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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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Foxmaniac

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I just like to say, that is a impressive list of fixes on so short notice! And i wasn't even bothered by any of it :p
 

Lord_P

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"So is X going to be fixed? Will you do any improvements to Y? Z is completely borked, will you look into it in Clarke?"
-50% of all comments in this thread

Looks nice! I'll be ready to pick up this game once Clarke takes to space.
 
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NanoChainedChromium

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So, is there a date yet? At least for the Beta? Or am i just blind and stupid and overlooked it yet? I soooo much want to play Stellaris again, but i wont start a game if i have to abandon it in a few days again...
 

Juboboman

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Any idea if the star system elevation bug is fixed (star systems have different elevations when you first create the game, but as soon as you load that game from a save they all default to the lowest position on the map)?
 
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Bragi

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Any idea if the star system elevation bug is fixed (star systems have different elevations when you first create the game, but as soon as you load that game from a save they all default to the lowest position on the map)?

I'd like to know that too
 

BernardoAZ

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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.

Technology increases as your population increases? Shouldn't a larger population mean that - everything else being equal - you should finish researching a technology sooner? Is this a balance idea?
 
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Draconaes

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Technology increases as your population increases? Shouldn't a larger population mean that - everything else being equal - you should finish researching a technology sooner? Is this a balance idea?

It's surely for balance, but it can be justified by considering that larger territory/population = more effort to implement the new systems/concepts/processes etc. throughout the empire.
 
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Ramiel

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We need a diplomatic map mode. Would be really helpfull.
Already confirmed for coming in Asimov

So, is there a date yet? At least for the Beta? Or am i just blind and stupid and overlooked it yet? I soooo much want to play Stellaris again, but i wont start a game if i have to abandon it in a few days again...
About a week from now. And he said it should be save-game compatible.
 
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Master-Ezekiel

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Fine for me for the first "big" patch. Still, what about the AI and their defend/attack behavior in large-scale wars? Given the fact, that an alliance fleet of 4 allies is massively and unnecessarily overpowered in one sector. There is no chance, for the time being, to give one's allies commands to attack or defend. Will the developer add features like that?
 

Sawyn

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Man, this is why I continue to love Paradox Games. The superb support and continued development of already released games is unparalleled. All much needed adjustments agd greatly appreciated. Keep up the good work!
 
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REDDQ

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I wish beta would came out tomorrow, can't wait to try out some improvements... Thursday is probably more realistic though :(
 
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I am very curious as to what exactly was changed about xenophobe / phile as they're arguably the most potentially interesting ethic choices in terms of how they impact the way you play, but were pretty weak in the previous implementation.

Also I am hugely impressed as to the apparent depth of this patch as I was expecting little more than some UI improvements and AI fixes. Thanks!
 
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lifehole

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So, just about every major concern I've had for the game fixed in the first patch. Great work, guys. Anywho, what exactly is entailed by 'improvements and changes' to the warfleet AI? Will it be more to-the-point, or will it still skirt around conflict a lot, prolonging wars?
 

ipezzei

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I am very curious as to what exactly was changed about xenophobe / phile as they're arguably the most potentially interesting ethic choices in terms of how they impact the way you play, but were pretty weak in the previous implementation.

Also I am hugely impressed as to the apparent depth of this patch as I was expecting little more than some UI improvements and AI fixes. Thanks!
There are two "pathces" in development. I think they will fix a lot of things in the Asimov one.
 
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