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Group Sentinel

Remember the players who made the run great: recommend the good ones and get a warm alert when you regroup with them plus a discreet, private heads-up before repeating a group that went badly. Personal, account-wide, fully localized.

File Details

GroupSentinel v1.5.0

  • R
  • Jun 14, 2026
  • 391.57 KB
  • 10
  • 12.0.7+1
  • Retail

File Name

GroupSentinel.zip

Supported Versions

  • 12.0.7
  • 12.0.5

 

Changelog — Group Sentinel

All notable changes to this project are documented here. Format loosely based on Keep a Changelog. Dates are ISO (YYYY-MM-DD).

 


 

[1.5.0] - 2026-06-14

Added

  • Mini-games: 1v1 duels against other players. Challenge anyone (cross-realm supported) to Tic-tac-toe or Connect 4 from the new Duels tab. Matches use a signed, anti-cheat exchange so neither side can fake a move or a result, with a fair commit-reveal coin flip deciding who starts.
  • Play vs the computer. Three AI levels (Easy, Medium, Hard) for both games. Hard Tic-tac-toe is unbeatable (perfect minimax); Hard Connect 4 looks ahead to take wins and block losses. AI games are tracked separately and never affect your PvP rating.
  • Elo rating + match history. Each game has its own rating with smooth rank tiers (green to Paragon) shown on a rank medallion with an XP-style progress bar. A full match-history table records every game, the opponent, the result, the Elo gained/lost (+xx / -xx), and both ratings.
  • Per-turn timer. Each player has 15 seconds on their own turn in both games; running out forfeits that game. A coloured countdown shows the time left.
  • Rematch button at the end of a match (re-invites the same player, or restarts the same AI level).
  • New challenge categories under a "Mini-games" group: Duels (14 challenges) and Training (8 challenges vs the AI), plus several hidden duel secrets.
  • Per-category reset & restore (dev panel). Every destructive reset now takes an undo snapshot. You can undo the most recent reset, or restore a specific category on its own: duels & training, achievements, encounter counters, or Mythic+ keys.
  • "Second Wind" rating rescue. When a game's Elo drops below 1100, a rescue button (a resurrection icon) appears on the rank card. It resets that game's rating back to 1200, usable once every 30 days per game. After use it shows a native cooldown swipe with a countdown, exactly like an ability on cooldown.
  • Run member memory. When a Mythic+ key starts, the addon remembers who was in the group, along with their class and spec. If you blacklist one of them shortly after the run (when the game no longer reports the live group), their entry is pre-filled with the correct key level, class and spec.

Changed

  • The Challenges tab now sits first, to the left of the Blacklist tab.
  • Connect 4 is drawn as an inventory-style slot board, with a 3-2-1 countdown shown over the grid before play begins.

Fixed

  • Data-loss protection. Destructive dev-panel commands no longer run on a single click: they now ask for confirmation first, and an accidental reset can be undone. This addresses history/score loss that could happen from a stray click in the dev panel.
  • A game you clearly won could occasionally be recorded as a draw; the win/draw detection now counts the actual board instead of a move counter that could desync over the network.
  • Closing a match window now correctly frees the match (a game in progress is abandoned vs the AI, or forfeited vs a player) so you can start a new one.
  • Closing the window during the 3-2-1 launch countdown no longer counts as a loss: since no move has been played yet, the match is cancelled cleanly for both players instead of being forfeited.
  • The dark veil shown during the launch countdown now blocks clicks, so a board cell can no longer be clicked through it before the game actually starts.
  • More reliable Mythic+ key-level tagging. The key level a blacklisted player is tagged with is now read from several sources (the active key, the slotted key, then the most recently started key within a few hours), so banning a teammate right after a run still records the correct level. The recent-key fallback only applies to players who were actually in the run, so banning a random person in town afterwards is never tagged with your last key.