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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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Awesome list of fixes! Can't wait.

Since this is primarily a UI upgrade, any chance on throwing in two buttons for sector taxes--one for minerals, and one for energy? It always ends up somehow that me/my sectors produce one much more than the other, and the ability to balance this income via taxes would seem to be a super quick fix that would be insanely helpful.
 
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I'm now going to stop answering most questions about which particular bugs are fixed, as otherwise I'll be here all week. Patch notes will be available later in the week.
Thanks for the DD with info on the patch. I'm waiting as patiently as I can for some of the bug fixes. I'll check in with the patch notes. :)
 
Do either of these patches fix the bugged achievements? I'm specifically not seeing the following earned achievies pop:
-Digging Deep
-Power Overwhelming
-Birth of a Federation
-Domo Arigato
-To the Other Side
 
So is population (country) scaling for Vassalize War Goal functioning now?

If so, amazing patch.

If not, great patch.

I won't be here for the Asimov patch but, I look forward to drooling over the dev diaries when I return!
 
How will sector AI handle planet tiles with multiple resources?

If a tile has food and minerals, or energy and minerals, how will it choose what to build (if anything)?
 
Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
I'm crossing my fingers and hoping you made xenophobe the ethic with lower ethics divergence stuff, rather than collectivist. I mean, its description even emphasizes cultural purity, so I think it makes perfect sense.
 
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Could we get a breakdown of ship classes lost? I like to mix different corvette classes into my fleet, so knowing which was lost would be a great help!

Great patch tho! :)
 
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I am very disappointed. UI fixes? The game is literally unplayable in late game, even on small galaxies! And there will be no perfomance fixes. I've played 100+ hours and finished zero of my playthroughs because of unbearable freezes. Clark will out a month after release and I still can't play this game till the end?

Or maybe this is not a widespread problem and I was unlucky with that?
 
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I am very disappointed. UI fixes? The game is literally unplayable in late game, even on small galaxies! And there will be no perfomance fixes. I've played 100+ hours and finished zero of my playthroughs because of unbearable freezes. Clark will out a month after release and I still can't play this game till the end?
It sounds to me like there will be performance fixes (i.e. repairing obvious bugs that have severe performance impact, like the sector AI), but no optimization work.
 
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I would LOVE for sector AI to be able to move populations around to seed barren planets when I have alien slavery turned on and alien breeding turned off.

I'm running into a micromanagement nightmare trying to get recently conquered planets / integrated planets populated with humans and purging the enslaved alien population. I need to pick 1 or 2 planets at a time, resettle a few humans from my core planets, then purge, then build up basic happiness buildings so they don't all migrate, THEN transfer the planets back to an AI sector.

If I leave it as is, I end up with tons of AI controlled planets with 4-5 aliens on em' and zero humans migrating/moving to fill up the empty spots.

Either give me an edict that seeds humans to AI sectors or a new government policy that REALLY prevents slave breeding so that they auto purge with old age and can be replaced with my native race.
 
  • Improvements and fixes to AI handling of its fleets.


Does this mean Allied, Federation and/or Vassel Fleets will no longer follow my fleet around like a lost puppy and do their own thing during wars?

And does this include transport ships?
 
Could we have a toggle option on the "End of Combat Screen" to see what class of what ship type was part of it? I usualy run like 3 corvete classes and seeing I just lost 4 corvetes won't help me know what type of corvettes I lost