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released this
2026-08-02 17:53:52 -05:00 | 5 commits to main since this releaseDrops champion mastery from live-game enrichment, cutting 10 Riot API calls per announced game.
Removed
- Champion mastery is no longer fetched, stored, or sent to Claude. Mastery cost one Champion-Mastery-v4 call for every one of the ten participants in a detected game — 10 of the ~80 calls a single announcement spends — and its only consumer was one line of the prediction prompt. It never reached the embed:
buildGameStartEmbedaccepted amasteryDataMapparameter and never read it, so the signature implied a use that did not exist. Gone with it:RiotChampionMasteryApiClient, theChampionMasteryApiClientport, theChampionMasterymodel,fetchMasteryDataForParticipants, and theformatMasteryPointshelper.
Changed
- Phase 2 enrichment now fetches ranked + recent-performance only, and its completion log reports
rankedCount/performanceCountwithoutmasteryCount. The prediction prompt preamble no longer advertises mastery as available player data. buildGameStartEmbed,predictGame, and theGameDetectionHandler/PollingServiceconstructors each lost their mastery parameter. These are positional, so the argument after mastery shifts left by one.
Predictions now see strictly less input, so their output changes. No config, command, or data format is affected.
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- Champion mastery is no longer fetched, stored, or sent to Claude. Mastery cost one Champion-Mastery-v4 call for every one of the ten participants in a detected game — 10 of the ~80 calls a single announcement spends — and its only consumer was one line of the prediction prompt. It never reached the embed: