Repository navigation
Smiteless v0.9.69
- THE WARD CLOCK grows up: the deadline, your trinket, and the 75 gold you keep forgetting
A big upgrade to the guard that shipped last version, in the four places it was still
leaving something on the table. If you play jungle or support, this is the one to read.
v0.9.68 gave the two map-owning roles their first coach: the live vision war (your score
against the enemy in your own role), PIT before a fight you'd be taking blind, and
PINK for a control ward rotting in your bag. What it didn't do was tell you when the
vision had to be in, how to place it with what you were carrying, or how much of the game
you'd spent with no control ward at all. All four are in now.
-
The deadline, not just the countdown. A ward that goes down as the drake spawns is
decoration. So the PIT card now back-times the moment vision actually has to be in - off
the app's own objective clock, the same one drawing your timer chips:PIT - drake in 68s · in by 9:23 and nothing of yours is alive 1:00Inside the last seconds it drops the deadline and just says now, because by then that's
the only honest answer. -
It reads the trinket in your hand. The same pit, three different instructions,
because the item you're holding changes what "go ward it" even means:go PAST the pit - their bot jungle entrance, so you see them walk in and the fight starts on your terms · sweep it before you place - take theirs, don't just add yoursCarrying a sweeper and it tells you to take theirs first: a swept pit beats a pit with
one more ward in it. Carrying a farsight and it tells you to place from range and
never to sweep, because you can't. A plain yellow trinket adds nothing, so it says nothing. -
The control ward in your bag is now a ledger, not a snapshot. A control ward leaving
your inventory is the only evidence anywhere that you actually placed one - so the app
now counts both halves, and the cards carry it:1 of 2 placed · control ward on you 42% of the gameThat second number has never existed. Not on the scoreboard, not in a post-game, not
in any other tool: the share of the game you had 75 gold of map control on you at all.
Most vision leaks are not bad ward placement. They are never having one in the bag - and
now that's a number you can watch instead of a habit you can't see. -
It asks for the buy at the only moment you can act on it. Standing in the shop on a
recall, with no control ward and the gold for one, the row leads with+75g control ward- and then drops it again. It never asks while you're already carrying one, and
never when you can't afford it. -
It says it out loud. "Ward it." - at most three times a game, on the same contract
BLEED's callout uses. This is the one guard whose entire subject is somewhere your eyes
are not, which is exactly why it shouldn't need your eyes to land.
Everything that made the guard safe last version is untouched: it stays completely silent
until the live feed has proven it reports a vision score, so it can never accuse a support
who has warded all game of being dark; dark time you spent on the grey screen is never
billed to you; it defers to BLEED, RE-ENTRY and THE CLOSER for the card and stands down to
its quiet row the instant the tempo engine calls a fight; and it never says a word to a
laner, because your profile has never graded one on vision.
Tested: the guard's permanent suite grew to 24 fixtures and six full simulated games,
and every one of the four new behaviours is asserted on the text it prints, not just on which
verdict fired: the deadline must equal the objective clock's own lead (and must disappear
once the fight has started), a farsight must never be told to sweep, a sweeper must always be
told to take theirs first, the percentage must never print before there's a minute of game to
measure and must never escape 0-100, and the buy prompt must never reach somebody already
carrying a ward or unable to afford one. The purchase ledger is checked against the truth over
a 25-minute simulated game (two bought, one placed, carried 40% of the game - the number has
to agree). The inventory reads survive a null item row, a non-numeric item id and a missing
items list. Everything from v0.9.68 still holds: the arming tripwire, the dead-time freeze
proven neither to reset nor to accrue across four death windows, ambiguous lobbies returning
no counterpart rather than a wrong one, and total silence for all three laners. Every state
was rendered through the real widget path and looked at.