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Smiteless v0.9.66

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@github-actions github-actions released this 29 Jul 06:45
· 18 commits to main since this release
  • THE CLOSER: the games you were winning, and lost

New feature, and it only ever shows up in games you are already winning.

Smiteless has had a guard for every phase of a game that goes badly. It has never had one
for the phase that costs the most LP: ahead, past 20 minutes, not ended yet. That's the
game you already paid for. Every one of those you lose is LP you earned and handed back.

Your own ledger has been saying so the whole time. The profile tags a game threw_ahead
when one of your deaths lands after 25:00 with your team 2k+ up. It was the last tag in the
file with nothing in the game to answer it - RE-ENTRY owns the 90 seconds after a death,
BLEED owns the first fourteen minutes, the tempo engine owns the objective windows, and the
closeout was empty. Not any more.

  • It reads the actual map. Every turret and inhibitor kill is in the live event feed and
    Smiteless was throwing all of it away. The CLOSER now keeps a live structure map of both
    bases and tells you the shortest path to their nexus:

    END IT - mid inhib open 3:34 - 2 of them dead
    nexus turrets as five - baron is a detour, the inhib clock isn't
    

    An open inhibitor is a five-minute clock and most games spend it taking baron instead.
    When one is down it says so, with the seconds left on it. When one turret stands in front
    of one, it tells you that turret is the game - not the next skirmish, not the drake.

  • It tells you what you've GIVEN BACK. Nothing else in the app - and nothing else you
    can see in a game - tracks the trajectory of a lead. The CLOSER remembers your peak and
    shows the erosion: +4.5k - gave back 2.1k of 6.6k. A lead that has been quietly bleeding
    for four minutes is a game being thrown in slow motion, and you almost never notice from
    inside it. Once you've given back 1.5k it also tightens its own bar: an even fight is
    no longer good enough, because you don't need a fight, you need the nexus.

  • It prices your death in seconds, live. Not "don't die" - the number:

    HOLD - you're +4.5k and down 2 bodies
    dying here costs 51s - baron is up inside that
    

    That's your real death timer at your level and this clock, checked against the live baron
    timer. Fifty-one seconds is what they buy with your one bad step, and now you can see it
    before you take it.

  • It stays out of your way. Behind or even, it says nothing at all - a closeout coach
    talking during a losing game is worse than no coach. Ahead with nothing burning, it's one
    quiet line with your lead and your give-back. It never argues with the tempo card either:
    if the fight math says you win the fight, it will not tell you to hold.

  • Late-game advice, finally. The "do this instead" lines are written for minute 28, not
    minute 8 - "stay behind your frontline - you never walk in first from ahead", "ward
    their jungle entrances - no solo roams"
    - instead of the lane-phase wave advice the other
    guards give.

  • On by default: Settings -> Closer (win-conversion, from 20:00). The widget legend has a
    new CLOSER section explaining every verdict.

Tested: 60 assertions covering the structure parser (including a turret name Riot renames,
a replayed event, the fountain shrine, and the mid lane running past three turrets into the
nexus pair), the inhibitor clock from both the five-minute rule and the respawn event, all
twelve verdict branches, a full simulated game timeline, and a malformed-payload sweep that
must never crash the widget. The self-test now guards the CLOSER and the BLEED guard,
which had never had a check of its own.