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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.
    MAvS38w.png

  • 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 :

You say that "strike craft has had their range significantly increased". Can you elaborate on that ? (i didn't see it in the thread, although i may have missed it ?).

Current range is 8 i believe (6 on some advanced craft). Which is abysmal to put it lightly. But what does "significantly" mean.. a range increase to 20 would be significant, but still very crap considering that these are carriers, and there are weapons out there with 50 range.

Thanx for any reply :)
 
How I feel about stellaris:

Lovers' Infiniteness

BY JOHN DONNE
If yet I have not all thy love,
Dear, I shall never have it all;
I cannot breathe one other sigh, to move,
Nor can intreat one other tear to fall;
And all my treasure, which should purchase thee—
Sighs, tears, and oaths, and letters—I have spent.
Yet no more can be due to me,
Than at the bargain made was meant;
If then thy gift of love were partial,
That some to me, some should to others fall,
Dear, I shall never have thee all.

Or if then thou gavest me all,
All was but all, which thou hadst then;
But if in thy heart, since, there be or shall
New love created be, by other men,
Which have their stocks entire, and can in tears,
In sighs, in oaths, and letters, outbid me,
This new love may beget new fears,
For this love was not vow'd by thee.
And yet it was, thy gift being general;
The ground, thy heart, is mine; whatever shall
Grow there, dear, I should have it all.

Yet I would not have all yet,
He that hath all can have no more;
And since my love doth every day admit
New growth, thou shouldst have new rewards in store;
Thou canst not every day give me thy heart,
If thou canst give it, then thou never gavest it;
Love's riddles are, that though thy heart depart,
It stays at home, and thou with losing savest it;
But we will have a way more liberal,
Than changing hearts, to join them; so we shall
Be one, and one another's all.


The third stanza is most appropriate for the constant update situation (plus future DLCs)
 
What are the new bonuses to Xenophilia and Xenophobe?
 
@Wiz not sure if it's been asked yet but since you did tweak the custom empires a bit, can there now be "star dynasties" where the last name of the ruler will continue on past the first one rather than it getting assigned to some random character the game made up? also in the name lists it would be nice where you can actually customize the names of your empire so even if something is generate by the AI, it takes it from that list, like character names, ship names, colony names etc...

EDIT yes I'm aware you can change the name of basically everything in game once your there except your heir or whoever is elected. Would just be great to be able to list common names for heirs so you can have emperor George VI instead of just the first George you start w/ (just an example). Also if your allowed to edit the name list before entering the game it saves the player time while roleplaying or just trying to play the game from changing every name to be in line w/ whatever lore you've made up for your star empire.
 
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@Wiz :

You say that "strike craft has had their range significantly increased". Can you elaborate on that ? (i didn't see it in the thread, although i may have missed it ?).

Current range is 8 i believe (6 on some advanced craft). Which is abysmal to put it lightly. But what does "significantly" mean.. a range increase to 20 would be significant, but still very crap considering that these are carriers, and there are weapons out there with 50 range.

Thanx for any reply :)

I'm curious about this myself. In the pre-release streams, Wiz added fighters to stations, since stations were fixed in space, and he said fighters would give them the range they needed. I thought that was a cool idea, and had images of carrier-fleets dueling eachother at extreme range. I was so disappointed to find out that somehow fighters have less range than any other 'weapon' type.

In general, I'd love to carriers get a lot of attention in a future DLC/update, with maybe some almost-pure hangar battleships spewing out fighters and bombers. The fighters engaging in dogfights while the bombers unleashed high-damaging attacks, then had to return to rearm+refuel. No idea how possible it would be, especially considering the slowdowns in mid-late game combat already, but I just really like the idea of carrier combat.
 
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@Wiz may we expect the update the left "things drawer" with ships and planet, so the factions will be on the top of the list instead of end of the list?
Because it is really surprising to find out faction declaring independency, simply because you did not see it.

Another question is: I do receive insults from some of my over than 10 vassals and our relations are less than -2000. They are not declaring independency. Is there a reason to care about?
 
How are performance improvements not top priority at this point? I've played 91 hours so far and finished none of my games due to the horrendous lag by the end even after 1.03.
They're fixing the sector AI.

A substantial source of late-game lag is... bugs in the sector AI.
 
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Haven't read everything, only up to page 12, but does somebody know if there has been any reply on the idea of changing core planets in to core sectors? Saw several topics about it, saw a few naming it in this topic. But I haven't actually seen a reply on any of those suggestion topics or in this thread.

So if somebody knows or a dev reads this and wants to answer it, thank you very much. I assume they might not know themself yet what to do with this idea, seeing it touches a core mechanic, so I'm fine if there isn't made a decision about it yet, just wondering wether they are thinking about it or not.

To me it makes a lot more sense, especially later on when you get other planets colonizable and terraforming is possible. It would be logical that you would focus those new tactics on core systems, like we would probably terraform Mars. But atm you can't do that without having to give up your first colony you ever made, that's still the closest to your home system and would logically never be given up. Well I guess I don't have to bring up arguments, there are plenty throughout the threads I saw on this subject, thanks in advance if anyone has some news for me on this subject :)
 
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will be here fixed problems like that if you have mission to survey certain star, but it was already surveyed - and owned - by another empire, so you simply cant finish it (hunt for hyacint mission - where you have to survey 3 systems, i surveyed 2 but 3 was in another empire space...so it was surveyd and onquring it doesnt helped, here is no rescan/look for mission goals option), performance problems on medium and bigger maps (i was forced to play on tiny galaxy, since on medium even from start game is realy slow, and i have middle mainstream cpu and middle-high end GPU and 4GB ram) ?
 
Does this fix the [war goals bug]? That basically ruined my game a couple of times.

Summary of [war goals bug] the war goal is sometimes added to the war score but goes up each time you beat the enemy. So you beat them and your % wr win goes down by more than you got for beating the enemy. Note this only happened to me when my vassal declared war on me. Perhaps it is not widespread, but killed my game.