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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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Wolfsblvt

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That's actually already dueable. Just takes me 15 minutes of modding to remove all men from their race.

So possible with a MOD? That would be cool :D

EDIT://
Already downloading the 1.1.0_beta right now!
 

StJimmyRocks92

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For the Asimov a new technology called psychohistory (from the foundation series) which increases the resource output or technoliogical uplift speed of primitive nations or something like that would be really cool.

That would be a nice little touch, adding something from the patch's namesake's work.

I think it depends. Either on purpose or a bug (but a nice bug in this case).

I made a spritualist-collectivist empire, with the divine mandate (and the non advanced equivalent before that). The initial ruler was female, because I didn't change the gender. All ruler after her were female. Not a single male, on like 10-15rulers. Which wasn't a bad thing, since they were insect aliens, so it was like the Queen of the hive or something, made sense to have a matriarchal society.

It's a bug, it's supposed to be 50/50.

When I read about rework of the EMPIRE BUILDER screen, I was reminded of something that confused me.
There is a gender symbol for the leader. You can change it. But it just works for the start leader, right? I wanted to design a fanatic spiritual race where the spiritual leader is always a woman. But that doesn't work. The next leader will just be random.

No plans on making something like this possible? :D

A matriarchal/patriarchal/egalitarian option would be a wonderful little boost to role playing, even if it was only cosmetic.
 

biship

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Sure thing kid. Apart from mod load order because it's not bugged.
You lost! Hahaha.

Evasion bug not fixed.
Accuracy bug not fixed.
Aggressive combat computers not fixed.
Mod load order not fixed,
Weapon imbalances not fixed.

But I am sure you love the UI changes because, that's very important. Such ignorance.
 
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Warial

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But I am sure you love the UI changes because, that's very important. Such ignorance.
UI changes are very important.

Mod load order not fixed,
There's nothing to fix. What's broken about it?

Evasion bug not fixed.
It's fixed though. You don't see the part about ship components?

Combat computers were mentioned in the changelog, but later edited out for some reason. So they are working on it. You are right about weapon imbalance and computers.

EDIT: Ah, accuracy fixed too.
 
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grommile

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there is a bug with influence.
all my outpost are controlled by sector. 4 outposts are counted for me
That's not a bug.

The original behaviour (outposts in sectors cost no influence to maintain) was a bug.
 

runrun

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so... what are the rules ?
i ve 11 outposts controlled by sector and 8.5 influence production. the result give +3
0.5 point when outpost are controlled by sector is expensive...
if i want choice to contolled 40% planet to win on the 1000 system map.
we need many more outpost than a small map
 
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Kyle0100

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When it says fixes for event chains does that include the precursor quest chains. As of yet the only one I have been able to complete was the concordant one (with six limbed mammals I believe) all the other ones I will get 3 or 4 events and then never get anything the rest of the game. Another thing to note is the one that I could complete I used hyperspace lanes but when I use wormhole I can never find all 6 artifacts.
 

grommile

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When it says fixes for event chains does that include the precursor quest chains.
I have successfully completed the Cybrex precursor quest in the Clarke beta, finding their derelict ringworld with its four +5 Engineering research nodes :)
 

Nagassh

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I don't see any mention of bug where gene modifying your primary species makes your civ start thinking they're ruled by aliens, is that not addressed yet or just not mentioned in the notes?

My xenophobic race has taken an absurd happiness hit as a result of suddenly considering themselves aliens, ruled by aliens, annoyed by alien slavery etc. I'd stopped playing in the hope it would be addressed in the next bugfixes as opposed to slogging on with a heap of unjustified unhappiness.
 
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