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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I am still waiting to buy this game but till there is a trace of mid game content i think holding off makes sense. If it only comes in DLC i will be pissed.
Don't hurry good intentioned stranger, its about playing the game now and become aware of the game's awesomeness, or wait a couple more until it hits just the riiighttt.. yea mighty great of you to hold off the temptation.
 
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Absolute heroes
 
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Wouldn't it be better to only give names to full updates, like the even numbers ones which add major features and ship with expansions, not major balance patches (generally odd numbered ones)?

Also will there be the capacity to optionally have more control over micro in sectors (e.g. by making certain tile blockers off limits, or being able to manually upgrade buildings or demand that tiles be worked)?
 
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Thank you very much for reworking the Diplomatic Notifications! What I would love to see is a mini-map in each of such notifications which roughly shows where my empire is and where - in relation - the other concerned races are.

That would help so much in finding the respective races as it is not as easy as in EUIV where you roughly know where Venice and/or Moscow, for example, are...
 
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I played it for a few hours on my sons computer and there is some good points but i think DW has spoiled me. After that game this feels like a fraction of a skeleton. Saying that i love Paradox games and hope they fix it soon.
 
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:(

Wiz senpai didn't notice my questions. Got an additional one though. Have you managed to fix the bug where armies vanish if still landed on hostile planets when a peace deal is made? (Especially then the AI surrenders with no option to refuse or postpone)

Getting tired of having to immediately disembark my damaged troops just in case the bug occurs, and I'm stuck paying upkeep forever.
 
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Cyridius

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Also fixed. Please keep in mind that the bug fixes I posted are *not* an exhaustive list, just some highlights.

I'm going to repeat this again, in red this time:

Please note that the highlights below are just highlights, NOT exhaustive patch notes!

Speaking of which, will there be an exhaustive changelog upon release of the patch?
 
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AstroCat

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Gotta ask, will the beta/patch need a new game or will it work with existing saves this time around? Thanks.
 
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Speaking of which, will there be an exhaustive changelog upon release of the patch?
There always are for Paradox patches. Occasionally something is missed though, which becomes a surprise :p
 

Arentak

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I die a little bit inside every time they refer to the patch as "Clark" instead of "Clarke" as in "Arthur C. Clarke".
I just assume they mean the cute blond girl from The 100 when they say Clark.
 

Wizzington

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Can we lock tiles so the sector AI will not touch certain tiles like unique buildings like stuff in Fallen Empire worlds and that tomb world tile blocker?

No, but sector AI will never replace those buildings anymore.
 
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Wizzington

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Gotta ask, will the beta/patch need a new game or will it work with existing saves this time around? Thanks.

Saves should be just fine.
 
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