Wow. It's hard to believe that it's been almost 10 years since the launch of SMITE, but we're thrilled to celebrate this milestone with the all-new Year 10 Celebration event. We want to thank everyone who has helped make SMITE what it is today, and show everyone just how much they mean to us! So, we’re giving away some amazing rewards for FREE to all players - just for playing a few games.
How it works:
From January 6th until January 23rd, jump into SMITE and play 10 games to unlock a Unlimited Skin Chest (featuring fan-favorite skins like Toony Terror Scylla), a free Battle Pass (or 10 levels if you already own it), 10 Pick-Your-Own God Chests, and 10 Account and Match Boosters. That's a lot of goodies just for playing a few games!
In addition to these rewards, the Year 10 Celebration is a great opportunity to watch the SMITE World Championship. While they dominate the stage, you can work on dominating your enemies in-game and earning god-like rewards on Twitch! Don’t miss your chance to earn these rewards! Make sure to log in and play 10 games to earn ALL of these amazing rewards, and celebrate 10 Years of SMITE with us!
1. Optimization: specific algorithm of bad luck is added in the book
2. Optimization: increase prompt on the setting interface - reduce resolution to improve smoothness
3. Optimization: air death description - air death is determined according to the sixth class of the current branch
The problem with the game card can be alleviated by lowering the configuration and resolution on the settings interface. The new scene is already under way, and it should be available this weekend. We will wait for an update notice
The new 2023 year is ON new round of weeklies is here!
Be sure to check the full weekly report following the link.
Quick commands for squad mates
The squad is very important. We've already told you about how squad mates will be able to share their loot between each other, and even though Vo-Ip is a standard tool that is used everywhere, squads also need tools for quick commands. We are adding a command wheel with the most common commands. Starting with the clear command and finishing with the needed ammo command. It will allow a safe time to tell crucial information. To be more convenient it will also be added with symbols that will show up on the head of the squad mate, so if someone needs ammo, you will see who and where needs that particular ammo.
More and more explosions
Since we've added grenades we've been working on the overall dynamic of the battle. Right now we are working on adding new ways to explode stuff and people. Barrels are pretty standard things for that purpose, right now we are adding fire extinguishers that will deal damage, but they are more of the tactical tools, if don't have smoke grenades fire extinguishers will be a useful tool. How to use it will be considered by the player. We are planning to add various different things to explode to make the battle more chaotic and more tactical as well.
New Year, new challenges awaits! Hope you've all had a great holidays and have an even greater ahead.
Our main priority for InfraSpace is finishing the terraforming endgame and improving quality. That means fixing bugs and working on performance.
If you take a look at our ingame roadmap, you'll see that after the terraforming update, we'll have finished all the guaranteed features as well as the extra features "Mod support", "Gondolas" and "Pipes". For version 1.0 we think it's more important to work on game quality and polishing instead of tacking on more and more features.
Currently I estimate that we'll be able to reach our target quality for version 1.0 after 2 or 3 more updates. Then we'll release version 1.0 and exit Early Access. If and how many features are then added after Early Access depends on how actively people are playing the game after the big release :)
Performance: Vertex Animation Textures
Speaking of working on game quality, we have already started tackling animation performance!
Animation has been a performance bottleneck for a while. A mature save easily features thousands if not tens of thousands of buildings, and for now we've just used the Unity default animation system. The trouble: it's actually putting a bunch of load on the CPU.
Building animations are not complex though: Each building typically only has one or two animations that either run or don't run depending on the state of the building.
We're planning to use a technique called "Vertex Animation Textures", where we design the animation with the Unity animator, but then bake the animation data into a texture and send it to the GPU.
Pros and Cons
The advantage: there is *NO* CPU load for running building animations and the GPU load doesn't actually change that much, since it's just texture sampling.
The disadvantages of this technique: buildings have maximum vertex limit and we can't use it to control particle animations or other, more complex shaders.
Since we don't reach the vertex limit anyways with most buildings and we can still use the CPU to control the more complex parts, the tradeoff seems like a good one to make.
We're finishing the implementation this week and letting our artists play around with it next week and we'll see how it goes!
Today's update has a new machine added and is available in level 15. (also added level 15). Level 14 was tweaked for better balance. Other than that all machine where updated with little stuff.
Quite a few changes since last update. Droids now try and avoid walking over items now (and if they have to, it slows them up). This means that placement of items is now much more important when designing your space station.
To aid station design, specific items can now be rotated (items that have a haul ability and the droid maintenance (as it has a repair bay)). For the items that can be hauled from/to, they now have adjacent haul spaces, which you can see whilst placing or selecting. Although if those spaces are taken, droids will go on the item, to a backup haul spot.
Few little fixes as usual, patch notes-:
Droids now use a move cost pathing (item move increased cost).
Droids now slow movement if forced to move over items.
Items that can be hauled to/from now can be rotated and have adjacent haul spots.
Improvement: Droids now show +/- when picking up / dropping off resources.
Fix: Ammo and missile stats added to end game screen.
Fix: Station builder mode - delete mining unit should also delete mining bot.
Fix: LMB double click would open doors, even if over a GUI element.
This weekend, right now until the maintenance starts on Monday, good magic will increase the chance of successfully enchanting creature cards by 20% of the available one!