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[1.1.0] - Ryot's own meta engine

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@github-actions github-actions released this 30 Jul 05:55

[1.1.0] - 2026-07-29 - Ryot's own meta engine

If you're coming from v1.0.5, this includes the meta-engine work that was
written up as 1.0.6 but never actually shipped - there was no tagged build for
it, so it lands here instead.

Download

Platform File
Windows Ryot-Setup.exe
macOS (Apple Silicon + Intel) Ryot.dmg

Builds, tier lists & matchups now run on Ryot's own engine

Built from Riot's official Match-V5 API. I wasn't comfortable sitting in the ToS
grey area of scraping a third-party stats site, so I'm doing it the legit way.
Those pages show "coming soon" while I build the data out, and the status page
reports that as "coming soon" rather than an outage. Nothing there is broken,
it's just not finished yet.

The u.gg dependency is gone entirely. Champion data now comes only from Riot.

Fixed

Old matches were being read wrong. Riot changed the unit of the match
duration field at patch 11.20, and Ryot took it at face value. Games before that
patch showed durations like 1920:00, per-minute stats off by roughly 1000x,
and the session tracker folded separate play sessions into one. All five places
that read it now go through a single conversion.

Rune import could delete your own rune pages. If the League client was at its
page limit, Ryot removed "any deletable page" to make room. It now only ever
reclaims a page it created itself.

  • The overlay lands correctly on multi-monitor setups and with a taskbar
    present, and no longer stays hidden for the rest of the session if the
    window watcher stops.
  • Match breakdowns no longer show NaN for final gold difference on very short
    games, and switching match or summoner mid-load can't leave the previous
    player's numbers on screen.
  • Riot IDs, match ids, and champion names containing a percent sign resolve
    instead of failing.
  • Games that just ended read "just now" instead of "-1m ago".
  • Item tooltips work with a keyboard and screen readers, and the nav switches to
    the mobile menu before it collides with the logo.
  • Repeated requests for the same data are shared rather than duplicated, and
    every Riot API call now has a timeout.

Security

  • Rune, summoner-spell, and item-set import payloads are validated before they
    reach the League client.
  • Saved settings are validated on load, so a hand-edited settings file can't
    point the app at a non-http(s) URL.
  • The connection-error screen escapes the URL it displays, and in-app navigation
    is restricted to Ryot's own pages.
  • The overlay's certificate exemption for Riot's Live Client API is scoped to
    exactly port 2999 (it previously also covered ports 29990-29999).

These builds are unsigned. Windows SmartScreen will show "Windows protected
your PC" (More info → Run anyway) and macOS will say the app can't be verified
(right-click → Open). The FAQ explains why.

Not endorsed by Riot Games. The overlay uses Riot's official Live Client Data
API and the desktop app uses the local LCU API, no memory reading.