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v1.9.0 Stable
released this
2026-06-30 10:24:36 -05:00 | 102 commits to main since this releaseAdded
- Your champion pool is now pre-harvested. Adding champions to your pool in the settings panel queues a background benchmark harvest for each one at your own rank tier (the same data the in-game overlay compares against), and the saved pool is also backfilled at startup. Harvests run one at a time and skip any champion whose data is already fresh, so editing the pool is cheap.
Fixed
- The scouting report's "on champ" and "role" rows no longer come back blank during a harvest. The benchmark harvester and the scouting report each had their own rate limiter but shared one Riot API key, so when a harvest was running as a game went live their combined traffic blew past the key's 100-requests-per-2-minutes cap — and the scout's deep tier (recent-match stats) was the casualty, leaving those rows as "—". The harvester now runs in-process behind the same rate limiter as the scout, and pauses entirely while a game is live so the scouting report gets the full budget; it resumes from a checkpoint when the game ends.
Internal
- The benchmark harvester moved from a spawned
scripts/harvest-benchmarks.mjschild process to an in-process module (src/main/live/harvester.ts) sharing the scout'sRiotClient. The script remains as a thin CLI shim for manualnpm run harvest:benchmarksruns (now requiresnpm run build:mainfirst).
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v1.8.0 Stable
released this
2026-06-29 23:18:07 -05:00 | 103 commits to main since this releaseAdded
- The scouting report now shows whether each player was found. A small indicator next to every riot ID pulses as a dot while the row-1 identity lookup (account → puuid) is in flight, then resolves to a green ✓ when the player is found or a red ✕ when they can't be (no tag exposed, or Riot has no such account). This makes the first pull visibly populate, and — more usefully — tells a genuinely not-found player apart from a found one who is merely unranked or has no recent games, which until now both showed "—" across the board.
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Source code (ZIP)
2 downloads
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2 downloads
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v1.7.2 Stable
released this
2026-06-29 22:47:10 -05:00 | 104 commits to main since this releaseInternal
- Integration tests no longer make real loopback patch GETs. The test harness now stubs the patch resolver's fetch in-memory by default (resolving the mock server's game version without a socket); the single test that exercises the real LCU patch wiring opts in explicitly. This removes the per-test network churn and the
ECONNRESETlog noise at teardown, and with it a source of rarewaitFortimeouts under parallel test forks. Harness wait budgets were also raised to 10 s, and the patch resolver no longer logs a warning for a fetch that fails after it has been stopped (an expected shutdown-time connection reset).
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Source code (ZIP)
2 downloads
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Source code (TAR.GZ)
2 downloads
- Integration tests no longer make real loopback patch GETs. The test harness now stubs the patch resolver's fetch in-memory by default (resolving the mock server's game version without a socket); the single test that exercises the real LCU patch wiring opts in explicitly. This removes the per-test network churn and the
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v1.7.1 Stable
released this
2026-06-29 22:24:05 -05:00 | 105 commits to main since this releaseFixed
- The scouting report no longer flashes when you first open it. Pressing the hotkey before the first snapshot existed showed an empty, see-through window for a beat and then popped the report in — a visible flicker on the first open of a session. The panel now paints its frame immediately with a "Gathering report…" line, and the team columns fill into that frame in place, so there is no empty-window-then-pop-in jump.
- Opening the report with no live game now gives feedback. Previously the hotkey showed a blank, invisible overlay with no sign it had worked; it now shows the report frame and the gathering message, so you always get confirmation the hotkey fired and a reminder of how to close it.
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Source code (ZIP)
2 downloads
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Source code (TAR.GZ)
1 download
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v1.7.0 Stable
released this
2026-06-29 22:14:46 -05:00 | 106 commits to main since this releaseAdded
- The scouting report now gathers in the background automatically. As soon as a game goes live, enrichment starts on its own (the overlay stays hidden), so by the time you press the scout hotkey the report is already populated, or well on its way. Opening the overlay no longer kicks off the run, and closing it no longer aborts one: gathering is tied to the game, not to whether the panel is visible.
Changed
- Strict row-by-row enrichment order — identity, then rank, then mastery, then recent-match lists, then match details, every player finishing a row before the next begins. Front-loads the cheap, high-value rows so a spent rate budget leaves only the deep (on-champ / role) tier unfilled, never rank or mastery.
- Riot API pacing lowered to 0.75 requests/second (~90 per 2 min), just under a personal key's 100-per-2-minute cap, so a full report completes without 429 fallbacks. The token-bucket limiter now supports sub-1 rates.
- Recent-match sample reduced 15 → 10 games, cutting a full 10-player run from ~190 to ~140 Riot API calls.
Fixed
- Deep scout sections (ON CHAMP / ROLE) that hit a rate limit or were interrupted now resolve to "—" instead of spinning on the loading skeleton forever.
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1 download
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v1.6.1 Stable
released this
2026-06-29 21:42:17 -05:00 | 107 commits to main since this releaseFixed
- The scout hotkey now fires in-game. Previously the configurable scouting-report toggle (
Ctrl+Shift+Xby default) worked on the desktop but did nothing once League held the foreground. Electron'sglobalShortcutregisters via Windows'RegisterHotKey, whoseWM_HOTKEYmessage the game (with Vanguard) swallows before it reaches the app. The hotkey is now detected by polling live key state withGetAsyncKeyState— a passive, focus-independent read (the same approach overlays and push-to-talk tools use), so the toggle works whether the desktop or the game is focused. No input is injected. Rebinding the combo from the settings panel works as before.
Internal
- New
src/main/hotkey/key-poller.ts(koffi FFI overuser32!GetAsyncKeyState) replacesglobalShortcutfor the scout toggle;parseHotkeywas added to the shared hotkey helpers to map an accelerator to modifier flags + a Win32 virtual-key code. Ascout.togglelog line now records each press and the overlay'sisVisible()state for diagnostics.
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Source code (ZIP)
1 download
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1 download
- The scout hotkey now fires in-game. Previously the configurable scouting-report toggle (
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v1.6.0 Stable
released this
2026-06-29 17:01:46 -05:00 | 109 commits to main since this releaseAdded
- In-game overlay "Compare against winners only" option (Settings -> "In-game overlay"). When enabled, the live stat panel compares you against the benchmark from won games at your rank instead of the all-games average -- a "play like a winner" target. The overlay label reads
vs GOLD winsrather thanvs GOLD avg. Champions harvested before this option lack the winners-only data and fall back to the all-games average until you play them again (which re-harvests it), so the line is never blank.
Changed
- Benchmarks now refresh during a patch instead of freezing on day-1 data. Previously, once a champion hit its sample target early in a patch it was never re-harvested until the patch number changed -- so a benchmark could be 2-3 weeks stale. The harvest now treats a same-patch bucket older than a rolling window (default 3 days) as stale for the champion you pick, re-harvesting a fresh recent snapshot. The refreshed snapshot replaces the prior same-patch data for that champion (a clean recent window, no double-counting of overlapping re-harvests); incidental "bycatch" data for other champions still accumulates as before.
Internal
- Benchmark schema gains an optional
winssub-aggregate per bucket; existing harvested files remain valid (no schema-version bump). Harvester gains--maxAgeDaysand--requireWins; its pure merge/freshness helpers were extracted toscripts/harvest-merge.mjsand unit-tested.
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Source code (ZIP)
2 downloads
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1 download
- In-game overlay "Compare against winners only" option (Settings -> "In-game overlay"). When enabled, the live stat panel compares you against the benchmark from won games at your rank instead of the all-games average -- a "play like a winner" target. The overlay label reads
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v1.5.0 Stable
released this
2026-06-29 16:20:12 -05:00 | 110 commits to main since this releaseAdded
- Rebindable scouting-report hotkey: the toggle hotkey is now configurable from Settings -> "Scouting report" instead of being hard-coded to
Ctrl+Shift+X. Click Change and press a combo — the app registers it immediately and shows registered or in use — pick another, so a system-wide conflict (the default combo already owned by another app, which silently left the scout unbound) can be worked around without guesswork. Combos require a Ctrl/Alt/Win anchor, and common Windows/clipboard shortcuts (Ctrl+C/V/X, Alt+F4, Win+L, …) are rejected so they can not be hijacked. The chosen combo persists across launches, and the overlay's "… to close" hint reflects it.
Fixed
- The scouting-report overlay never appeared when its hotkey failed to register (another app already owned
Ctrl+Shift+Xsystem-wide); registration failures were only logged, with no way to recover from the UI. The hotkey is now rebindable with live registration feedback (see above).
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Source code (ZIP)
2 downloads
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- Rebindable scouting-report hotkey: the toggle hotkey is now configurable from Settings -> "Scouting report" instead of being hard-coded to
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v1.4.0 Stable
released this
2026-06-28 20:48:42 -05:00 | 111 commits to main since this releaseAdded
- In-game overlay Transparency setting: a new dropdown in Settings -> "In-game overlay" fades the live stat panel so more of the game shows through. Choose from None (fully opaque, the default) down to 70% transparent (the panel stays floored at 30% opacity so it can never be dialed to invisible). Like the other overlay controls it applies live mid-game and persists across launches.
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Source code (ZIP)
2 downloads
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2 downloads
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v1.3.0 Stable
released this
2026-06-28 20:37:03 -05:00 | 112 commits to main since this releaseAdded
- In-game overlay Position setting: a new dropdown in Settings -> "In-game overlay" anchors the live stat panel to any screen corner -- Top-left, Top-right, Bottom-left, or Bottom-right (default) -- so it can sit clear of the game's HUD. Like the other overlay controls it applies live mid-game and persists across launches. The overlay window itself still spans the display and stays click-through; only the panel's corner changes.
Downloads
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Source code (ZIP)
2 downloads
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Source code (TAR.GZ)
1 download