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SMITE 2 News

Closed Alpha 3 - 10/4/24 Patch #2

[h2]Bug Fixes[/h2]

  • The Morrigan - Fixed an issue where the clone from Confusion could tank Tower shots
  • Yemoja - Fixed an issue where firing Bouncing Bubble while CC’d would not swap the Ability to Moonstrike
  • Fixed an Issue where Blink would not go on cooldown if fired directly on Yemoja’s Riptide

Closed Alpha 3 - 10/4/24 Patch

[h2]Bug Fixes[/h2]

⚡ Prophetic Cloak is re-enabled! Fixed issues where it could cause players to get in a state where they didn’t take damage

⚡ Fixed the Fire Giant buff still giving protections rewards at certain kill thresholds. NOTE - we are currently investigating reports of the Fire Giant buff not being granted in some instances

⚡ Thanatos is re-enabled! Fixed an issue where he could no longer move or attack when he died in his Ultimate

⚡ Fixed multiple crash conditions

LIVE NOW: Closed Alpha 3 Update

The SMITE 2 Closed Alpha 3 Update is LIVE NOW!

Check out some of the highlights below before hopping on the Battleground.

[h2]New Ported Gods[/h2]


  • Baron Samedi and Yemoja have officially joined the SMITE 2 roster!


[h2]Conquest[/h2]

  • NEW - The Totem of Ku is back as a new objective on the Solo Lane side of the map
  • NEW - Behind the Phoenix walls are new base teleporters that players can interact with to teleport to the furthest tower in that lane
  • Ancient Fury’s effect has changed from “All enemy structures are disabled for 120 seconds” to “The enemy’s front-most structures are weakened. Their damage is reduced by 25% less damage and attack speed is reduced by 50%.”
  • Removed the protections reward from the Fire Giant buff
  • Players can turn on pathing assistance to see signposts within the map that point to various points of interest and important objectives


[h2]New Player Experience[/h2]

  • New Videos detailing a brief overview on how to play Arena and Conquest.
  • New Conquest Tutorial
  • Arena Tutorial Fixes and Updates
  • “Great for New Players” tag has been added to Gods that are fun and easy to pick up.
  • Replaced targeting brackets with a treatment on enemies nameplates to show they are in the area of an attack or ability.
  • God Short Descriptions and God Gameplay Tags added to the frontend UI



[h2]Quality of Life Updates and Features[/h2]

  • Updated Damage Numbers Animation and Style to be more like SMITE 1
  • Pause functionality has been added
  • End of Match Lobby Stats - You can now navigate to an additional tab after matches to see each player’s individual stats.
  • Gameplay Accolades have been adjusted to be more like SMITE 1
  • SMITE 1 god mastery badges will now be awarded in S2
  • Custom Games now have the option for Conquest Pick and Bans as a map
  • Interact - Jump action will now be briefly blocked after touching any interact area
  • Updated Card Art for Ares, Athena, Baron Samedi, Bellona, Fenrir, Hades, Hecate, Kukulkan, Mordred, Neith, Odin, Thanatos, and Zeus
  • Updated Item Icons for Heartseeker, Gauntlet of Thebes, Demonic Grip, Fatalis, Shield of the Phoenix, Titan’s Bane, Transcendence
  • Updated Voodoo Pantheon Icon
  • Item Store - Added a grid for consumables, starters, and relics
  • Item Store - Now supports right clicking to purchase and sell items


Check out the full Update Notes at smite2.com for all the details!

LIVE NOW: The Closed Alpha 2 Update

Hello Divine Deities, and welcome to SMITE 2's second Closed Alpha Update!

[previewyoutube][/previewyoutube]

The team has been hard at work for the past 3 weeks, and we are excited to get everybody into Closed Alpha 2! We have fixed bugs, made Quality of Life improvements, added 2 new Gods, and much more. For a list of the full changes, head over to the Closed Alpha 2 Update Notes on the SMITE 2 Website.

For a basic overview, here are some of the highlights!

[h2]General Fixes[/h2]
  • Fixed an issue where the Arena mode was not granting the correct amount of worshipers
  • Fixed an issue where players could get deserter when other players exited a Ranked match
  • Fixed an issue where the Mastery Level 9 required more worshipers to attain than Mastery Level 10
  • Arrows for those sensitivity settings allow you now to click and hold to cycle fast
  • Dashes, Leaps, and other movement abilities have been improved to allow you to end the tween moving at max speed in any direction you want

[h2]Art Updates[/h2]
  • Sol and Ymir Card Arts reworked to show more of the artwork
  • Jing Wei card art has been adjusted due to player feedback
  • Hades’ staff has been reworked to a 2 pronged bident
  • Updated CC buff bar icon art to a new consistent set of symbols that match those used in ability tooltips

[h2]UI Updates[/h2]
  • Fixed a variety of issues where Settings would reset at unintended times
  • Gods Page now has arrows in the top left to allow cycling between gods without backing up to the full list
  • Items in your inventory that are ready to be upgraded will now display a gold coin icon on them
  • Fixed an issue where the Profile Page level bar was not matching the players actual level

[h2]New Player Tutorial[/h2]
  • A basic combat tutorial can now be played through a unique queue
  • This is intended to convey the most basic concepts of the game, and more features will be implemented in the future to help players grow their skills over time as they learn the nuances of SMITE 2.

[h2]Role Preference System[/h2]
  • The role preference system has been reworked for SMITE 2.
  • Before queueing for a Conquest match, players will now order their preferred roles from 1 (most preferred) to 5 (least preferred), and roles for a team will be assigned based on these preferences
  • If a player does not receive one of their top 2 roles, they will be granted priority on role assignment for their next match. The amount of priority granted scales from “Priority” to “High Priority” based on a few factors.


Beyond the above, we have made changes to the Ranked Queues and Matchmaking System, fixed over 30 known bugs.

As always, we are excited to hear your feedback on these changes! We plan to continue working side-by-side with the Community to make the SMITE 2 experience the best it has ever been.

[h3]See you in the Battleground Deities![/h3]

SMITE 2 - What's Next?


As we launch into 24/7 Closed Alpha, I thought it would be a good time to share a general roadmap of where we are taking SMITE 2 as we march towards our free-to-play launch in early 2025.

We are intending to drop a new release every 3 weeks during the 24/7 Closed Alpha period.  During this time, we are committed to advancing the following pillars.

We are making the game with the community, for the community. These are the things we believe we should be prioritizing based on the feedback we have received so far. But we very likely will continue to change this list based on player feedback.

You’ll also note that we don’t have a specific order of what we’re releasing, when. That’s because we want to listen to you. If there’s something we need to prioritize, we will. If there’s something that’s less important to you, it will come later.

Keep in mind – There’s only so much we can do in three weeks. Some of these tasks will take a lot longer than that to accomplish. But we wanted to keep our update cycle short, so that we can deliver more frequent updates and improvements.

[h3]Gameplay Content [/h3]
More Gods
  • Our intentions are to release 2 Gods every 3 weeks.  Some releases will be 2 Classic Gods, others will be 1 Classic God and 1 all-new God.

New Modes
  • We are working to bring Joust to SMITE 2 as the next game mode.  We know there are passionate Joust – and Duel – players who are eager to play their favorite mode.
  • We expect Assault to follow Joust and Duel


[h3]New Player Experience[/h3]
Improving Onboarding of New Players
  • The game right now is very unfriendly to all-new players, and we’re well aware that’s a major issue. Our focus so far has been entirely on the core gameplay experience. 
  • We have a lot of things we want to add over time. The following list is just a small sample of the things we have planned.
    • Welcome videos, explaining Arena and Conquest
    • Arena and Conquest Tutorials
    • New Player Quests
    • New Player Level Up Rewards
    • New Player Daily Login Rewards

Improving In-Game Experience for New Players
  • Right now, we’re close to SMITE 1 parity on the in-game experience. But there are things that are missing that are helpful for new players, and a whole lot more we have planned. It will take a while to get through the whole list, but here are some of the things we are working towards.
    • New player-focused item store improvements
    • Item builder
    • Notifications when an Item can be upgraded
    • Better indications for what you are targeting, and if that target is last-hittable
    • Improved messaging feedback about in-game events
    • Indications of your initial pathing from base, into lane, based on role
    • Jungle wayfinding signposts
    • Tower indicator for minions still alive
    • Console screen space setting
    • … and a lot more


[h3]Competitive Improvements[/h3]
End of Match Stats
  • To begin, we want to expose the match details that players are accustomed to seeing in SMITE 1 – damage done, damage taken, wards placed, etc.
  • Beyond that, we are capturing more data than we had in SMITE 1 and we are working on the right way to expose it – like damage done by specific abilities.
  • Note that you can currently see post match stats on tracker.gg, but we want to get that in-game as well

Ranked Leaderboards

Role Priority Queuing

Spectator


[h3]More Progression Systems[/h3]
  • Even more ways for players to engage with the game and feel like you’re always making progress.
  • This is somewhat intentionally vague. But we are excited for some new systems that we just aren’t ready to share more about yet.


[h3]Toxicity[/h3]
  • Improvements to existing systems
    • Deserter
    • AFK
  • Empowering our customer support team with improved tools
  • A lot of hidden, behind-the-scenes work to address toxicity that we can’t fully talk about yet


[h3]Feedback[/h3]
As noted above, we have big plans over the next several months, but we are ready to pivot.
  • Entering 24/7 is an opportunity for you to tell us what you want, what you feel is missing, and what you want addressed
  • Please join our Discord, fill out the surveys linked from in-game, and tell us what you think. We’re reading and reacting to it all, and you really are shaping the direction of SMITE 2. 

We are very excited to enter the 24/7 Closed Alpha phase with you.

We still have a lot of work ahead of us, but I couldn’t be more excited to take this journey with you, our players. Thank you for being a part of our community, and I can’t wait to see where the future takes SMITE 2. 

 - Travis Brown, Executive Producer