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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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Hey there, I reckon I have found a bug. (Sorry if this has already been posted)

There is a sound file that keeps playing after unselecting a certain late game factions fleets or Diplomacy screen.

Sorry for being vague but even at this stage I don't want to give away spoilers :p
 
If I find a Stellaris bug report forum I will gladly do so, and my accounts are synced. If you can though, do please link me to the proper forum and I'll annoy people there ^^
 
If I find a Stellaris bug report forum I will gladly do so, and my accounts are synced. If you can though, do please link me to the proper forum and I'll annoy people there ^^


Stellaris: Bug Reports
Please connect your Steam account to your Paradox account and sync your Owned Items to get access to this section

https://forum.paradoxplaza.com/forum/index.php?forums/stellaris-bug-reports.941/

How to sync your items:
https://forum.paradoxplaza.com/foru...team-account-to-sync-your-owned-items.894506/
 
Hey, i just played the beta and i had an event with some sort of sensormatrix.
I had to choose to repair it and use dont know how much engineering points or to dissassemble it and gain i guess some percent of points for a research.
I chose the first option and had to have an science ship in orbit, i did this and researched it and it just dissapeared, would you look into that please? :)
 
Thanks for the AI Aggressiveness option! That will be great! However... it would be even nicer to set a range! Since part of the dynamic joy of this is that each AI is fundamentally different...so having all the AI be aggressive (or not) is kind of a bummer. It would be great to set a range (i.e. med to very), or set the AI aggressiveness as a minimum (i.e. the aggressiveness of the AI is randommly generated, but will not be below what is set by the player).
 
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Hey, i just played the beta and i had an event with some sort of sensormatrix.
I had to choose to repair it and use dont know how much engineering points or to dissassemble it and gain i guess some percent of points for a research.
I chose the first option and had to have an science ship in orbit, i did this and researched it and it just dissapeared, would you look into that please? :)
Register your game and access the Bug Report forum - post there. If you have screenshots and/or saves that would help!
 
A couple things I have noticed in my game play for Stellaris and I don't know if they have any plans to fix them.

I was playing and I was allied with another empire, who got attacked by an alien race that we could reach. One of the war goals for that empire that attacked my ally was for it to liberate Earth. Well before we could even really start battling and me going through my allies space they had a revolt or something because all of a sudden there was another empire in the way. We could not reach them and the war score was stuck at 36 percent. it stayed that way for 75 years and finally my ally surrendered but in the process I lost Earth without ever firing a shot or even being able to fire a shot.

My suggestion to fix this is either one you can't name another empires capitol if more than a few systems separate your capitol or the population on that planet is extremely unhappy and wanting liberation. Another option is making the ability for your empire to negotiate or continue the war if your ally surrenders. I was trying to figure out a way to surrender or negotiate a surrender without giving up Earth but never could because I wasn't the one they declared war against, But if I had the option to contuine the war even without my ally to get to some sort of agreement to end the war WITHOUT giving up my home planet I would have kept fighting. It Just seems like a messed up function that my Home planet deeply nestled into my empire with a very happy population is all of a sudden the Human Conscious and they hate the rest of my empire at a blink of a hat because my ally finally surrendered after 75 years.

On top of that I had to wait 10 years to take Earth back, thats to long or I should be able to not agree with that truce and retake earth, but the same empire that declared war was protecting Earth albeit from the other side of another huge empire. Then on top of that when I finally could attack earth my Ally wouldn't agree to go to war to retake my homeworld. I had to go into the settings and manually take over the ally for them to vote yes so I could retake my planet.

Other thing I wish they had in the game is the ability to barter more, sometimes allys wont go to war because they aren't getting a planet ceded to them or a planet to liberate, in the case of this dispute my home world was just a single planet, they wouldn't agree to it because they were not getting anything. give me the option to pay them to agree by sending them minerals or something. Or let me go to war without them I didn't need their fleets I just wanted my home world back. Same with federations let them barter more than just planets to cede, liberate or vassilize.

lastly. the Sectors need some work, every time I add a planet to a sector my energy credits go way down, I don't know if I am doing something wrong or if thats just a feature. I would at least give players the option of micromanaging the tiles on the planet if they wanted to do so. The AI isn't always going to build exactly what I want on the planet being able to select it and jump right in to build something or replace something would be great and it should be done with no influence lost or taken from me. I conquered that damn planet why can't I make changes if I so choose, the Roman Empire had governors that managed sectors of their empire but do you think that Caesar couldn't stop in on one of those provinces and say build this? of course he could and did on many occasions. Should be given that option as well.

But overall I am having fun with the game despite these frustrating scenarios that just were bewildering to me.
 
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It does seem like improving planetary capitals should be largely about reducing deleterious effects of remoteness from the central government, or for sectors the distance to the sector capital that has direct authority with the empire's capital indirectly involved by setting policy.
 
Do you have any expansions planned for the next few patches? This was probably asked somewhere earlier but I truly don't have the time to read 31 pages, and as such I'll just ask it again.
 
The speed that you got this patch out is very impressive. Thank you for doing your customers right! I know it has to be difficult catering to people who have never developed a game before, but know your work is appreciated. Keep up the great work!
 
You guys wonder why other developers abandon games... Maybe try and report a bug instead of QQ about it and annoying them. Read the patch notes, I did. If you have ADHD and can't help yourself; see your doctor.