AW2 - SMITE 2 Alpha Weekend 2 | |
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Summary | |
Release date: | May 30, 2024 |
Client version: | 1512147 |
See also | |
← AW1 AW2 AW3 → | |
All Patch Notes |
NEW GODS
NEW SKINS
Iron Fang Anhur
Cross-Gen - SMITE Cross-Gen Pass
Voiced by: Mike BodieSteel Sentry Athena
Cross-Gen - SMITE Cross-Gen Pass
Voiced by: Sarah Ruth ThomasPrismatic Gust Kukulkan
Cross-Gen - SMITE Prismatic Chest
Voiced by: Laila BerzinsBionic Overlord
Cross-Gen - SMITE Immortal Honor
Voiced by: Oliver Smith
GENERAL
Item Store
- Improved general console navigation
- Artistically reworked
- More of the HUD will be updated to match this style in the future
- Added options for 3 different versions of the store UI
- Left aligned
- Centered
- Split
- Added Role Filters and Popular Tab per god
- Fixed an issue where console hovering items in builds-into section didn't show those items names/stats
- Fixed an issue where multiple items could be selected at once
- Can now also type stats to search them
- Ex: crit, int, intelligence, etc
- Auto Buy will no longer be canceled by buying or selling potions. It will still be canceled by buying or selling any other item.
- Auto Buy will now display a message in the shop to confirm it is active and help prevent players from deactivating it accidentally.
Visual Settings
- Default ruler targeter setting has been added
- Reticle setting can now be set to “none”
Control Settings
- Adjusted default sensitivity and sensitivity scale for both PC and Consoles
- Adjust Controller Savage layout to be more like SMITE 1 (reminder: controller players can now fully rebind all buttons as well)
Damage Numbers
- Damage dealt will no longer display magical or physical icons next to the number
- Damage taken will still show damage type icons, with some extra recoloring to helm them read more clearly
- Default size and font size scaling rules based on amount of damage dealt have been adjusted
- Adjusted position of damage numbers relative to the gods
- Damage numbers of different types will now have different directional animation, or randomized directional animations
- Added randomized direction animations
- Fixed an issue where damage numbers position would move unintentionally when moving closer/further away from a target, or when rotating your camera while hitting a target
Accolades
- Accolade popups on screen will now be more responsive, and display on screen for shorter durations.
- Accolade popups can now display kill information, and accolade information simultaneously
God Description Text
- Added Basic Attack descriptions to all gods
- Fixed a variety of typos
- Future updates to organization and color coding of these are still in progress
CONQUEST
“Our primary goal for change on the Conquest map is to address the pacing. Alpha 1 felt like matches ran too long, objectives were too hard to secure, and gold leads were less common or impactful in the early to mid-game. For the next Alpha objectives are going to become easier to kill. That will move games toward the end more quickly as teams can take them more often and gain bigger advantages over their enemies. Gold sources in the lane and jungle will be increasing to make map control even more valuable. There are also some important fixes and changes to the amount of XP earned from kills. These economic factors are likely to have an impact on the mode in a variety of ways.”
Map
- Improved camera collision on the outside bounds of the map
- Previously, camera was blocked by the invisible wall but now should only be blocked by environment assets
- Fixed fountain deaths granting xp/gold to the player who died to the fountain
- Changed name of the Blight buff to Caustic
- Improved camera collision on the outside bounds of the map
Fire Giant
- Reduced base health from 5625 to 4500
- Slightly reduced pre-fire on Fire Giant’s magma slam
- Fixed damage scaling on Fire Giant’s other two abilities (Ragnarok’s Fury and Fire Blast)
- Was previously doing low damage without factoring its base power into the equation
Fire Giant Door
- Fixed door giving gold/xp to players who died to the door
- Fixed Fenrir dying when he brutalizes through the door while it’s closed
- Fixed Fenrir killing players by picking them up with his ultimate and placing them within the door while it’s closed
Gold Fury
- Reduced base health from 2700 to 2250
Ancient Fury
- Reduced base health from 3150 to 2700
- Fixed ancient fury tooltip (showed 180 seconds, but in reality its 120 seconds)
Minions
- Melee minion base gold increased from 21 to 23
- Ranged minion base gold increased from 15 to 16
- Minotaur minion base gold increased from 60 to 66
- Fixed last hit indicator sometimes showing up on allied minions
- Fixed minions not pathing properly through the jungle and back to lane
Jungle Camps
- Alpha buff camp creature base gold increased from 38 to 57
- Small buff camp creature base gold increased from 13 to 19.5
Towers
- Tier 1
- Decreased Team Gold Reward from 125 to 100
- Tier 2
- Decreased Team Gold Reward from 150 to 125
- Tower Bounties
- Decreased base Gold Reward from 75 to 50
- Decreased final bounty Gold Reward from 125 to 100
- Fixed backdoor protection VFX not showing on towers
- New temporary tower dissolve VFX will play when towers are destroyed
- Fixed tower bounties sometimes flying into the walls
- Fixed blue bounty not properly being removed from the tower health bar when the opposing team has claimed theirs
- Tier 1
Kill Rewards
- Reduced the penalty applied to the XP reward for killing a lower level God from 20% to 10%
- Reduced the bonus applied to the XP reward for killing higher level God from 40% to 25%
- Reduced the duration of eligibility for NPC kill assists from 10 seconds to 5 seconds
- Bug Fixes
- Fixed an issue where assists for God kills were awarding much lower XP and Gold than intended
JUNGLE PRACTICE
- Added level 20 pad
- Fixed “ignore cooldowns” pad not applying ignore cooldown effect
- Added a Enter Practice queue in the Custom Game Browser
GODS
NEW
Hades
“Hades has traditionally struggled between being a burst mage and a bruiser mage, torn between the two playstyles while not being particularly effective at either. Hades’ abilities should lean more frontline and we are adjusting his kit to reward that playstyle more directly.
The most clear example of this is the change to his Ultimate. Now when Hades casts Pillar of Agony, his first 3 abilities are usable and come with bonus effects. Death from Below will reposition the Pillar of Agony, Shroud of Darkness will hit enemies in a much wider cone, or Devour Souls will damage the whole area. This additional flexibility ensures that rather than being vulnerable in his Ultimate he can bring what you expect a frontline to bring. Extended Pressure, Control, or even Healing during the teamfight.
Devour Souls is also seeing an adjustment to remove a major pain point for Hades players. Previously, allies had to stand right next to the detonated targets to heal, making it really difficult to actually bring this powerful utility to your teammates. Now, Hades fires a healing projectile from himself to allies within a wide area around him; its strength based on how many blighted targets he hit with Devour Souls. With a reduced Cooldown from Smite 1 this is consistent pressure and healing he can bring to extended fights.”
- Ability 1 - Death From Below
- Leap forward to deal Magical Damage to enemies. Slows Blighted enemies. Applies or refreshes Blight.
- Enemies take reduced damage if hit by multiple explosions.
- Damage: 70/120/170/220/270
- Damage Scaling: 60% Intelligence
- Slow: 20/25/30/35/40%
- Slow Duration: 2 seconds
- Range: 8.8 meters
- Radius: 3.2 meters
- Cooldown: 14 seconds
- Cost: 50/55/60/65/70 mana
- Ability 1 - Death From Below
- Ability 2 - Shroud Of Darkness
- Silence enemies in front of you. Fear Blighted enemies. Applies or refreshes Blight.
- Enemies are feared in the direction they are facing
- Silence Duration: 1/1.25/1.5/1.75/2 seconds
- Feared Duration: 1/1.25/1.5/1.75/2 seconds
- Range: 5.6 meters
- Cone Angle: 110 degrees
- Cooldown: 14/13/12/11/10 seconds
- Cost: 60 mana
- Ability 2 - Shroud Of Darkness
- Ability 3 - Devour Souls
- Deal Magical Damage to enemies around you. Blighted enemies explode when hit, dealing additional Magical Damage to them and enemies around them, and Healing you and your allies around you.
- Damage: 75/115/155/195/235
- Damage Scaling: 70% Intelligence
- Blighted Damage: 10/20/30/40/50
- Blighted Damage Scaling: 50% Intelligence
- Heal: 20/35/50/65/80
- Radius: 3.2 meters
- Cooldown: 10/9.5/9/8.5/8 seconds
- Cost: 60/65/70/75/80 mana
- Ability 3 - Devour Souls
- Ability 4 - Pillar Of Agony
- Channel to repeatedly deal Magical Damage and repeatedly Vortex enemies around you.While channeling, you may use one of your non-ultimate abilities. Reduce the Physical and Magical Protections of Blighted enemies damaged. You are CC Immune while Channeling and gain increased Physical Protection and Magical Protection.
- Vortexes slow targets moving away from the vortexes source or speed up targets moving toward it.
- This Vortex increases in intensity as the channel time progresses.
- Channel time is 4 seconds. Hits 8 times.
- You are Rooted while Channeling.
- Damage Per Tick: 45/60/75/90/105
- Damage Scaling Per Tick: 30% Intelligence
- Physical Protection Reduced: 10/15/20/25/30
- Physical Protection Reduced: 10%
- Magical Protection Reduced: 10/15/20/25/30
- Magical Protection Reduced: 10%
- Debuff Duration: 4 seconds
- Physical Protection: 60/85/110/135/160
- Magical Protection: 60/85/110/135/160
- Radius: 4.8 meters
- Cooldown: 90 seconds
- Cost: 100 mana
- Ability 4 - Pillar Of Agony
Sol
“Sol’s gameplay flow in Smite 1 is quite strong, having a clear identity as a Magical Carry with strong AoE capabilities. In Smite 2 we want to ensure Sol can leverage the new split between Intelligence and Strength to really ramp up her carry potential and give her some bonus AoE when she plays into her caster playstyle.
Heat now provides bonus Strength in addition to Intelligence, giving her more build flexibility. Additionally her ultimate provides Heat on hit, turning this ability into a pseudo-stim when Sol needs a quick boost.
Radiance has always been Sol’s primary Heat generator but we want to give it extra utility when Sol is at max heat. Its radius now scales to up to double its normal size, allowing her to control a large area around her. Additionally, Disapparate has gained an explosive burst when she transforms into her fireball form, giving enemies a difficult choice when continuing to chase her.”
- Passive - Unstable Manifestation
- Gain Heat from hitting enemies with basic attacks or from using abilities to gain increased Strength, Intelligence, and Attack Speed. At Max Heat, increase your basic attack damage.
- Ranges from 0 to 100 Heat.
- Heat starts depleting if you have not generated Heat within the last 6 seconds.
- Heat depletes over time at a rate of X per Y.
- Strength: 0.25 * Heat
- Intelligence: 0.25 * Heat
- Attack Speed: 0.3% * Heat
- Basic Attack Damage: 15%
- Passive - Unstable Manifestation
- Ability 1 - Radiance
- Create a Pool of Flames at your location. Heal yourself over time, and instantly generate Heat. The pool repeatedly deals Magical Damage to enemies in the area. The more Heat you have at the time the pool is created, the larger its area will be.
- Pool Scales from 1x radius at 0 Heat to 2.5x radius at 100 Heat.
- This ability hits 3 times over 3 seconds.
- Heals 6 times over 5 seconds.
- Damage Per Tick: 30/50/70/90/110
- Damage Scaling Per Tick: 30% Intelligence
- Heal Per Tick: 3% Missing Health
- Heat Generated: 30/40/50/60/70
- Radius: 2.08 meters
- Cooldown: 11 seconds
- Cost: 50/60/70/80/90 mana
- Ability 1 - Radiance
- Ability 2 - Stellar Burst
- Your next basic attack fires a projectile that explodes, then retracts, and generates Heat. Both the explosion and the retraction deal Magical Damage to enemies and Slows them.
- Projectile stops and explodes on first enemy hit. Projectile stops and explodes on walls or at max range.
- Can only trigger ability based items and effects.
- Damage: 40/70/100/130/160
- Damage Scaling: 45% Intelligence
- Heat Generated: 10
- Range: 8.8 meters
- Radius: 3.2 meters
- Cooldown: 10 seconds
- Cost: 50/60/70/80/90 mana
- Ability 2 - Stellar Burst
- Ability 3 - Disapparate
- Immediately generate Heat, gain Movement Speed, and Slow Immunity, and begin creating a Trail of Flames behind you. The Trail persists and repeatedly deals Magical Damage to enemies in the area. After 3 seconds, detonate the Trail dealing Magical Damage, become Immune and unable to attack.
- You can cancel out of the Immune state early.
- This Immune state is
- Damage Immunity
- Healing Immunity
- CC Immunity
- Untargetable
- and makes you able to pass through allies enemies and Impediments.
- Damage Per Tick: 20/40/60/80/100
- Damage Scaling Per Tick: 25% Intelligence
- Explode Damage: 60/120/180/240/300
- Explode Damage Scaling: 75% Intelligence
- Movement Speed: 20/22.5/25/27.5/30%
- Buff Duration: 3 seconds
- Immunity Duration: 3 seconds
- Heat Generated: 10
- Radius: 1 meters
- Cooldown: 16 seconds
- Cost: 60 mana
- Ability 3 - Disapparate
- Ability 4 - Supernova
- Channel to generate Heat, select 8 areas, then repeatedly deal Magical Damage to enemies in those areas. The first time an enemy is hit, they are Displaced. All subsequent hits deal decreased damage. You are CC Immune while Channeling.
- Hits 8 Times over 1.26 seconds.
- Damage: 150/200/250/300/350
- Damage Scaling: 50% Intelligence
- Subsequent Damage: 30%
- Heat Generated: 40
- Range: 8.8 meters
- Radius: 1.92 meters
- Cooldown: 90 seconds
- Cost: 100 mana
- Ability 4 - Supernova
General
“In the first Alpha we saw a pretty clear trend toward bruiser tank strategies being overpowered. Gods in SMITE 2 get a lot of natural Strength, which tanks can use very effectively by dealing a lot of basic attack damage throughout their longer lifespans. For Alpha 2 we re-adjusted the base Strength of all gods, reducing it game wide. Many gods also received base damage changes to adjust for this, so the most clear effect will be basic attack damage. This should curb the damage output of gods who were foregoing any strength, and put more emphasis on specific build choices.”
- Base STR has been nerfed across all gods, in differing amounts.
- Many god abilities with STR scaling have had their base damage adjusted in conjunction with the base STR changes.
- The following lists of buffs and nerfs will list the unique buffs or nerfs applied on top of the “base STR changes”
NERFS
Anhur
“Anhur was one of the absolute top performers of Alpha 1 in both win% and popularity. To adjust him, we are reducing the range of his new ultimate back to something more like it was in SMITE 1. This new Ultimate has felt very strong, and the extra range allowed for kill potential that was unlike anything else. The Protection shred on his passive is another thing we will keep an eye on, but for now it feels like a reasonably strong unique feature for this carry to have.”
Bellona
“Bruisers were strong, but Bellona felt a step above the rest even within that category. Her kit is great at shutting down other physical damage gods, but it was doing that too well and too often. Scourge is being nerfed as a way of giving her opponents a better window to take her down.”
BUFFS
Anubis
“This god is dealing with a lot of external factors in the new game. Lifesteal was overhauled, and some new philosophies toward free stats required his passive to be adjusted. This god performed pretty well even with the odds stacked against him, and we think these changes in Alpha 2 can put him back into high priority. He is getting some direct damage and cooldown buffs, as well as another high Lifesteal item option!”
Bacchus
“The big boy didn’t quite pack the punch people are used to, especially with the Strength build. For Alpha 2 we want to make sure his opponents feel the flop, and this could extend Bacchus’ viability into more roles.”
Cernunnos
“Cernunnos has the potential to take over a match, so we were very measured in what he could excel at for this first test. It looks like he was a bit too restricted, so we are bringing back elements of power to his kit in small steps. Some higher damage scaling and a better slow during his Ultimate are where we wanted to start, and we will continue to adjust from there.”
Chaac
“This change is a highly requested quality of life fix. As an early tech limitation prevented this design, we have now the updated tool to implement this ability as desired, and it will be a truly free ability. Chaac can keep battling even when hes at 0 mana.”
Loki
“As one of the premier junglers for the start of SMITE 2, Loki is off to a good start. Stealth and tactics are necessary to playing Loki at the highest level, but we wanted to make sure he could still burst enemies down. Vanish is getting a noticeable increase in STR scaling to achieve this. Also, Cripple CC is now functional in SMITE 2 and returns to Loki’s Ultimate!”
Odin
“After we began work on SMITE 2’s, he received a SMITE 1 update to his kit and timings. Much of this was considered in the SMITE 2 version, but players were clear in their testing that the time to charge his stun ability just felt wrong after even a short time playing with the new timings, so we have updated this to match.”
Zeus
“This god has had some exciting shifts in transferring over to the sequel, and is now equal amounts carry and mid, often leaning more towards carry. As we aim to keep gods flexible between roles, we wanted to show Zeus a little more love for his INT scaling, and make sure he can get the job done in multiple lanes.”
ITEMS
Stat Efficiency Buffs
“Alpha 2 brings a lot of item changes, first to stats. The new component based shop has this concept of item efficiency that helps keep items from running away with too many stats. With base STR going down for many gods in order to mitigate tank dps, we wanted to counteract that effect for carrys and junglers. To achieve that, you will now get more Attack Speed and Crit Strike per gold spent on items with those stats.
There was also some data and feedback about INT builds and gods being a bit underwhelming. To add some power and more build options to these roles, we have adjusted CDR to have better gold efficiency, but only when paired with INT items.”
- These changes will cause items with the adjusted stat on them to have more stats for the same price, or become lower in price.
- Decreased cost per point of Attack Speed from 70 gold to 60 gold.
- Decreased cost per point of Critical Strike Chance from 90 gold to 80 gold.
- Added a new Stat Efficiency - INT Cooldown
- Items with INT and CDR will have decrease cost per point of CDR
- Decreased cost per point of CDR from 75 to 55 in these cases
Cost and Economy Changes
“We also did some tweaking to gold costs, and thus stats (as they are connected through the efficiency system) to nearly every item in the game. We aren’t going to be listing out the individual changes to every item in these notes, but the high-level summary is in this section, and the items with significant changes or reworks in addition to the economy changes are listed. These changes looked to solve multiple problems and to improve the item shop as a whole. We wanted to smooth out spending your full gold at level 1. We wanted to make T2’s more powerful and cheaper, to make sure they felt meaningful. And we wanted to better separate T3 items into various cost tiers.”
- Decreased Conquest starting gold from 800 to 750
- Decreased all 350g T1 items to 300g
- Increased Stat Efficient of T2 items from 1.1x to 1.2x
- Many T2 items have been made cheaper.
- Many T3 items have had their cost adjusted to better separate items into tiers, and to create more intentional luxury items.
“We are quite excited to bring 5 new items to Alpha 2. While in the alpha stages and using temporary art, we can design and implement items quickly and experiment with them in a live setting, before evaluating if they should be kept long term.”
NEW
Pendulum Blade
“The first two items are high-damage items with skill-testing actives. The effects for both Pendulum Blade and Staff of Myrddin will be familiar to SMITE players, and they also play very well into SMITE 2’s active item system. Junglers or Mid of either damage type will hopefully be in a better spot than the last update with these new weapons.”
- 3000 gold
- +55 Strength
- +10 Cooldown Rate
- Active: Reduce your ability cooldowns by 3 seconds. Cooldown: 180 seconds
Staff of Myrddin
- 2950 gold
- +80 Intelligence
- +10 Cooldown Rate
- Active: Your next non-Ultimate Ability used will have no cooldown. Cooldown: 180 seconds.
Sphere of Negation
“These next two items bring unique stat spreads as their unique feature and ones that were very under-supported in the previous test phase. Sphere of Negation offers a strong INT option that can also counter enemy Magical Damage. It's likely to be a situational item, but its one that wasn't previously offered, and we want to keep looking for those gaps and providing new options each test.”
- 2375 gold
- +60 Intelligence
- +50 Magical Protection
Typhons Fang
“SMITE 2 Lifesteal is strong. It has fewer restrictions and is more effective than SMITE 1, so we wanted to be careful with its sources for the first test. Players wanted more, and we want to oblige, but there’s a catch. This item won’t have any STR or INT on it. High Lifesteal needs to come at a tradeoff cost, but we are excited to bring this item to the shop that is bound to shake up the meta. Don’t forget that the “Ruinous” items are available and even have a T1 component!”
- 2700 gold
- +40% Lifesteal
- +150 Mana
Breastplate of Valor
“Tanks are getting something new and exciting too in this new version of Breastplate of Valor. It brings a strong early-game combination of stats that is generally beloved by the solo lane but can have applications elsewhere. Additionally, it has a new passive that converts damage taken to more cooldown, so tanks can get in there and do what they do best.”
- 2500 gold
- +40 Physical Protection
- +20 Cooldown Rate
- +125 Mana
- Passive: When you lose 400 + 30*Level HP, your ability cooldowns are reduced by 1 second.
REWORKS
Blinking Amulet
“As we move through the Alpha phases we are bound to see some impactful reworks to existing items. Blinking Amulet was a huge point of discussion for the community, and we took note of the various likes and dislikes of the effect. Our next iteration is one we think will suit SMITE players well, providing a high skill ceiling of outplay potential, as well as the necessary counterplay. We wanted to make sure that the blink effect did not come with any extreme downsides, such as miserable stats or a massive cooldown. We wanted to preserve the cool new tricks players were doing, so the active item will continue to be allowed to be used while firing, although it will come with a lot of additional QA work and bug fixing to support. The real issue was the use of this item mid-combat. This made the effect hard to balance, and far too easy to execute various plays, with no warning or counterplay. The reworked blink has better stats, and a much lower cooldown, allowing for more plays, and more counterplay.”
- Increased cost from 2550 to 2650
- Increased cooldown rate from 7 to 15
- Decreased Range of the Blink Active from 8.8m to 7.2m
- This ability can not be used if you have dealt or taken damage within 3 seconds
- Decreased Cooldown from 180 seconds to 90 seconds
- This ability can still be used while firing other abilities, as long as damage has not been dealt or taken
- We will be looking into new active item types that include movement and do not have the damage dealt/taken restriction
Blood-Bound Book
“Blood-Bound Book and Blood-Forged Blade are pretty much the Aegis Amulets of SMITE 2. In playing that role, they need to be reliable, and that is why the INT version is being changed to an active to match the STR version. We feel that there's ample room to improve around the gameplay that Aegis brings to SMITE, and these items are the experiments testing that. To move the items into a more dynamic direction from Aegis, both items are getting a change to reward aggressive usage of the effect. Reducing the cooldown substantially if you get kills while the item is on cooldown.”
- This item now has an active effect instead of a passive.
- Both this item and Blood-Forged Blade have had their Actives adjusted to have longer cooldown by default, but that cooldown can be reduced by successfully killing enemy gods.
- Active: You gain a HP shield equal to 10% of your max HP + 80% Intelligence from items for 6 seconds. Killing a god reduces the current cooldown by 50%. Cooldown: 140 seconds.
Blood-Forged Blade
- Active: You gain a HP shield equal to 10% of your max HP + 100% Strength from items for 6 seconds. Killing a god reduces the current cooldown by 50%. Cooldown: 140 seconds.
Helm of Darkness
“This item used to provide Magical Protections, but its powerful active plays well with aggressive builds so it wasn't a very good defensive option. With Sphere of Negation being added, the Hight INT High Magical Protection niche is filled, leaving room for Helm of Darkness to fit a better stat spread to fit its unique effects and themes. It will now be a higher INT item, with a splash of Physical Protection, allowing for it to be widely used as a unique engage tool.”
- 2900g
- +90 Intelligence
- +25 Physical Protection
- Active Effect can no longer be used while already firing/channeling an ability
BUFFS
Polynomicon
“This item has a pretty simple but potent difference from SMITE 1. Its effect has no cooldown. Being able to use it in rapid succession is not something that every INT god wants, so the effect is being increased substantially. We are investigating returning to a cooldown in the future, but are enjoying the experimentation of the alternatives for now.”
- Increased Passive damage INT scaling from 30% to 50%
NERFS
Bagua Mirror
“Many item changes have interesting motives and unique problem-solving challenges, but not this one. Bagua Mirror simply brought too many stats for the effect and players swiftly found this out. It has been adjusted a touch to get it more in line, although we want to be careful to not over-nerf it.”
- Decreased Base INT and STR from the passive from 10 to 5
Helm of Radiance
“Our last item is thematically paired with Helm of Darkness. Darkness is the High Int, Low Protection item, and so Radiance is the opposite. It played its part well in the first test, far too well actually, so its passive is being decreased a substantial amount.”
- Decreased Physical Protection per stack from 10 to 5 on the passive
GENERAL
- Virtually every other item in the game has had some small stat or cost adjustment based on the economy, T1, and T2 changes listed above.
BUG FIXES
- General
- Fixed issues with key bindings settings. Controllers should have fully rebindable button options
- Tab and Scroll Wheel can now be re-binded in Settings
- Falling below the conquest map or getting into a place where you are permanently stuck in a wall will now kill the god or send them back to the fountain depending on the state.
- Fixed an issue where holding the autorun button was causing the God to walk slowly
- Fixed an issue where upon reconnect Gods would sometimes have reduced movement speed
- VGS
- Console players can now ping the map in world targeter
- Fixed issues where using movement keys while in the VGS menu was updating God movement when it shouldn't
- Fixed an issue where using VGS would also trigger keybinds
- Fixed issues with missing lines and mixed up lines
- Gods
- Athena
- Fixed an issue where Athena’s ult damage area would disappear if her target died.
- Fixed an issue with her Preemptive Strike ability not dealing damage sometimes at close range
- Fenrir
- Fixes issues where his Brutalize would follow targets through teleports and recalls
- Fixed issues where his Brutalize would teleport behind Jungle Camps oddly
- Kukulkan
- Fixed an issue where his Dash form of Slipstream had the incorrect cooldown
- Neith
- Fixed an issue where her Ultimate projectile would get stuck on map walls
- Athena
- Items
- Fixed an issue where Divine Ruin, Cosmic Horror, and Ruinous Ankh weren't giving the right type of mana, therefore not working with Kukulkan's passive.
- Fixed an issue where Cosmic Horror’s passive CDR could stack infinitely when bought/sold repeatedly.
- General