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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.
    iXkAx0t.png

  • Diplomatic Notifications are now much more detailed.
    MAvS38w.png

  • End of Combat interface has received a major face-lift.
    VZz7pT8.png

  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.
    umRygrv.png

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.
VKhKVgi.png


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).
2BfuQux.png

HW7T33r.png


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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Saranea

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Question: bug or feature for scientific democracys

When playing a scientist democracy - will i get my scientist back after he "served his/her term".
Right now i need to hire a new one if the old one is not reelected (causing low level scientists and every 4-5 years a 60 influence drain).

Also: will i be able to sort planets in the outliner?
Strategic resources not bound to sector - pretty please.


Sincerely
 
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Cannes

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Are there any plans to release a bigger galaxy canvas, so that it becomes possible to create bigger galaxies without having to bunch up the stars in a too small space?
 

Persianz

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In all honesty the only thing I would like to see patched is the late game Lag. I was able to remedy the problem a little bit but the game still runs crappy. The remedy was to create a bunch of sectors instead of 3 or 4 large sectors but the game still runs like crap in late game with larger galaxy options.

Can someone please tell me if the late game lag and slowness has been addressed as its really killing the game.
 
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Jovzin

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So what about two main game breaking things ( mainly for me ) are you going to fix them too ?

1/ Mid - late game lag and pausing of game every month for 1 - 2 sec. It was fixed a bit with hotfix 1.0.3 but guys you still need to finsh it please.

2/ Alliance / federation fleet IA chasing me like brainless. I hope guys you will fix this too as I really ahte when one of my Federation or Alliance AI decalares war and send all the ships to me without thinking. Pls put some options for this like do not attach to my fleet. Or attack from left or secure your borders and I will do the rest or something please...
 
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Stevrous

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2016-05-25_3-09-27.jpg


any chance that the mods tab on the interface will be fixed this update. i have this bad shadowing and cant tell whats active and what isant. its like the buttons are all
out of sink.
 
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KiwiNoob

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@Wiz will either Clarke or Asimov address the rampant target switching in battles where fleets will drill down the shields of every single enemy ship before they start to work on their armor/hull?

Not only does it lead to one-sided fleet battles where even a marginally larger fleet (slightly more shields) take disproportionately lower losses but it completely kills the idea of an all armor/hull tank.
 

Rock Lord

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Is the endless war problem fixed?
 
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General Karthos

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Woohoo! I'm very, very glad to see this is coming soon, as I stopped playing Stellaris a week or so ago, because of many of the issues in here that will be fixed, particularly the sector handling.

I am curious; will we be able to add/edit a biography or our ruler titles in-game?

I only ask because I've got a good game going, and Admirals, Generals, and Governors can become rulers in the Military Dictatorship government type, and I'd like to alter the title based on the ruler type. (Grand Admiral, Supreme General, Emperor/Empress, etc.)
 

Scobie

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Wasn't expecting it this fast. Good work, Paradox.
 

Massanutten

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Would you consider making it so that sectors cannot own colony ships? As a multi-species empire trying to build colony ships of a certain species to colonize certain worlds, I often have to build colony ships in sector-owned worlds. When built, the sector gains ownership of the ship and it hides there. If you have 50 systems or more, it can be easy to forget about the multiple colony ships you have built when they don't show up in your civilian ships tab in the outliner. Sectors have no AI, as far as I have seen, for using colony ships to colonize within their own territory, so I don't see the point in allowing sectors to own them at all.

As a further note to that respect, can some sort of indication be added to colony ships once built as to what species they are? Again, when juggling multiple colony ships from multiple species and systems, this can be hard to keep track of.
 
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"Greatly improved sector AI handling of pops, buildings, spaceports and mining stations."

Does this include AI handling slave populations? At the moment AI do not handle slaves and so one still has to end up micromanaging sectors.
 

nhsk

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What about the disconnect between base race and removing or adding traits completely from your population?

I posted a thread in bug reports where I removed repulsive from every last member of my species but I still got repulsive malus when interacting with other empires - Or Xenophobic pops getting "alien overlords" when the entire race is modified -

Is that among the fixes?
 
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