CB4 Patch Notes - Warrior's Will

What’s New?!

New Chinese Maps!

This patch will introduce two brand new maps, Chinese day and night.

New Chinese Leader!

Guan Yu Legendary, 1/20, Ability: Spend 2 Mana to add a Crescent Blade to your hand.



New Cards!

Blademaster Neutral, Epic, 7 Mana, 4/7, Charge, Warcry: Heal your Leader for 3 Health.

Discord Chinese, Epic, 0 Mana, Move all enemies to a random adjacent tile.

Judgment Greek, Common, 2 Mana, Deal 2 Damage to a Non-Leader. If you have 2 or more Gods in play deal 4 Damage instead.



General

Daily Quests

We have increased the Favor reward for every Quest by 30. After reviewing the rate in which players are earning Favor, we have decided to increase the rewards for Daily Quests. As the game continues to develop and grow there are further plans to readdress favor gain, including events similar to those seen in SMITE.

Attack Indicators

This patch includes new Attack Indicators. These indicators are designed to better communicate the different attack options you can take.

Egyptian Day Map changes!

We have added Ceremonial Urns to the Egyptian Day Map! This map will feature three ceremonial urns that the players are able to use to their advantage.

Norse Night Map changes

After reviewing this map, we have decided to remove the Lava Tiles.

Improved FX!

This patch we have improved the visual fidelity for many card effects.

Campaigns

Campaigns are being brought back in CB4 with new changes.

Keywords

Many keywords have been removed and replaced with plain text to more clearly indicate what each card does.

Leader Changes

We’ve made some adjustments for how Leader Abilities functions in this patch. Using a Leader’s Ability no longer exhausts your Leader, meaning you are able to attack and use your ability on the same turn. With this change you are now able to “click” a Leader Ability Button in the bottom left of your UI. This is our first pass and we will be improving the UI elements in future patches.

Leader Balance

Freya (Norse) Leader Spend 3 Mana to Banish a Non-Leader Enemy until your next turn.

Isis (Egyptian) Leader Leader Ability: Spend 1 Mana and give a Friendly Protect 1.

Poseidon (Greek) Leader Leader Ability only hits one tile.

Zeus (Greek) Leader Free, 1/18, Ranged, Spend 3 Mana to draw a card.



God Changes

Throughout the Closed Beta we have been keeping a close eye on God Abilities and how they function, and this patch we are making adjustments to these Mechanics. God Abilities will no longer be activatable, and will instead trigger more fluidly during combat, adding new strategic options and gameplay.

We found the old iteration of activated abilities had a few primary issues we wanted to address:

Making Meaningful Choices There was almost always clear distinction to use an ability on cooldown or to just attack instead. We wanted all gods to feel impactful once they came into play, but some just fell flat when their activated abilities were only usable in very specific scenarios. Gods like Serqet always had trouble finding meaningful situations to use her Poison, but with Afterlife she will always have to be played around by your opponent and give you more options to trade her effectively. Improved Deck Building Strategies The original ability design had almost every god trigger the same; try to survive your spawn exhaustion then use your ability. Under the new design Abilities trigger at different times; on spawn, on first attack, on death, or under unique conditions. This means when building decks you can now make more meaningful choices about the timings of your attacks, and create new combinations previously unavailable. Mechanics feel better automated Knowing when and how to use Activated abilities was an issue for many players. Under the new system, gods like Aphrodite, Enyo, and Thanatos will continue having the same effectiveness with Warcry. Longer Gameplay As games drew out, keeping track of Ability Cooldowns felt more like a chore than an added tactical benefit. Now Instead of constantly highlighting over friendly and enemy units to figure out what options you have as a player based on cooldowns, you will always know what a unit is capable of. Players will have a much easier time quickly assessing their situation and planning out their turn now.

These changes aim to make it easier to jump in and understand SMITE Tactics, while still retaining the tactical depth for tenured players. As this is a change to one of the core mechanics of SMITE Tactics, we are going to be keeping a close eye on balance over the next few patches as players adjust.

Taunt has been changed to Guard

Guard is a new mechanic in Smite Tactics! Units with Guard prevent adjacent Friendlies from being directly targeted by Enemy units. However, Guard does not protect Friendlies from Items and AOE effects.

God Balance

Anhur (Egpytian)

God.



Epic, 4 Mana, 3/3, Ranged, Attacks knock units back 2 tiles. If the tile is occupied the unit is stunned.

Anubis (Egyptian) God Legendary, 6 Mana, 4/5, Ranged, Warcry: Deal 3 Damage in target area. Enemies in target area at the end of their turn take 3 Damage.

Ao Kuang (Chinese) God Epic, 5 Mana, 5/5, Afterlife: Leave behind an 0/5 Illusion. If the illusion is not killed by the end of turn, it deals 2 damage to all adjacent Enemies.

Aphrodite (Greek) God Free, 4 Mana, 1/4, Ranged, Warcry: Target a Friendly and give them Protect 1 and heal them for 1 at the start of your turn.

Arachne (Greek) God Rare, 5 Mana, 4/ 5, At the end of your turn spawn a 1/1 Spiderling. Spiderling Increased Movement from 2 to 3.

Ares (Greek) God Common, 7 Mana, 3/8, Warcry: Pull an Enemy to you and Stun them.

Athena (Greek) God Free, 6 Mana, 2/7, Guard, Warcry: Can be deployed anywhere on the map.

Bastet (Egyptian) God Rare, 3 Mana, 2/3, Afterlife: Spawn 3 Cats. Bastet Cats (Egyptian) Movement increased from 2 to 3.

Chang’e (Chinese) God Free, 3 Mana, 0/5, Ranged, At the end of your turn heal all adjacent Friendlies for 2.

Enyo (Greek) God Legendary, 5 Mana, 4/5, Warcry: Place an 0/3 Flag from which your units can be deployed from. Enyo Flag (Greek) Now provides +1 Attack to all Friendlies.

Fenrir (Norse) God Rare, 4 Mana, 2/3, If Fenrir has not attacked when your turn ends, gain +2/+2.

Geb (Egyptian) God Rare, 5 Mana, 2/7, Warcry: Give a Friendly +3 Health and remove all Crowd Control effects.

Hades (Greek) God Free, 5 Mana, 2/6, Ranged, Warcry: Force adjacent Enemies to move away and Root them.

Hou Yi (Chinese) God Epic, 4 Mana, 3/3, Ranged, Attacks also hit a random Enemy adjacent to the target.

Khepri (Egyptian) God Common, 5 Mana, Attacks deal Damage in a line and give +1/+0 to all Friendlies they pass through until the end of turn.

Loki (Norse) God Legendary, 5 Mana, 5/3, Stealth, Loki’s first Attack teleports him to the target and deals Attack Damage.

Medusa (Greek) God Legendary, 5 Mana, 3/5, Ranged, Attacking a damaged Non-Leader Enemy turns them into stone.

Neith (Egyptian) God Free, 5 Mana, 4/4, Ranged, Attacks Root Enemies.

Osiris (Egyptian) God Epic, 6 Mana, 5/7, Warcry: Tether all adjacent Enemies until your next turn. If a tethered Enemy moves out of melee range, they are stunned.

Scylla (Greek) God Epic, 4 Mana, 1/3, Ranged. Charge. If Scylla kills an enemy she gains +3/+0 until end of your next turn.

Serqet (Egyptian) God Common, 3 Mana, 3/3, Afterlife: Poison a random adjacent Non-Leader Enemy. They Die at the end of the next turn.

Skadi (Norse) God Epic, 3 Mana, 2/3, Ranged. Warcry: Add a Kaldr to your Hand. Add a Kaldr to your Hand and reduce its cost by 1.

Sobek (Egyptian) God Free, 2 Mana, 1/3, Attacks throw enemies enemies up to 2 tiles behind Sobek.

Sol (Norse) God Epic, 2 Mana, 1/2, Ranged. Stealth. Ranged. Attacks deal damage to target and all Enemies adjacent to the target.

Sun Wukong (Chinese) God Legendary, 6 Mana, 6/7, Warcry: Discover an animal form.

Thanatos (Greek) God Epic, 4 Mana, 3/2, Warcry: Travel to any Non-Leader Enemy with 2 or less Health and kill them.

Thor (Norse) God Free, 4 mana, 4/4, Gain +1/+0 for each adjacent Enemy.

Ymir (Norse) God Free, 5 mana, 2/7, Attacks Stun Enemies.



Disabled Cards

Due to the changes to God Abilities, we have temporarily disabled Temporal Beads and Rod of Tahuti. This means that you are unable to unlock these cards from packs for the time being. For those of you who own these cards, we will be redesigning how the cards work to fit our current game.

Beasts Category

Starting with this patch and continuing into future patches, we will be making changes to Card categorization. In this patch a few minion cards will have a new label called Beasts which allow for specific interactions with cards of this type.

Balance

Bull Demon King (Neutral) Minion Epic, 4/5, Whenever this unit attacks, deal damage to all adjacent Enemies.

Brute (Greek) Minion Free, 1/4, Guard.

Chaofeng (Neutral) Minion Common, 2/4, Guard.

Divine Intervention (Greek) Item Rare, 2 Mana, Draw two Gods from your deck.

Evolve Item Free, 4 Mana, Spawn a random Beast.

Guard (Neutral) Item Rare, 3 Mana, give a Non-Leader Friendly Guard and +0/+2.

Hunter’s Sigil Item Free, 2 Mana, Deploy 2 Cursed Hunters.

Imperial Guard (Chinese) Minion Common, 3 Mana, 2/4, Whenever you play an item, gain +1/+0 and take no return damage this turn.

Manifold Blade Item Common, 1 Mana, Deal 1 Damage. This item gains +1 Damage for every Friendly Beast in play.

Meditation (Egyptian) Item Free, 2 Mana, Restore 2 Health to all Friendlies in target area.

Oogway (Chinese) Beast Rare, 4 Mana, 4/4, At the start of your turn, gain +1/+1.

Scarab’s Blessing (Egyptian) Item Epic, 2 Mana, Target a Friendly. If it dies, bring it back to life with 2 Health.

Spartan (Greek) Minion Free, 4 Mana, 1/4, All adjacent Friendlies have Protect 1.

Warrior’s Sigil Item Free, 2 Mana, Deploy 2 Cursed Warriors.

White Tiger (Chinese) Beast Free, 2 Mana, 1/3, At the start of your turn, gain +0/+1.

Wind Demon (Neutral) Item Rare, 3 Mana, Give a Non-Leader Friendly +1/0, +1 Range, and +1 Movement.



Bug Fixes