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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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Some people want Superhuge-ia to always be able to out-research Tinystan.

It's not "some people", it's called "reality" (when we assume equal development of the states, equal tradition and equal funding). But I accept that all of us can have their own preferences and opinions. Thankfully I know how to change the files to remove things I consider wrong. This way everyone will have what they want and be happy with it.
 
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Hey guys, sorry if this was asked before. I couldn't really read 22 pages.

Did they fix notorious sensor and advanced computer bug? Seems like such small issue but these really have so much impact on the combat. Combined with the fact that AI will now upgrade we can see proper space battles if they did actually fix them.
 
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I'm happy about these changes, I think they are all great but more work on this game is needed before it is perfect...one thing i would like to add is that the late-mid/late game is kinda slow...not sure how to fix that but one suggestion would be to ( i hate to admit this) add an aggressive expansion like system...just a suggestion for an otherwise GREAT title, gotta love those space battles (my favorite part).. one more thing i thought would be cool is the ability to examine enemy ships while in combat so i can tell what exactly I need to do to my fleet to counter that specific weapon
 
so will the bug with the unbidden not losing territory when they are defeated from the galaxy be fixed or just ai behavior towards them be fixed?
p.s. I would like the end game crisis to be harder, like the whole galaxy having to join together to defeat them, kinda like the reapers in the mass effect series, that would be great.
(Love this game by the way)
 
Id like to point out that visualization is EXTREMELY overpowered as you can visualize an empire no matter the size and it will always be 60 war score, this makes all other war demands (the few that there really are) essentially useless...i have never had a vassal rebel even though some were much larger than me...we also need more options for war demands...demilitarization, religion, government type forced chang, etc
 
demilitarization


On a similar vein, something like the Major powers did before WW2 where treaties were signed to prevent crazy naval build up. Make a wargoal that if achieved, forces the loser to take a penalty to naval capacity and if they go over that capacity for too long you can redeclare with stronger sanctions if punished. Also something like Star trek had enforced neutral zones where no military vessels are allowed.
 
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@Wiz, I've made a thread suggesting that sectors should build and maintain fleets by themselves on our request. It seems that Asimov won't cover such kind of overhauls, but I feel that this would help in dealing with the massive micromanagement in the game right now.
 
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Will there be other changes like a bigger color palette on race creation or a more scale-able UI on 1080p? Because eyes hurt with all this reading :) I love reading but letters need a slight tweek
 
While I assume most of the changes involving slaving will be in later updates (mid game events and stuff) can we expect to see any sector AI improvements on slaving? I get very annoyed at having to manage every planet manually including sector controlled slaving. Can we also expect to see AI use slavery in this patch at all?

Slaving can be very powerful early game and there are far too few downsides but it is an interesting mechanic. I really want to see it be something within the scope of the game. At least more than an annoyance for AIs and one type of Fallen Empire.

(Loving the game so far!)
 
Holy cow I cant wait for this patch to release ... RELEASE THE PATCH ALREADY1!!!!11@@!!

also, i loled a bit at this :
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
I already found Xenophile to be rather strong, now its even better!
 
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Will there be other changes like a bigger color palette on race creation or a more scale-able UI on 1080p? Because eyes hurt with all this reading :) I love reading but letters need a slight tweek

ON twitter the last few weeks I saw among other things, one dev linking a new graphical settings as well as very recently, yesterday someone linked they were working on experimental UI scaling but I don't think its the kind of scaling you want. Its where the UI stays high rez but the game renders in lower res. I think...

They said it'd be in 1.1 patch if thats clarke than awesome.
 
No offense meant but I am curious about one thing. When you eat dinner, do you do it in alphabetical order?.
Not alphabetical but numerical ! ( Really, in italian appetizer, main course etc. are called "Primo e Secondo..", that is litterally "first, second.." )
Seriously now, I'm sure the Devs already have a lot of ideas about changes and improvements, but at the moment the don't know what will be a patch and what a dlc (considering when first eu4 dlc came out, 4-5 months after the game iirc, Stellaris should have it's first next Fall )
 
We have released a number of performance improvements in the hotfixes, and we're continuing to look into it for the people who are still experiencing performance issues, but there are only minor performance improvements in Clarke itself as we opted to put them into the hotfixes instead.

That's a shame because playing on the 1000-star galaxy still has major preformance problems late game:

- The game freezes for a second every 5 ot 6 seconds
- Performance seems to be as bad as pre-1.0.3 if you have any of your own units selected. When no units (or neutral/enemy units) are selected, it's fairly smooth, other than the previous point.

Don't get me wrong, it is much better than 1.0.2 ever was, but it's still no fun once all those empires and fleets get going.

I am playing the game on an embarrassingly powerful computer so I'm certain it's not my hardware that's at fault.
 
Holy cow I cant wait for this patch to release ... RELEASE THE PATCH ALREADY1!!!!11@@!!

also, i loled a bit at this :
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
I already found Xenophile to be rather strong, now its even better!


Its because the mechanics of xenophilia were misstated in the early guides. People didn't know the boundless joy it could provide.