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Smiteless v0.9.67

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@github-actions github-actions released this 29 Jul 17:45
· 14 commits to main since this release
  • THE GOLD CLOCK: your lane, counted against the minions that actually spawned

New feature, and it covers the biggest leak in your ledger that had nothing in the game
to answer it - the one almost every game you play can earn.

Your profile has tagged games weak first-ten economy since the behaviour ledger existed:
finish minute 10 under 55 CS and under 3100 gold and it goes in the file. Four of the five
roles can earn it. Nothing in the app has ever said a word about it while you could still
fix it
- BLEED watches your health bar, RE-ENTRY the 90s after a death, THE CLOSER the
closeout. The thing you spend the entire lane phase actually doing was the blind spot.

  • It does the arithmetic instead of guessing. Every CS overlay ever built shows you
    CS/min against a flat benchmark, and a flat benchmark is a bad coach - it doesn't know
    that at 4:32 only nine waves have spawned. Minions are a schedule: one wave leaves at
    1:05 and one every 30s after, 3 melee + 3 casters, every third wave carrying a cannon.
    So the denominator isn't a benchmark, it's the minions that have walked into your lane:

    GOLD   41 of 74 · 55% · on track for 63, bar 55
    

    Melee are 21g, casters 14g, cannons 60g, and every one of those is flat until 15:00 -
    which is why this whole window can be priced exactly rather than modelled.

  • It back-times the deadline. 55 by 10:00 is your own tag's bar. Subtract what you have,
    divide by what's still coming, and you get the only sentence that actually helps:

    MISS - that wave went by · on track for 42 at 10:00, bar 55
    you need 25 of the next 32 minions (78%) · shove, then cross to a camp -
    a wave you walk away from is 105g on the floor
    

    And when the answer is no it says so - "49 short of 55 with 32 minions left" - and
    switches the advice to plates and objectives instead. A lane you cannot farm your way out
    of needs a different plan, and four more minutes of "farm harder" is four minutes wasted.

  • The cannon minion has a clock and now you get it. 60 gold, the biggest single object
    in lane phase, and the one you most often give away because you were walking back from a
    roam. It warns you seconds before it lands - and only while you're behind, because a
    reminder that fires every 90 seconds regardless is a reminder you stop reading.

  • Roaming never reads as farming badly. 30 CS and three kills is not a weak first ten,
    and your own tag agrees (it needs the gold bar missed too). Kills and assists are priced
    back into CS at the app's own per-CS rate - so the row shows 30+44 of 82 · 90% and
    stays green. The number it converts at is derived from the live gold model rather than
    typed twice, so the two can never drift apart.

  • It bills you once. A wave you lost on the grey screen is never counted against you -
    that's RE-ENTRY's and BLEED's subject, and charging you twice for one death is how a coach
    gets switched off.

  • It is a row, not a nag. For the whole ten minutes it's ONE quiet line you can glance
    at. It only takes the card at the moment a wave actually went by, or just before a cannon,
    and it hands the slot straight back. It never outranks BLEED (something that can kill you
    beats 105 gold) and never talks over a live objective call - the grub fight is the
    reason you left the wave.

  • Top / mid / ADC. It stays silent for jungle and support rather than invent a number:
    camps aren't on the lane schedule and a support's CS was never the story.

  • On by default: Settings -> Gold clock (farm pace, first 10 min). The widget legend has
    a new GOLD CLOCK section. Included in MAX ELO.

Tested: 10,721 assertions before this shipped. The wave schedule is verified spawn-by-
spawn and arrival-by-arrival for all three lanes across 30 waves (mid meets at 1:30, the
side lanes at 1:38, and a wave is never counted a tick before it lands); the cannon clock is
checked at every second of a 15-minute game for going negative, naming a non-cannon wave, or
pointing at a wave that already arrived; the gold composition is re-derived independently at
every sampled second; the per-CS conversion is asserted equal to the live gold model's own;
every verdict branch has a fixture; and the guard is driven through four full simulated games

  • a clean farmer (never accused once), a player who quits farming at 5:00 (caught on the
    first wave boundary after he crosses the bar, not before), a player dead across three waves
    (billed for none of them), and an ADC - plus an eleven-payload malformed-data sweep that must
    never crash the widget. Every frame the guard produced was rendered through the real widget
    path and inspected.