exactly the "european rules of war" than an adapted casus belli system would).

I think I'll put the post which ridicule this argument in my sign. It's tiring to spam the link everywhere each time I see it posted.
 
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to the asimov patch, it would be good to link technology such psychohistory / psionic and Gaia worlds to a collective consciousness government type with its own adventages (ethics, happiness). and to add the worlds collective consciousness with the terraforming system.
these worlds concern by the collective consciousness would be an against-weight end games events ( or not).
 
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