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https://w.atwiki.jp/eagleeye/pages/24.html
Firmware Update Procedures Note The EagleEye Converter (EEC) currently does not support the firmware update procedure for Windows 64-bit operating systems. We apologize in advance for any inconvenience, we don’t like it either. In short, the EEC chip is just not compatible with a 64-bit OS. Firmware update 2.0 is a one time only procedure. This means that once you update your EEC with the new program, you don’t have to do it again…until the next firmware update. If you happen to have a 64-bit Windows OS, you’d have to find a 32-bit OS PC to perform your update. Again, this is a one time only procedure. We’re sure there are other ways besides running to your friends and ‘borrowing’ their 32-bit for a few minutes. If you know another way, feel free to share it with everyone and post it on our forum. Let’s begin… In order to update to Firmware 2.0, you must first download the Firmware 2.0 BETA update pack (Beta 10.15.2010). Save the folder to a location you desire. Please follow both steps 1 and 2 below. Step 1 - Eagle Eye Windows Driver Installation 1. Turn the switch on the back of your EEC to "PROGRAM." 2. Plug your EEC in the USB port of your PC. - Windows will detect the EEC as a new hardware and ask you for permission to search for software. Select “No, not this time” and click “Next ” to continue. Go through with the windows Hardware Wizard. DO NOT let Windows scan for the driver. Instead, search for the driver in the "Drivers" folder located at /EEC20/EEC Firmware 2.0/Drivers/ If you get a ‘Hardware Installation’ caution message, click “Continue Anyway” To make sure the driver is installed properly, you should see “Cypress USB EZ-OTG Device” in the Device Manager under “Universal Serial Bus controllers. If you see a question mark beside the Cypress USB item, then the driver is not yet installed. To view the Device Manager click Start Control Panel System Hardware Device Manager.(For Windows XP) Step 2 - Firmware Installation 1. Locate the Sub-Folder (EEC Firmware 2.0) in your EEC20 Folder 2. Double Click on the file (bash_env1.bat). 3. Switch EEC to "PLAY" 4. Type in the following exactly as it appears qtui2c eagle1007.bin f Then press Enter 5. You’ll be asked to wait; it should take about 30-90 seconds to complete. Once completed, you will see this Congratulations! You have now completed the Firmware Update. How to Perform In-Game Advance Calibration Function After completing the firmware update, your EEC will be equipped with the Advance Calibration Function to adjust the Deadzone and Sensitivity for your mouse. Tuning Mode commands F1 Enters X-axis deadzone tuning mode. (range 1-30) F2 Enters X-axis sensitivity tuning mode. (range 1-100) F3 Enters Y-axis deadzone tuning mode. (range 1-30) F4 Enters Y-axis sensitivity tuning mode. (range 1-100) F5 Save settings on Eagle Eye s EEPROM F6 Reverts back to default calibration. In Tuning Mode, use the mouse wheel to adjust the deadzone and sensitivity levels. Scroll UP to increase, DOWN decrease. Each ratchet equals one increment. During Tuning Mode, the original functions of the wheel are disabled until you press F5(save), which returns to Play mode. You will no longer be able to map F1-F6 to your PS3 controller in Eagle Edit Software. To enable the Tuning Mode, you must be in-game. Be sure to ‘feel’ the mouse movement as you adjust. Once you are in-game, follow these steps (assuming you are using Key Map 1) Step 1 Press F2 to enter Tuning Mode for the x-axis sensitivity. Scroll UP to increase the sensitivity for the x-axis. Scroll DOWN to decrease the sensitivity. Step 2 Press F4 to enter Tuning Mode for the y-axis sensitivity. Scroll UP to increase the sensitivity for the y-axis. Scroll DOWN to decrease the sensitivity. Step 3 Press F1 to enter Tuning Mode for the x-axis deadzone. Scroll UP to increase adjustment. Scroll DOWN to decrease. Step 4 Press F3 to enter Tuning Mode for the y-axis deadzone. Scroll UP to increase adjustment. Scroll DOWN to decrease. Step 5 Once you’re comfortable with the mouse movement, press F5 to save your adjustment settings. Note To calibrate the mouse for Key Map 2, you must first store the calibration into the EEC for Key Map 1. To do this; unplug the EEC from your PS3, wait 3 seconds, then plug it back in. Now switch your EEC to Key Map 2 and repeat steps 1-5 for the calibration adjustment process. Tips 1) If you are using a mouse with a DPI of 3200 or higher, try to keep the sensitivity at 10 or lower. 2) If applicable Disable all macro and/or keyboard-simulate functions on your mouse before use with the EEC. 3) For a smoother mouse movement Start off by adjusting the Sensitivity. Then, set the Deadzone increment by a multiple of your sensitivity. Example If X/Y sensitivity is 8, set X/Y deadzone to 16, 24, 32, 40, 48, etc. If X/Y sensitivity is 5, set X/Y deadzone to 10, 15, 20, 25, 30, you get the point. Original factory default setting for firmware 1.0 is the following X/Y sensitivity is set to 8, X/Y deadzone is set to 48. 4) Lower all attributes to 1 to start the calibration by pressing F1 and scrolling repeatedly downwards. Repeat the same for F2-F4. Slowly increase the sensitivity (F2 and F4 equally) first to a desired speed. Then move on to the deadzones (F1 and F3) and increase the deadzone to your desired gaming performance. New in Eagle Edit 2.0 and Steps to Synchronize your In-game Advance Calibration Settings New in Eagle Edit 2.0 Software 1. Allow you to synchronize in-game advance calibration. Click File Synchronization to load your saved calibration. 2. Pressing Send to Device will prompt you to choose between Key Map 1 or Key Map 2 memory slot. Previously, the selection was done before you press Send to Device. 3. New deadzone and sensitivity adjustments could be done in Eagle Edit 2.0 software. 4. Can now map up to 9 mouse buttons. 5. F1-F6 is now reserved for in-game Advance Calibration and could no longer be used to map to PS3 buttons. Synchronize Your In-game Advance Calibration Setting Step 1 Pause the game and unplug the EEC from your PS3. Step 2 Unplug the keyboard and mouse from your PS3. Step 3 Plug the EEC into your PC and open Eagle_Edit 2.0. Step 4 Click File Synchronization to load your saved calibration. At this point, you can save your calibration settings into the Save file. Accumulate and organize your different mapping schemes and calibrations to each specific game. Updated October 25th, 2010 Eagle Firmware 2.0 Beta with DeadZone Naturalization Bug Fixes (Updated 10.25.2010) To update to the new Firmware 2.0 Beta with Deadzone Neutralization function and fixes below, please download the new "Eagle Firmware 2.0 Beta with Deadzone Neutralization..." update above and follow the "Firmware Update Procedures" 1-4 above. Instead of typing qtui2c eagle1007.bin f at step 4, please type qtui2c eagle1025.bin f in the DOS prompt. Bug Fixes and Improvements 1. Fixed issues where F11-F12 previously could not be mapped. 2. Auto Tab no longer occurs in Eagle Edit 2.0, F8 skipping error eliminated. 3. Fixed spelling errors in Eagle Edit 2.0. 4. Refresh Rate reset to Eagle 1.0 Level – Results in firmware 1.0 mouse movement. 5. Fixed Eagle Edit 2.0 Horizontal bar scrolling issue. 6. Implemented jagged edges reduction. 7. Added Deadzone Neutralization function. Deadzone Neutralization The new version of Eagle Edit 2.0 Beta now contains a Deadzone Neutralization function. Please see following instructions 1. When you are in-game, press F1(X-axis Deadzone) and scroll your mouse wheel up several times until you see the crosshair automatically move to the right. 2. Start scrolling down slowly, 1-2 mouse clicks at a time until you see the crosshair COMPLETELY stops. We suggest you zoom-in and carefully look at the crosshair s micro movements during this stage to get the most accurate results. 3. When you come to a complete stop, you have successfully neutralized your X-axis Deadzone. 4. Press F3(Y-axis Deadzone) and repeat steps to neutralize the Y-axis Deadzone. You ll see the crosshair automatically move up 5. Once completed, adjust your sensitivity. You might notice for some games that the x-axis is more sensitive than the y, or vise versa. You may want to increase the sensitivity of the slower axis in that case. 6. Press F5 to Save your new X/Y Deadzone and sensitivity. More tips on adjusting your deadzones and sensitivity 1. Adjust the Deadzones first before you adjust the Sensitivity within the Eagle Eye. 2. If you feel that you have to adjust the Sensitivity of your mouse, tweak it as best as you can in-game, meaning tweak your game s sensitivity first. Then, use the EEC s Sensitivity function to fine-tune your mouse movements. Pending Issues We noticed an occasional mouse hiccup in the new firmware. This requires further investigation. Revert back to the original Eagle Eye firmware 1.0 eagle.bin If you wish to revert back to firmware version 1.0, please download the firmware 1.0 software eagle.bin above. Save the eagle.bin file to your EEC Firmware 2.0 Folder and follow procedures 1-4 above. Instead of typing qtui2c eagle1007.bin f at step 4 above, please type qtui2c eagle.bin f in the DOS prompt.
https://w.atwiki.jp/savage2/pages/44.html
Version 1.5.1 FREE CONTENT UPDATE2 (Version 1.5.0) VERSION 1.4.8.1 VERSION 1.4.8 VERSION 1.4.5 to 1.4.7 VERSION 1.4.4 VERSION 1.4.3 VERSION 1.4.2 VERSION 1.4.1 FREE CONTENT UPDATE (VERSION 1.4) 古いのはこちら UpDate情報2 Version 1.5.1 Fixes Fixed Hunter jump attack causing issues if the attack button is spammed Fixed Maliken exploit causing invincibility Fixed items disappearing caused by selling a race-specific item after a team switch Fixed Maliken summon effect (first part, the fire) cutting off early Dodge is no longer usable with Sacrifice active Maliken items no longer provide their effect when disabled Fixed a server crash and a few misc. minor issues Attempting to host multiple local games now always connects to the proper server Race-specific items are now properly sold when switching teams Fixed a bug allowing a player to move while Hunter s sleep is in progress Ejecting from siege no longer causes the player to lose his items Heavy armor items now properly reduce speed by 10% Fixed server-wide lag caused by a player crashing (One cause of it at least) Fixed loadout not properly showing "ammo" counts for item stacks Fixed spawn placement for Maliken placing him on top of structures Made it easier for the commander to focus on a unit by double clicking his portrait Selecting the build skill now properly deselects what you had previously selected, so it s no longer possible to accidentally have overlapping gadgets while trying to build Deselecting the build skill now properly takes you out of build mode Deactivating build now properly returns you to your melee weapon The pet menu will no longer be enabled unless you have a pet The officer menu will no longer be enabled unless you are the officer Fixed crashes with some replays from pre-1.5.0, there are still some issues to work out in this regard Switching to commander will no longer cause you to lose your items Reworked unit change placement code so that ejecting from a siege unit will no longer place you on top of a prop, and Maliken cannot spawn on top of buildings Spawning as Malphas during warmup will no longer cause the global weather effect or music change Players using Recall no longer leave an attackable body behind while in the spawn screen Fixed several issues with channelling spells (Sleep, Health/Mana Chant) Fixed an issue with cooldowns occasionally showing improperly on the client Fixed the taunt key hiding other animations Fixed gold mine raid bonus being given to the wrong team Fixed an issue with Blade Frenzy displaying NAME instead of Blade Frenzy in kill messages Dodge can no longer be used while the user is not idle Balance Changes Malphas soul cost back up to 20 Maliken health regeneration changed from -1.5 to -1.7 Maliken health increased from 900 to 1300 Maliken type set to Hellbourne, he can no longer be targetted by most spells and abilities Maliken soul cost has been increased to 15 Maliken s lightning mode bounces reduced from 3 to 2 (It now hits the initial target and 2 extras, instead of 3 extras) Maliken s melee modes now proc 20% of the time with Blade Frenzy, down from 25% Maliken now heals 100hp per soul earned, up from 50hp Maliken s blade throw now costs mana to activate Maliken s maximum mana has been increased from 250 to 275 Maliken s high armor state duration has been increased from 30 seconds to 40 seconds Blade Frenzy hit damage from 35 to 30 Blade Frenzy cooldown from 25 seconds to 35 seconds Blade Frenzy mana cost increased from 100 to 125 Maliken s push back mana cost reduced from 50 to 25 Maliken mana regeneration reduced from 3 to 2.5 All gold earned by Maliken now goes to the team All Maliken items have had their cost reduced by 25% Hunter s melee modes now disable mana regeneration and have a small mana cost per second Hunter s Glide damage reduced to 30, cooldown increased Hunter s Frenzy and Venomous are no longer dispellable FREE CONTENT UPDATE2 (Version 1.5.0) Fixes Fixed an issue causing melee attacks with certain units to miss on very rare occasions at certain distances Fixed a bug with siege aiming behind them if a blocker is behind the unit The Sleep animation now properly ends when the player ends Sleep early Fixed taunts, they are now visible by all players Fixed the "morning" crash Fixed an issue causing D3DDRIVER_INTERNALERRORs and crashes in certain situations Fixed an issue causing a loss of textures in the map editor Characters will no longer turn with the camera when immobile (such as with Hunter s Sleep) Linux Version Improve updater/uninstaller interaction OpenGL Renderer Fix a number of issues when run on an ATI video card Changes/Additions Added some new "anti-hack" features Reduced overall RAM use Added some optimizations to the renderer Losing a prerequisite after purchasing a consumable item will no longer disable that item Prerequisites for items now display in the loadout screen Pressing "Y" while in-game will display an overlay that allows you to view your skills The player backpack now shows up on the death screen All spells/skill will now display as red when they are in cool down The item store is now sorted more appropriately Spawn portals now have 120s lifetime and 75s cooldown All cooldowns are now global, switching units will not cause them to finish Kill streak notifications Dodge system now in place. Double tap A,S, or D to perform a dodge in that direction. Shaman and chaplain have had their main healing spells reduced to 6 seconds cool down, slight mana cost reduction Slight armor decrease on chaplain and shaman Gold and EXP for healing lowered Three new maps, Ancient Cities, Desolation, and Hidden Village A tips system has been added to the loading screens and death screen Added a number of new Enduring items, these items will persist through death and unit changes Gust of Wind You are immune to ranged damage while charging and dodging, and you can charge slightly further. Power Absorption Automatically dispels one negative effect per minute and restores some mana when doing so. Shield of Wisdom On use, it drains all remaining mana and prevents mana regeneration. In exchange, it shields you for damage based on the amount of mana drained for up to 30 seconds. Trinket of Restoration Heals all nearby allies and increases their armor for a short period. If a second trinket is used, it will not heal nearby allies if they still have the armor buff. Savior s Valor Can be used to cast recall on yourself (with a cool down on damage) - Will cancel if taking damage while recall is in progress. Token of Life May be used after death to revive yourself. Ammo pack/ammo sachel and mana stone/mana crystal are now flagged as enduring items and will not be dropped on death New unit Maliken. Maliken is obtained by the following steps. 1. Purchase a Brain of Maliken, Lungs of Maliken, and Heart of Maliken 2. Purchase the Soul of Maliken 3. Activate Soul of Maliken, at the cost of 10 souls. You will then transform into Maliken on the field at any location. Note that many of maliken s skills are blade modes. They are not a one time cast but rather a passive effect that does not turn off until the skill is manually cancelled or another blade mode is activated. Maliken s skills are 1. Blade of Damnation. This sword is unblockable in melee combat. Instead of an interrupt move, maliken throws his sword. Interrupt or right click a second time to teleport to it. The block button is a defensive maneuver that will knock back enemies around maliken. 2. Blade of Flames - applies a fire damage over time to a target. This effect stacks with each melee hit 3. Blade of Lightning - applies a lightning effect to maliken s sword. Each successful melee hit will result in a lightning bolt that bounces around between maliken s enemies, decreasing in damage with each bounce. 4. Blade of Wind - Each melee attack stirs up a gust of wind, protecting maliken from ranged attacks.5. Blade of Demonic Healing - each successful melee hit will heal maliken s nearby allies for an amount based off the damage caused. 6. Blade Frenzy - Maliken goes into a blade frenzy. This is an area of effect attack that lasts a short while and has different effects based on which of the above blade modes are active Maliken s spawn event spawns him with very high armor for 30 seconds, and he gets the benefit of maliken items when receiving souls. He can be buffed, debuffed and healed. However, he cannot be resurrected or recalled, and Riposte has no effect on him. He is also unstunnable. New unit Hunter. This unit replaces the Summoner. His skills are 2. Glide - This skill shoots the hunter forward in a line, damaging any in his path. This ability costs stamina instead of mana and will apply the Frenzy and Venomous effect. 3. Wing Spin - This skill damages and knocks back all nearby enemies. 4. Frenzy - Similar to Maliken s blade modes, this applies a passive effect to all melee attacks that leeches stamina from enemy players. 5. Venomous - This is a passive effect that applies a poison debuff to all melee attacks. Only one of Venomous and Frenzy can be active at a time. 6. Sleep - Puts the Hunter to sleep for a short duration, making him immune to ranged damage and regenerating life at a rapid rate. 7. Sentry - Places a sentry bat to act as a scout at the target location for a limited time. Modding Added "SkillCategory", "SkillCategoryCooldown", "SpellCategory" and "SpellCategoryCooldown" settings to all skills and spells If a unit uses a skill/spell and another one of their skills/spells matches it s category, it will be put into cooldown for CategoryCooldown milliseconds Added "GetPrereqDetails( example_prerequisite );" UI_CMD that will return a human-friendly prerequisite string. Prerequisites can now use an "or" operator. For example, consumable_tokenoflife_prerequisite "building_monastery or building_sanctuary" VERSION 1.4.8.1 Fixed missing "Steam.dll" error VERSION 1.4.8 BALANCE All structures now have a minimum armor value. Attacking the structure will not cause its armor to degrade past its minimum armor setting. Strongholds and Lairs have a minimum armor setting of .3 Main base structures have a minimum armor setting of .2 Towers and garrisons have their minimum armor setting at 0 The beast static charge spire has had its range increased to 900 to match the cannon tower Spawn portals have had their duration reduced to 90 seconds, health reduced to 300, and will not die when the officer who placed it dies. This is to encourage more strategic placement of spawn portals and encourage their protection Sacrifice will now cause the player to move at 85% movement speed, down from 90% Imp damage reduced to 30-38 from 35-42 Revenant s ranged attack damage increased to 60-65 from 50-58 Revenant s quick attack damage increased slightly Devourer soul cost increased to 9 Steambuchet s secondary ranged attack has had its range increased to match its primary attack Decreased range of tempest s meteor slightly Ranged Siege can no longer aim past map blockers, which is on most mountains Conjurer health reduced from 390 to 370 Summoner melee attack damage increased slightly FIXES Fixed an issue that was causing commander centurion armor to sometimes be out of range when zoomed out Fixed an issue that was causing voice commands to stop working after disconnecting from a server Fixed an issue allowing commanders to cast spells on enemy players through the fog of war Fixed an issue allowing commanders to select enemy players and structures through the fog of war Fixed "extended" mouse buttons, they will now work as intended when bound to an action Spectators now properly spawn in the middle of a map rather than in the corner There is now a 5 second delay on the ability to ping the minimap Fixed various glsl shaders Fixed skybox seams on gl2 renderer Fixed gl2 renderer shadow settings not being properly applied without a restart Maps Morning has been re-worked. The hell shrine is now between the two bases and there is a gold mine in the north. The walls have been moved further south and stronghold/lair moved slightly north. VERSION 1.4.5 to 1.4.7 Fixes Fixed an issue that was preventing some users from passing authorization Fixed several issues that prevented some users from being able to update or login VERSION 1.4.4 Fix a major exploit with ammo depot/mana fountain VERSION 1.4.3 BALANCE Spawn portal experience value on kill from 50 to 150 Max health for spawn portals from 300 to 1200 Cooldown time on portals from 30 seconds to 60 seconds Spawn portals can now be used multiple times FIXES Fixed some issues with pathing Fixed some server and client crashes Interrupt will no longer damage gadgets or structures Siege no longer recieves a camera kick when being attacked Fixed some PNG format clan icons not loading properly Fixed issues with white unit portraits, messed up health bars and units named "NAME" Fixed all known issues caused by hosting a local server and then connecting to an online server Fixed issues with Revenant and Devourer strong attack, they have now been re-enabled ADDITIONS/CHANGES Promotional codes can now be entered during in-game account creation Map rotation system has been changed, it now plays maps in a linear order, the "weight" has been changed to a percent chance a map will be played (0.75 means 25 percent chance it will skip to the next map in the lineup) VERSION 1.4.2 BALANCE Steambuchet and battering ram turn speeds increased. They should feel a bit more maneuverable now Battering ram s flames ability no longer freeze the battering ram in place for their duration Behemoth s shockwave mana cost decreased from 75 to 60 Behemoth s stomp mana cost decreased from 125 to 90 Behemoth s trunk slam mana cost decreased from 75 to 60 Tempest meteor now properly deals splash damage rather than full damage to all entities in the splash radius Devourer s vomit ability impacts a much wider radius, making it easier to hit opponents with Consume corpse does not make the devourer grow quite as big (maximum 60% size, down from 75%) Decay no longer harms the devourer. Mana cost per second increased from 4 to 7 Moderately decreased overall exp earned from attacking structures. It s still more rewarding to attack a structure over attacking a player in terms of experience. Shield generators now stop tempest s meteor MAP CHANGES Grimm s wall on morning had its HP reverted back to 8000 for now. This will help with ranged siege attacking from behind the walls. A more permanent fix is in the works, at which time we will increase the wall health again. FIXES/IMPROVEMENTS Devourer unit can no longer pick up items from NPCs More path finding improvements Fixed the "donate all" button on the loadout screen Made it easier to target corpses as the devourer after leveling up in size a few times OpenGL renderer Fixed volume texture mipmap issues VERSION 1.4.1 BALANCE Reduced tempest and steambuchet range Increased the maximum range on interrupt from 100 to 135 Increased duration of stun effects on being blocked or interrupted from 1 second to 1.4 seconds Spawn portal ability now has a 3 second cool down on damage, down from 5 seconds Spawn portal ability general cool down reduced from 75 seconds to 30 seconds Total experience earned for destroying a stronghold or lair reduced to 1250 from 2000 Behemoth, battering ram, and malphas now have attributes applied to them Strength attribute now increased damage by 2.5% per point Agility attribute now increased 3.5% per point, up from 3% Stamina sprint cost down from 12 to 11 Imp s gun mana cost increased from 13 to 15 per shot Imp s gun damage decreased from 40-48 to 35-42 Ravager s damage decreased from 9-10.5 to 8-9 Demo charge size increased by 25%, sight range decreased to 200 from 1000 Steam turret hit points decreased to 350 from 500 Venus plant hit points decreased to 400 from 500 Builder s hitpoints increased from 350 to 375 Conjurer s venomous spore weapon now has 6 projectiles instead of 12. The damage of each projectile has effectively been doubled, but the weapon now requires a more accuracy to hit with. Venomous spore damage increased to 65-80 from 62-75 MAP CHANGES Maximum players on morning reduced to 20 from 24 Fixed some areas on crossroads that were allowing commanders to place unreachable towers Moved human base gold mine on morning closer to the stronghold to put it in the buildable radius Added a death animation to Grimm s wall on morning, increased Grimm s wall s health Gold mine extraction rates on morning increased Added Devourer to practice and duel arena ADDITIONS Enabled all loading screens, removed FCP #1 announcement Added two new tools to the editor for working with textures, controlled by the CTRL and ALT keys Added color tints that display when blocked or interrupted When sudden death mode is activated, it will be displayed in the upkeep section of the interface Attribute screen now pops up again when you have points to spend Made it easier for commanders to see the edge of maps Commanders can zoom out further Players will now be given the option of having their stats recorded or not when they first join a server FIXES/IMPROVEMENTS Some path finding improvements (more to come) Fixed a minor bug in VoIP causing some console spam Fixed a bug that was preventing some of the animation based effects and sounds from precaching properly. This was causing some hitching, expect some performance improvements Removed the extra 30 seconds that were added to commander election time if leaving warmup mode Voice tips precache properly Fixed several crashes Unofficial servers now highlight correctly when selected Added spawn queue message to the loadout screen. This will display when the teams are unbalanced and the spawn queue is in effect Your player SF now displays properly in the loadout screen Added an experience bar in the loadout screen Fixed strength tool tip, it no longer mentions attack speed Changing resolution no longer requires a full reload of all interfaces, it simply resizes them to the proper size Fixed issue with the game browser on lower resolutions that would hide player level size of clan icons lowered to 24x24 from 32x32 Music is now properly precached Fixed an issue that was causing persistent vault icons to not always show up properly Fixed a crash in the editor related to cloning entities Commander Reveal spell can now be placed within blocked area Fixed a bug that would sometimes allow a user to join a full server Fixed an issue where voice commands wouldn t show up after disconnecting/reconnecting LINUX SPECIFIC XRandR is no longer required Fix problems when window manager gives game different sized window than requested Sound drivers list in options menu will now update after changing the sound output system FREE CONTENT UPDATE (VERSION 1.4) ADDITIONS Added two new maps, lostvalley and morning Added Voice over IP for commanders. The "\" key is used to broadcast by default Added armor level progression. At levels 4, 8, and 12 your character will receive new armor Added a new "aiming mode" for Steambuchet and Tempest. Use your "Interrupt" button to switch to it Added a clan system, complete with clan reservation for clan matches on select servers. Check out www.savage2clans.com for details Added a voice tip system. This system plays audio messages for each new game element you encounter. This can be disabled in the options Clan icons show up in game Added an Unofficial server list for player hosted servers Added automatic map download if you connect to a server hosting a map that you don t have New loadout screen and hellshrine screen Reconstructed the tutorial. It is now much more concise and offers a commander practice mode Added the Devourer unit, a hellbourne unit costing 7 souls Corpses now fade out slowly for the last 3 seconds of their lifetime Added some terrain rendering optimizations Players now always go to the spawn screen, even if only one spawn is available Added a "Return to Loadout" button to the spawn screen A notification is now displayed when your team has no commander A linux client of Savage 2 is now available Clan icons will now show in the score screens NEW COMBAT SYSTEM Stuns have been re-worked to no longer freeze the player. Abilities and attacks are disabled but the player can still move Stuns times were all generally reduced Blocking an opponent will cause 60 damage to the attacker, as well as reducing their armor by 35% and movement speed by 20% for one second You can block multiple opponents (your block will not lower when it is hit) Block takes 0.075 seconds to go into effect after hitting the block button, and can be held for a maximum of 5 seconds After releasing the block key, it takes 0.175 seconds to fully disengage Interrupt does no damage to opponents who are not blocking Interrupt deals 75 damage to opponents who are blocking, does 75 damage, and reduces movement speed by 20% for 1 second. Costs 22 stamina to execute Strafespeed reduced to 86% of base movement speed Quick attacking causes a 20% decrease in movement speed briefly, your movement speed returns to normal over .75 seconds All quick attack damage and range increased by approximately 10% Most ranged weapons had an approximate 15% increase in damage The angles on block and interrupt were significantly widened, it should be much easier to block and interrupt opponents who are in front of you FIXES/IMPROVEMENTS Pathing code re-worked. Pets and npcs should path more efficiently around players and objects in the world. An icon will now display when certain skills are active (devourer s decay, polymorph, healingward, manaward, cheetah) Fixed crashes when hosting multiple local games in a row Fixed memory corruption due to some new pathing code Fixed several potential crashes Duel arena is once again functional Fixed an issue with pushback effects pushing players in the wrong direction Fixed an issue with how NPCs aggro off of damage Fixed an issue allowing players to view scores in the lobby Fixed an issue where spawn trigger and NPC setting definition boxes would go below the bottom of the screen in the editor Fixed an issue causing snapcasted spells to not properly check range Fixed a bug with quick attack causing it to ignore damage bonuses Fixed Revenant s melee impact time Fixed an issue causing the mouse wheel to continue scrolling through abilities when dead Fixed an issue where melee weapons would disappear when a skill is selected Fixed mouse cursor disappearing while placing buildings as a commander Fixed mana incorrectly regenerating while polymorph was active Fixed Heal Pet being able to target siege Fixed a bug where weapon sounds would appear "behind" you on surround sound systems while looking up Fixed several editor crashes (Texturing bug still being elusive...) Added a fence and some more blockers to the bridge on Eden, to prevent falling in the water BALANCE CHANGES/ADJUSTMENTS Players can no longer take command if they have loadout time remaining Leaving command now causes a loadout time of 25 seconds The build ability of builders and conjurers is now entirely disabled if a commander is present Increased Engineer s stamina from 125 to 150 Officer aura stamina regeneration boost reduced Savage s Morale stamina regen boost reduced Jump attack no longer stuns blockers/interrupters, it simply does damage Builder s Rifle damage reduced slightly Savage s Ravager ammo reduced slightly Imp s projetile speed increased slightly Holybolt now does less damage against Hellbourne Jump attack no longer restores stamina on a successful hit Enrage and Rage now give a 25% melee damage increase instead of attack speed increase, 50% armor reduction Reduced price of hellshrine to 7500 Move speed debuff on conjurer s Venomous Spore now decreased movement speed by 10% instead of 20% Conjurer s roots no longer root human siege All tower costs reduced Strata and arrow tower increase in HP and armor, increased attack speed Venus plant now "builds" twice as fast. It should start firing quicker, similar to steam turret Commander spell reveal had its cool down increased from 30 seconds to 60 seconds Commander can no longer speed boost human siege The builder now uses the shotgun as his primary weapon. Armory needed to unlock his rifle Builder Shotgun ammo reduced from 25 to 20, damage increased slightly, range decreased slightly Builder Rifle now has 25 ammo, down from 30 Tempest s push back ability has a wider angle, should be a bit easier to use Tempest etheral will now allow the tempest to move at half speed. Etheral form is now dispellable by commanders. Scout s crossbow has faster attack speed, slightly more damage, and a slightly faster projectile Scout marksman bow has less attack time and less cool down time. This should increase its rate of fire Shapeshifter s lightning gun mana cost decreased from 50 to 35 Conjurer s entangle trap lasts 2.5 seconds, down from 3 seconds Conjurer s entangle trap had its affect radius decreased from 200 to 150 Venom spores speed reduction down from 10% to 7.5%, more venom pellets in the shot, wider spread to the shot, shorter range overall Gold and exp awarded for killing the bearloth and imp has been drastically reduced Cheetah form now requires a nexus Bearloth s melee attack speed from 1.3 seconds to 1 second. Damage slightly decreased Behemoth s main melee attack now hits at 30 degree arc, increased from 10 degrees Behemoth s Trunk Slam and Shockwave had mana cost decreased and damage increased Mana cost on behemoth s stomp ability was increased Tempest s range with meteor was increased Streambuchet s range on both attacks were increased All siege now cost 750 gold reworked all item costs. Generally everything is cheaper, except for the health shrine which had its cost increased to 200 from 175 Removed the freeze effect on predator s enrage ability to make it more useful in combat Decreased worker movement speed and increased stamina pool Tempest stamina lowered to 150 Strength no longer has an effect on attack speed Modified attribute point costs Increased observer movement speed Players no longer gain experience for using their own ammo demo or mana fountain Revenant weakened slightly, soul cost from 7 to 4 Entangling Roots is now removed by damage. Removed damage over time from conjurer spores but buffed their damage to compensate. Shield generator now gives experience based off of amount of damage blocked, instead of number of projectiles Shield generator no longer recieves experience from NPC attacks
https://w.atwiki.jp/eagleeye/pages/16.html
Firmware 2.0 Update details Multiple Mouse Button Support – Supports scroll wheel, tilt, and 2 side buttons. Map the scroll wheel up and down, scroll wheel tilt left and right, and 2 side buttons. Eagle Edit V.2.0 – Improved GUI and layout, Thank you GAZA for contributing this new graphic interface for our Eagle Edit program. The new Eagle Edit V.2.0 will compliment the new Advance Calibration function, allowing you to download the Dead zone/Sensitivity setting you programming during game as a file to be saved and used later, or share with the gaming community. Advance Calibration (mouse deadzone/sensitivity adjustments) – One of the most important improvement for Eagle Eye Firmware V2.1. Allowing you to increase/decrease the X Y dead zone and sensitivity during game play to find that perfect setting. Save this setting and download it using Eagle Edit V.2.0 for future use and share it with your friends the Eagle Eye community. Rapid Fire Controller Function – When you plug in your EEC to your PS3, then your regular duel shock ps3 controller to either the mouse/keyboard USB slot on the EEC, you can turn your PS3 controller into a turbo controller. Advanced Calibration Function for the Mouse Version 2.0 If applicable Disable all macro and/or keyboard-simulate functions on your mouse before use with the EEC. Adjust the X-axis and Y-axis deadzone. Adjust the X/Y-axis sensitivity during gameplay and save your settings. Detailed information F1 Enters X-axis deadzone tuning mode. F2 Enters X-axis sensitivity tuning mode. F3 Enters Y-axis deadzone tuning mode. F4 Enters Y-axis sensitivity tuning mode. F5 Save settings on Eagle-eye s EEPROM F6 Restore all X/Y-axis sensitivity and deadzone to factory default. Assume the x-axis physical mouse movement is X, the x-axis movement in game Dx would be Dx = sensitivity * X + deadzone Similarly Dy = sensitivity * Y + deadzone In Tuning Mode, use the mouse wheel to adjust the deadzone and sensitivity. Scroll UP to increase, DOWN decrease. Each ratchet equals one increment. During Tuning Mode, the original functions of the wheel are disabled until you press F5(save), which returns to Play mode. View your saved settings in Eagle_Edit on your PC. F1-F6 are now reserved for the Tuning Mode keys and therefore cannot be used in keymapping. New to Firmware 2.0 1. Added Advanced Calibration Functions 2. New Eagle Edit 2.0 3. Improved Compatibility with Razer Mice Fixes From Beta 10/25 1. Fix tilt not mappable in Eagle-eidt. You need to use ctrl+right arrow / left arrow to assign them now. 2. Fix side button reverse 3. Fix Save As problem under XP 4. Fix a bug that mouse wheel will auto trigger on a key stroke. Know Issues and Bugs 1. Mouse Hiccup for some mouse 2. Auto Melee or Start Button 3. Firmware update in x64 environment not available 4. A Firmware updater program 5. Additional mouse compatibility
https://w.atwiki.jp/irongripmarauders/pages/39.html
Iron Grip Marauders Development Changelog Hotfix 21 12.28.2011 * Increased costs to upgrade alliances. v 0.9.13.8 12.20.2011 * New Alliance system! Form an alliance with your friends, build your own flag, and maintain a private communications room with them. Even more benefits and features coming in the near future! For more information, see the Library article HERE. * New Friend Invite system! You receive 2500 gold for each friend that registers, and 2 gems when that friend reaches level 5! Click the green "Invite a Friend" button on your profile page to get started. * Two new PvP medals Serial Killer and Psycho Killer * Units are now divided into "factions", and the AI will use different faction sets depending on the scenario. Expect to encounter new enemies and a few nasty new surprises! * New 5-player Boss attack! * New player name colorization in the chat for developers and MVPs. Developers are now orange and MVPs are blue. * Leaderboard formula tweaks. PvP is weighted less in the overall score, only PvE wins are counted toward the Respect score (instead of just "battles"), and retreats are now properly counted as a loss. * The resource purchase slider window can now be moved around the screen. * TrueRank tweaks AI opponents above level 10 have had their deploy capacities modified slightly, and they will potentially use units that are only 2 levels above their own level. This means, for example, that a 3-shield raid where the AI opponent is potentially 2 levels above the player, the AI will potentially use units that are 4 levels above the player. This also means that a level 15 Boss will potentially use up to level 17 units. * Added a confirmation popup to the Retreat button. * Fixed an issue where removing an enemy from your enemies list was replacing your enemies list with all your friends. * Various other minor tweaks, polish issues and bug fixes. o Elite Smuggler capacity increased to 70 o Modified and diversified boss rewards o Fixed a boss reward that was giving an Ambulance L1 instead of a Bombardier L2 o Obstruction height of the Demoralizer reduced o Osmanov s HP increased 25% o Demoralizer and Black Skull Demoralizer HP reduced 25% across the board o All Bomb Trucks movement distance reduced o All Megaton Trucks movement distance reduced and HP increased 20% o Chance of getting attacked in Smuggling missions increased 2% o Smuggler Trucks build cost increased 10% o Murtas levels 1 and 2 increased deploy capacity by 5 points o Murtas XP requirement to hit level 5 reduced from 270k to 240k o AI opponents above level 9 are more difficult o Energy costs to attack bosses modified o Increased price of Airship Upgrades * New Player Units! o Ironclad Walker L1 L2 o Tri Scout L5 o Propaganda Truck L6 o Elite Smuggler Truck Mk2 * New AI Units! o Osmanov L4 o Baron Rocket Tank L1 - L4 o Baron Terror Walker L1 - L3 o Baron Artillery Walker L1 - L3 o Baron MBT L1 - L4 o Baron Trooper L1 - L4 o Baron Bazooka L1 - L4 o Baron Battle Walker L1 - L4 o Baron Masash L1 - L3 o Baron Barrage Cannon L1 - L3 o Cave Mortt Babies L1 - L6 o Cave Mortt L1 - L6 o Cave Mortt Spitter L1 - L6 o Cave Mortt Queen L1 - L6 Hotfix 20 - v 0.9.13.8 12.14.2011 * The AI should no longer ignore Bomb Trucks or the Megaton Truck. * Facebook login should now be repaired. Hotfix 19 12.9.2011 * New Christmas avatar items! Happy holidays everyone! * Battles should no longer get stuck on the final End Turn. * The number of kills and amount of XP shown on the scoreboard at the end of the battle should now be accurate. Hotfix 18 - v 0.9.13.7 12.7.2011 * Fixes to prevent battles from seizing up to where they cannot be completed. * Several line-of-sight (LOS) fixes. v 0.9.13.3 11.30.2011 * Introducing the new Walker Boneyard region! This is a high-level region for players at level 15 and up. Look for a slew of new raids and smuggles from Joaquin s Bar, new quests, and tons of new units in the Walker Boneyard Black Market! * Player vs. Player is here! The PvP area has replaced the Battle Room button at the top of the screen. Play PvP as much as you like! Your units will not be permanently destroyed in a PvP match. You must be level 10 to engage in PvP. * You can now purchase as much gold or iron as you want without waiting for a Black Market offer for resources. Click the little green plus button next to your gold or iron indicators. * Offers purchased on the Black Market will be immediately replaced with a new offer. * New Leaderboard! The Leaderboard has been redesigned to accommodate PvP scores and consolidate player skill into a PvE-content "Respect" value. Respect is calculated based on the number of PvE battles a player has engaged in, the number of units they have in storage, and the number of airship upgrades and other advancements they have built. * Increased the level cap to 20, with many new levels of existing units to match. * The XP requirements for each level have been adjusted. * Many new units! Look for the fearsome new Black Skull units as raid/quest rewards and in the Black Market. Also look for many new Walker Boneyard units, such as the AT Sniper, the Demoralizer and the Dragoon. * Some existing units, such as the Wrecker, can now only be found in the Walker Boneyard Black Market. * Harald s HP, deploy cost and Hero Capacity have been modified. * Murtas s HP, Speed and Hero Capacity have been changed. * Many bug fixes, including one that was causing the AI player s turn to get stuck. Hotfix 17 11.9.2011 * We have switched to a different caching system which should cause the unit quantities shown in the Engineering and Training rooms to consistently match what s really in your storage. Hotfix 16 11.7.2011 * Heroes should no longer get stuck in boss battles that are retreated. Hotfix 15 - v 0.8.28.12 10.21.2011 * Smuggling battles that couldn t be deployed due to having more deploy points in your army than your hero can handle should now be fixed. Players should be able to deploy all units, even if a patch that changed deploy costs caused their armies to be "over-stacked." v 0.8.28.11 10.19.2011 * New Mysterious Stranger quests! Check them out in the Quests page. * New Hero! If you can find Murtas...maybe he will join your cause. * The amount of XP you gain for killing individual units has been adjusted across the board. * Terror Walkers have a larger minimum range radius, and a smaller area of effect for their damage. * The chat window will only hold the last 30 messages, which should improve peformance of the game in Steam significantly. * The chat window will no longer auto-scroll to the bottom when the chat has been scrolled up and a new chat message arrives. * IG Marauders developer and admin account names will show up in green in the chat. * Links posted in the chat will now auto-linkify. * Hitting Enter to submit a chat message in Internet Explorer no longer causes the chat to lose focus. * The army editor tabs should no longer be bugged in the Steam version of the game. * Shock Fortresses should no longer spawn for players levels 1-6. * Players can now be properly kicked from cooperative boss battles. * There should no longer be a delay in a player s unit counts after battles finish. * Several other minor bug fixes, text tweaks, etc. Hotfix 14 - v 0.8.28.6 10.12.2011 * Smuggling convoys which contain no defensive units will immediately be lost upon loading the 3D battle of the smuggling mission. Be sure to defend those smuggling trucks! Hotfix 13 10.6.2011 * The "Remember Me" checkbox on the Steam splash page will now actually remember you next time you open the game from Steam if you checked it the last time you logged in. * Players will now be automatically be redirected to the "Collect Reward" screen after completing a Raid or Quest mission. Hotfix 12 10.5.2011 * Cosper s attack range has been significantly reduced, and he must now respect line-of-sight. * Another major update to the behind-the-scenes True Rank system for matching players to appropriately-difficult AI opponents. Low level players should no longer be paired with high-level opponents, and opponent deploy capacity should be somewhat lower across the board. Hotfix 11 10.4.2011 * The shield icons on the Raid mission tiles now represent the following o 1 Shield The opponent will be 1 or 2 levels below your level. o 2 Shields The opponent will be the same level as you. o 3 Shields The opponent will be 1 or 2 levels above your level. Hotfix 10 - v 0.8.28.2 9.29.2011 * New Tech Tree viewer. Check it out in the Laboratory! * Major Message Room performance overhaul. Should be speedier now. * Several fixes to the behind-the-scenes True Rank system of pairing players with appropriately-difficult AI opponents. * High-level players should no longer be fighting opponents that use low-level units. * Many other minor fixes and tweaks. Hotfix 9 9.23.2011 * Research times have been reduced across the board. Some research costs (gold) have been reduced as well. * Major updates to the behind-the-scenes "True Rank" system for giving players a more appropriately-difficult AI opponent. Generally games should be less difficult for most players. * The Raid and Smuggle difficulties indicated by the number of shield icons should now be much more representative of the actual difficulty. * The AI should no longer bring entire armies of dozens of a single unit type (at least not as often.) The AI is limited to 3 of any given unit type. However, the AI IS allowed to bring, for example, 3 Mounted Bomber Level 3 s, and 3 Mounted Bomber Level 4 s. * Newly-obtained Heroes start out already leveled up to a level that is appropriate to the player s level. * Several other minor performance improvements and bug fixes. Hotfix 8 9.19.2011 * Premium raids no longer offer structures as rewards. * Profile pages of the Militia users no longer show stats (this information is for internal use only.) * Profile pages of Heroes now show how many cargo slots they have. The only other unit that has cargo slots besides Heroes are the Smuggling Trucks. Cargo slots are only important to smuggling missions and do not affect rewards in raids or boss attacks. * Several other back-end fixes that don t directly affect players but do affect performance and our ability to detect bugs. v 0.8.28 9.16.2011 * Player bases are a thing of the past! They have been replaced by the new Smuggling Missions. This means - Players no longer earn resources with mining structures. Smuggling missions, however, allow you to earn lots of loot! - Bosses no longer attack players, but if players join up to fight off a boss, fortune and glory can be found. - No more Base Edit Mode. - Players no longer require structures. All structures and structure licenses have been removed from player storage. Players have been compensated with gems for this loss. * Heroes have replaced Base Officers. Heroes are now chosen at the beginning of any battle, and are a deployable unit in the battle. Only one hero may be used in any given battle. If you lose the battle that the Hero is leading, the Hero will be wounded, and must be healed on the Hero screen before they can be trained or used in battle again. * In battles, Heroes have also replaced the Command Vehicle. However, you must kill all units that can attack AND move before you win the battle - including the Hero! * Boss battles have been changed to an invitation-only, sequential attack system. See the Library article for more info. * All Trader quests have been updated, and therefore reset for all players. You may replay them to get the new rewards! * Massive AI improvements. Players are now internally ranked against themselves in a behind-the-scenes system we call "True Rank". This allows for better automatic matching against AI opponents according to your own skill level. For existing players, it may take several games for your "True Rank" to settle in a good spot, which may result in several games being more difficult or more easy than usual. * Smuggling Trucks have been added as a deployable unit. They cannot attack, but the more you add to a smuggling convoy, the more loot you get at the end! * Stone has been removed from the game. * Players are no longer limited to the amount of Gold or Iron they can earn - hoard as much as you like! * The selection highlight in the 3D game is different for Heroes to make them stand out better. * Music has been added to the 3D game. Music controls can be found in the in-game menu. * All tutorial quests have been reworked to reflect the massive changes to the game. * Extensive overall balance improvements to all unit stats. * Massive performance improvements and other bug fixes throughout. Hotfix 7 8.16.2011 * Bosses should attack players much more frequently now. Also, players who have never been attacked by a boss should get attacked in no more than 5 days. v 0.8.10.6 8.1.2011 * Level cap has been raised from 18 to 19! We have therefore added the following units and techs o Research Tech 7 o Machinery Tech 7 o Terror Walker Level 2 o Devastator Tank Level 3 o Royal Artillery Level 4 o Tank Destroyer Level 5 o Atavar Tank MK4 (Black Market Only) o Bethes Cannon Level 6 (Black Market Only) o Repair Truck Level 6 (Black Market Only) * All new units! Check out the new Grenadiers and Mortar Team at level 19. * All new user interface in the 3D portion of the game! Pro Tip look for the End Turn button in the lower right instead of the upper right. * The 3D game can now be run in FULL SCREEN! Check out the new video options found in the 3D game s interface. * New booster packs! All users will find 3 free booster packs in your storage. You also earn a new booster pack on every other level-up. * All new tutorial quests! Tutorials should be much more clear for new users, as Sai Nyasson will guide you through each exercise. Please note that if you are a high-level player who has completed the tutorial missions before, you may have some technical struggles getting through them (such as not having enough storage space for tutorials that require you to build new units.) * New boss maps! You may find that bases owned by bosses that you attack will be loaded with destructable structures. Enjoy the cannon fodder. * Some Black Market offers can now be purchased with Gold, instead of all offers requiring Gems. * Forum avatars now match your in-game avatar. * If you clicked the "Remember me" box on the login screen, and you are idle on the game website for more than an hour, the screen will darken and ask you to click a button to come back from the idle state. If you did NOT click the "Remember me" box on the login screen, you will be automatically logged out after 1 hour of being idle. * Airship Personnel (Engineers, Trainers, Scientists) have been removed from the game. All players who had these units in their storage have been compensated with Gold, Iron and Gems proportional to the quantity and level of the Personnel owned. * Surviving units in a Capture attack are no longer captured with the base. * Fixed an issue that was causing abandoned bases to not become properly abandoned. * Many other bug fixes and performance improvements. * Many balance changes in the web game and the 3D game. Hotfix 6 6.30.2011 * You may now purchase a new airship from the storage room if you are a higher level than the indicated required level. * Cleared all duplicate bosses. You should now only be involved in one boss party at any given time, unless you were invited by another player to join another party. * Cleared all player-owned bases with no associated officer. This was causing some players main game user interface to not render properly. * Cleared all duplicate battles on player bases. If your base was being attacked more than once at the same time by multiple bosses, the duplicate battles should now be gone, and the problem should not reoccur. * Cleaned up remaining issues with player bases under attack by a bugged boss. In these cases, your base is no longer under attack. * Changelog will now scroll. v 0.7.216.4 6.29.2011 * New Hero Units! You ll find them in your storage room under the Purple Star tab. You only get one of each at any given time though. If they re lost in battle, you can retrain them in the Engineering or Training rooms under the Purple Star tab. * Airship Upgrades! Storage upgrades are no longer researched in the Laboratory. You can find a new Junk Compressor upgrade project in the updated Storage Room, along with three other upgrade projects that increase the productivity of your Engineering, Training and Research rooms. You start off with 8 upgrade slots, and you can increase this number by buying a new airship! * New chat system! There are now multiple bars and pubs in which you can chat with other players. We re also filtering out some of the nastier nomenclature. Filthy pirates. * Four new bosses! * Several new high-level versions of existing units. * Repair trucks can now repair structures. * Bomb trucks and the Megaton are much more powerful. * Storage capacity increased to 2000. * The bug causing a base to not be captured has been fixed. * Players should no longer be attacked by multiple copies of the same boss (or more than one boss at a time, for that matter.) However, if you were being attacked by more than one boss before the patch, those duplicate bosses will still be there. Please be patient as we resolve that issue soon. * Player bases should no longer be involved in more than one attack at a time. v 0.7.214.3 5.25.2011 * New Trader Quests! Click on the Trader in the lower right corner of Anchorpoint, or click on the QUESTS button next to the chat to find them! * Added two new tutorial quests that explain how to do raid and capture attacks in Jasmine s. * New Splash Page! You can now register and login using your Facebook account. If the email associated with your Facebook account matches the same email address you used to register the game, you can link the two accounts and login with Facebook. * Two new units! Look for the Terror Walker and Megaton suicide truck at the later levels... * Level cap increased from 16 to 17. * The Engineering, Training and Research rooms have been overhauled to give better feedback about queue time remaining, and to generally be easier to use. You ll now find all your "buildable" stuff on the right side of the screen (click the + button to build stuff), and the actual queue on the bottom left. * The Storage room has been overhauled to be more parallel in design to the other airship rooms, and should be easier to navigate and find what you need to find. * The firing range of units can now be seen as you place and move units on and around the battlefield. If the range indicator circle is RED, it means you can still fire after moving the unit. If it is GRAY, it means you won t have enough AP to fire after moving. * If you have expanded the 3D game window, it should remember this preference and auto-expand it for the next 3D battle that you open. * Many miscellaneous bug fixes and balancing tweaks. If you find anything amiss, don t forget to report it on the forums! KNOWN ISSUES * Sometimes your bases can be under attack by more than one boss, or be under attack multiple times by the same boss. This causes problems with the base after you successfully defend it for the first attack. We are working on a hotfix for this, and will be manually fixing affected bases until the hotfix goes up later this week. Hotfix 5 5.17.2011 * Tweaked down the AI s defensive and offensive deployment capacities so they re not so overwhelming. * Modified the spawn rates of all bosses so they don t spawn as frequently. v 0.7.208 5.4.2011 * PvP-by-proxy is now a thing of the past. Players no longer attack each other s bases, and the AI no longer does your base defending for you. Instead, players will frequently be attacked by a Marauder Boss (an AI character), and will have to defend their own bases using the units and structures they previously placed on their base. * The World Map has been updated to remove the unnecessary regions and districts. You will now find the cliffside town of Anchorpoint is your new go-to point for most operations. From here, you can visit the updated Jasmine s Gentlemen s Club, where you ll find up to 4 base Raid missions and 4 base Capture missions, of varying difficulty. Do a Raid mission if you re just looking for loot, or do a Capture mission if you need a new base! * New Avatar System! Click your avatar or visit your profile to update your new custom avatar. You ll find several vanity items that can be purchased with gems and worn by your character. Remember that choosing a gender, race and face can only be done once, but changing your outfit can be done as often as you like. * When you are attacked by a Boss, you will be added to a party of other players who are also being attacked by that Boss. You can find this boss and view information about him and your fellow party members by clicking the Skull tab next to your Bases and Officers tabs. It is completely random when you get attacked by a Boss, and the other players in your party are also chosen at random. You can defeat the boss by attacking him from the boss detail page. For more information, click HERE. * If you are in a boss party, that boss will attack your bases at random. When you are attacked, you will be notified, and that base will stop producing resources until you play out the defense. Find the base that is under attack and click the big DEFEND button to open the battle. You will only be allowed to use the units that you had previously placed on that base to defend it as the Boss player attacks it. For more information, click HERE. * All new maps for the Raid missions in Jasmine s Gentlemen s Club. These maps are different from the ones you can capture and use as your own base. * Several graphical upgrades to the special effects. Explosions are now 33% more explodey! * The level cap has been increased from 14 to 16. * New Wrecker unit! Check it out when you reach level 15! KNOWN ISSUES * Many of your existing bases may be "over-stacked in that they have more units deployed on them than they should have due to new balancing calculations. In the next 48 hours we will be dumping everything from over-stacked bases back into your storage, and you will have to re-deploy your units to these bases. v 0.7.194 3.31.2011 * Bases that have no defenses will go into an anarchy state. Bases in anarchy will eventually be deleted after a set number of days. Bases that are in anarchy do not mine resources or contribute any bonuses to the player. * Bases that have less than 20% of the deploy capacity dedicated to defenses will go into a corruption state. Bases in corruption mine resources at a reduced rate, and contribute smaller bonuses to the player. * Increased the level cap to 14. * New units! Check out the new Devastator Tank, Command Destroyer, Atavar Tank (shotgun version of the Savar) and the infamous Wheel of Doom. * New map textures! Things should be looking a little spiffier in your neck of the woods. * Massive performance improvement in turn state saving. Most users will notice that the time between turns is virtually instantaneous. * You may only be involved in one battle at a time. * The number of officers and bases you may have has been capped at six. Players who have more than six bases will lose the extra officers when the extra bases are captured. You will be compensated with three gems when this happens. For those of you with more than 6 officers who are unassigned to a base, those officers have been killed. Perhaps there is an assassin about.... KNOWN ISSUES * We are experiencing a few growing pains with the recently released Firefox version 4. Please be patient as we iron some of these issues for the next patch. * Clearing your cache and refreshing may help with many issues. v 0.7.137.1 3.17.2011 * The camera has been changed to 3D perspective from the fixed orthographic view, making the whole game feel a lot more 3D. Use the scroll wheel to zoom in! * New Tutorial System! Check out the new Tutorials button and earn extra XP and other rewards for completing the tutorial quests. * Exclusive items purchased on the black market now give you a number of "licenses" to build that item. For example, if you purchased licenses for 3 Baron Towers, you may have 3 Baron Towers in your storage or on a base at any given time. If they are destroyed in battle, you may rebuild up to 3 Baron Towers again in your Engineering Bay. For those of you who have purchased exclusive items on the black market in the past, you should find that you now have the licenses for everything you ve purchased. Click on the star tab in the Engineering or Training rooms to find them! Note that this only applies to exclusive items, and not units that found in the tech tree. * It is now possible to earn the "Rage" medals. * Spending gems to buy down time on queues will now calculate how many gems it costs to fully complete the next item, and charge that much for an insta-completion. * Fixed a rare issue that was causing the CV to not respawn after a battle. * Many other minor tweaks and back-end bug fixes. v 0.7.52.1 3.01.2011 * Bases should now stay immune for the full 6 hours after being attacked, even after you edit the base that was attacked. * Undefended bases no longer produce resource income and do not contribute toward productivity bonuses. * Only the highest-level version of a unit that you have researched can be trained or built. For example, if you have researched Militia Level 3, you can no longer train Militia Level 2 or Militia Level 1. * The Facility/Personnel logic for production bonuses has been fixed. * The AI should be more difficult to bait into "mob-pulling" traps. * Base editing is now limited to 1 hour. If your base is stuck in edit mode for more than an hour, your changes will not be saved, and you will have to re-edit the base. * Engineering Factories have been renamed to "Engineering Facilities". * Stamina has been renamed to "Energy". * Using gems to buy down research time should now use the correct number of gems. * Several other minor bug fixes and balance tweaks. v 0.7.20 2.09.2011 * The 3D portion of the game has been upgraded to use Unity 3! Unity 2.6 is no longer supported. This was an extremely big upgrade that affects many low-level aspects of the 3D game engine. You may see some graphical glitches here and there, but we will iron them out over the next few publishes. * Personnel now require the corresponding structure to be placed on maps in order to be effective. Each structure can support 3 personnel of the appropriate type Scientists require Laboratories, Trainers require Training Academies, and Engineers require Engineering Factories. * You will now get a pop-up message when you level up, when you earn medals, and for various other notifications. * You can now directly attack another player by viewing their profile and clicking the ATTACK button. You must be at least level 4 before attacking other players. * Added a button to the Engineering and Training rooms that link directly to the Black Market. * More balance, bug fixes and polish issues taken care of. * The chat timestamps are now in your local timezone instead of being 3 hours behind. v 0.6.68 1.27.2011 * New Wheelhouse Bar where you can buy back your stamina with Atora pie and the finest liquor we promise won t make you go blind! You can find the Wheelhouse Bar by clicking the little plus button at the bottom of your stamina bar. * Fixed several problems with the AI getting stuck in an "AI Thinking" loop. * Fixed the Leaderboard so that it shows more accurate data and doesn t skip any ranks. * The CV s retreat AI should be smarter now. Good luck chasing it down! * Loot is now capped at 1000 of any given resource. * The registration form s CAPTCHA should now be easier to read. * Reworded several error messages so they make more sense. * Armor and Damage values are now reporting more accurately in tooltips. * More balance changes, minor bug fixes and performance improvements. Hotfix 4 - v 0.6.64 1.19.2011 * Massive performance improvements to the database servers. Timeouts and general slowness should be vastly improved throughout the game. * Fixed a problem that could possibly happen in Base Edit Mode where an end-of-game scoreboard was showing up. * Added more server-side error logging to help us track down more problems faster in the future. v 0.6.63 1.14.2011 * New Stamina System - a new stamina bar has appeared next to your avatar. Everyone has a maximum of 24 stamina points, and each attack costs 8 stamina points. You automatically earn back one point per hour. * It is now much more difficult to break the tutorial - each step of the tutorial forces you to follow the directions and highlights specific areas of the screen, making it easier to see what s going on. * Tutorial reset has been disabled. We did this because it is possible for people who have been playing the game to get stuck in the middle of a second round through the tutorial when it asks you to build things in the Engineering room and you don t have enough population or gold to support it. We will be reworking the tutorials in the future so they can be played back at any time by any player regardless of the player s current economic situation. * Minor bug fixes and exploit patches. Hotfix 3 1.11.2011 * Those of you with Bank bases should now show +50 more gold earnings per hour in your gold monitor, as well as an additional 2000 gold capacity. Previously you were actually earning the +50 gold per hour, but the monitor did not show this fact. * The tutorial script now has the ability to highlight and enable only specific parts of the screen, which should cut down on the possibility of breaking the tutorial before it can be completed. * We have disabled the ability to restart the tutorial. Restarting the tutorial after you have been playing the game has the potential to break the tutorial for your account to where it cannot be completed. We are currently working up new tutorial logic that will allow the tutorial to be replayed in an environment independent from your account. In the meantime, the Library will be your best friend for finding out any information on the game that you need. v 0.6.59 1.5.2011 * Welcome to the OPEN BETA! Anyone who registers may now play the game. Keep in mind, this is still a beta, and features are subject to change without notice, although we will try to keep you informed on what s coming. * NEW BASE TYPES! The new Bank base has a permanent bank structure in the middle of the map. For the player who owns this map, the bank will generate resources like a Gold Mine, and increase your total gold storage like a Gold Silo! However, you will never find any other resource patches to be mined on this base type. The new Shock Fortress base contains a permanent super-turret structure that will automatically fire on any attacking enemy, and can reach just about any location on the map. While both the Bank and the Shock Fortress can be destroyed during the course of a battle, they will both automatically respawn upon editing the base following a successful or unsuccessful attack. * Many new maps! * All new tutorial! Follow the instructions TO THE LETTER, or you may find yourself stuck in the tutorial. This is only the first version of the new tutorial, and we ll be enhancing it a great deal over the next few publishes. If you re really lost, you can probably find what you need to know by searching the Library. * Base officers can now be upgraded by researching the Officer Upgrade research project in the Laboratory. Each level of Officer Upgrade will permanently increase the Attack and Defense Leadership values of all your current and future officers. * Major UI update for the "deployment" phase of battle and base editing within the 3D game. You ll now find all your deployable units in the scrolling bar along the bottom of the screen, instead of along the top. * Many balance changes. For example, low-level Militia bases should be much easier to conquer now. * Several minor bug fixes. * Several security improvements. KNOWN ISSUES * Some of the Medals found in your User Profile page are currently broken and unattainable. We will be fixing some of these in the next publish, and more will come in subsequent publishes. * For veteran beta testers who have been playing the game, it may be impossible to finish the tutorial if you reset it from your profile page. This is due to the fact that some tutorial steps require you to spend gold and other resources that you may not have available to complete the step. Please contact us on the forums if you really run into trouble. * Players who have been playing since the last reset may find that their own maps look similar to many others. These duplicate maps are holdovers from an older version, and we intend to replace them with updated maps soon.
https://w.atwiki.jp/irongripmarauders/pages/38.html
v 0.6.27 12.15.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES. YOU WILL RECEIVE ONE FREE BASE WHEN YOU LOG IN FOR THE FIRST TIME. IT IS RECOMMENDED THAT YOU IMMEDIATELY EDIT THIS BASE AND SET UP ITS DEFENSES AND MINES BEFORE ATTACKING OTHER BASES. * NEW BASE OFFICER SYSTEM! The number of bases you can have at any given time is now determined by how many Officers you have. You can only have as many Officers as your current level (if you are level 2, you have 2 Officers.) Each time you level up, you are granted an additional Officer. Each Officer has two values Defense Leadership and Attack Leadership. The Defense Leadership determines how many capacity points you can deploy on a base that is commanded by that Officer. The Attack Leadership determines how many capacity points you can deploy when attacking another base with that Officer. Officers are not required to lead your attacks - but if you attack without an officer, you can not capture the base - you can only LOOT it. Which brings us to the next major update! * NEW LOOT SYSTEM! If you win a battle using an Officer, you are given the choice at the end of the battle to either LOOT or CAPTURE the base. Looting the base allows you to steal an amount of resources from the player who owned that base proportionate to the number of kills you made during the battle. The more you kill, the more you will loot. You will always loot a percentage of the defending player s current resource stash, usually earning some amount of gold, iron and stone. If you attack a base WITHOUT an Officer leading the attack, you can only loot the base, and cannot capture it. If you decide to capture the base instead of looting it, the only loot you will get is a percentage of the defending player s resources stored in any SILOS on that base. * NEW COMMAND VEHICLE! Command Centers and Command Castles have been replaced by a mobile Command Vehicle on all bases. You are considered to be the winner of a battle if you destroy the Command Vehicle (or CV for short.) Furthermore, when editing your own base, you may pick up and move the CV to any location you desire. However, you cannot save an edited base unless the CV has been placed somewhere on the map, so if you pick it up, remember to place it back down somewhere! * BLACK MARKET REVAMP! Check out the new Black Market, found by clicking the button with the bearded guy up at the top of the screen just to the right of the Marauders logo. The Black Market is where you can spend Gems to buy unique Vehicles or Infantry squads, new Base Officers, resources, and more! Just a few Gems can really get you ahead of the competition in here. * NEW IN-GAME USER INTERFACE! It s new, it s improved, and it s animated! Most of it should be familiar to you, but we went back to the drawing board with the whole thing and made it much more dynamic and efficient. Look for even more enhancements coming soon! * NEW LOGIN SPLASH SCREEN! No longer cluttered with news posts and other distractions, the new Marauders homepage gets you right into the action in the most efficient way possible. Just log in and click the big green PLAY button! * NEW PRODUCTION FACILITIES! The new Engineering Bay, Training Facility and Laboratory structures can be added to your bases to increase the productivity values of your Engineering, Training and Laboratory rooms in the web game interface. Higher productivity means cheaper prices and shorter build times for all items in that room! You can also increase productivity by training Engineers, Instructors and Scientists, as you did before this update. * NEW MAPS! All new maps designed to work with the new Command Vehicle have been released for this build, which was the primary reason for the reset. The new maps are a better size to get you into the action faster and reducing the amount of tedious movement turns you have to make. The camera is now also constrained to the action, so you shouldn t ever see the black edges of the map anymore. * NEW PROPAGANDA TRUCK! This new vehicle will increase the movement range of all friendly units within its area of influence. * You can no longer attack other players until you are level 4. Below that, you will be attacking randomly-generated AI bases owned by the Militia. After level 4, you may still attack random Militia bases, but you may find it more lucrative to pillage and capture bases owned by other Marauders... * Numerous web interface fixes and enhancements. * Numerous enhancements and fixes to the AI. Hotfix 2 - v 0.5.169 11.03.2010 * Fixed an issue with the FOW where enemy units that fire from the FOW were not being revealed. v 0.5.168 10.29.2010 * Three new units! Bomb Trucks can be sent into the middle of the enemy forces and detonated for MASSIVE damage to surrounding units. This kills the truck, however. And don t let your own units near the explosion, or they will die too! Repair trucks can restore health to vehicles, and Ambulances can restore health to squads of human units. * Attacks will now show a numeric value of the damage they cause on impact, or "MISS" if appropriate. * More AI performance improvements. v 0.5.145 10.13.2010 * Militia bases are no longer direct clones of player bases. They will now be populated with randomly-generated defenses appropriate to the player s level. * The Militia player will now always be the same level as the attacking player to better balance the end-of-battle XP earnings. * Fixed a problem where framerate would drop drastically due to the AI calculating lots of data each frame when the enemy had nothing but defensive structures left. * Scientist Level 2 should now be researchable at level 6. * The Library has been activated! Click on the book button on the top right corner of the Play Page to check it out and get all kinds of detailed help on every aspect of the game. * You can now see what units are deployed on a base without having to open it in Edit mode. Click on the base to see the detail page, and look towards the top left corner of the main window to see the new Base Contents section. * Long chat submissions should properly display on more than one line now, rather than stepping on the next chat message. * Many other minor bug fixes. KNOWN ISSUES * The Base Edit Tutorial is currently broken and cannot be completed. We will be releasing a hotfix in the next 48 hours to fix this. The workaround is to simply close the 3D game window when you get stuck and the tutorial will continue from there without issue. v 0.5.104 09.22.2010 * Added a new structure type called "barricades", which act as simple destructible road blocks to hinder enemy progress. * Fixed a problem where high-level research projects wouldn t stay completed. * Fixed several end-of-game XP rounding errors. * Made the "Back" button in the top left corner of the main game window larger, and added a "World Map" button to the top right corner of the main game window. * Added lots of useful statistics to the user profile pages, including recent battle history. v 0.5.98 09.10.2010 * Removed Gems from the leaderboard. No more buying your way to the top! * Leaderboard Empire stats now show the number of units you have rather than the cumulative unit score for each unit type. Final Empire Score is still based on the capacity score. * The XP bar now starts over at 0 when you level up, and only goes up to the difference in XP requirement between the current level and the next. This should make the XP progress bar a little easier to understand. * The 3D tutorial has been overhauled with a new map and easier-to-understand steps. * The 2D tutorial has been slightly revamped to fix several problems with certain steps from completing and advancing. It is also now easier to reset the tutorial, though players do not yet have the ability to do this for themselves. * The ISOTX logo should now be in correct proportion on the 3D game s loading screen. * More A.I. improvements. * New tech tree. * New high-level units! Level up and do all your research to find out what they are! v 0.5.75 08.28.2010 * Massive performance improvements throughout the site. You should notice that all rooms in the web game open much faster than before. * New leaderboard! Check it out to see where you rank. * Units and structures deployed on bases no longer count toward your used storage capacity. Only items that are currently found in your Storage Room, and items currently cooking in a queue will count toward your storage usage. * Base max storage is now 1800 instead of 2000, and all bases storage bonuses have been nerfed to balance with the new storage rules. * The productivity formulas have been adjusted for the queue rooms. Upgrade the rooms and train more Engineers, Trainers and Scientists to increase productivity! * You can now right-click in the fog of war to move units. * The AI problems from the last build have been repaired. The AI should no longer crash your browser window or lock up the game indefinitely. v 0.5.64 08.21.2010 * Players will now spawn in random locations when attacking a base, instead of in the same place every time. Build your defenses accordingly! * All units and structures should properly repair to full health following a battle. * Movement area shader updated to look more grid-like, rather than solid. * Units at the bottom of a ramp will now have correct line-of-sight toward units at the top of a ramp. * The storage capacity bonuses have been updated for all base types. * Purchasing items on the Black Market, such as resources and units, will allow you to go over-capacity on those resources and storage capacity. If you are over-capacity, your mines will not produce any more of that resource until you drop below maximum capacity. * Several layout fixes to the site. * Several performance enhancements related to the chat and queue systems. KNOWN ISSUES * Sometimes the AI will get stuck "thinking" under certain conditions. To fix this, simply close the attack window and click the big ATTACK button again to re-open it. This will start the battle again right where you left off. * Sometimes the AI units will continue animating after they finish moving. v 0.5.57 08.16.2010 * Fog of War no longer obscures the terrain, only enemy units and structures. * You may now move units into unexplored areas of the Fog of War by using the Move button. This does not yet work for the right-click context move command, but that s coming soon! * Fixed some problems with the email notifications when bases are captured. * Fixed an exploit where clicking READY before deploying units in attack mode would cause an instant win scenario. * Fixed a formula in the storage room where dismissing units was causing ridiculously high amounts of resources to be given back to the player. Hotfix 1 08.13.2010 * Level 2 and Level 3 silos should now increase your maximum resources. This value is updated every 10 minutes from the hour (e.g. - 2 00, 2 10, 2 20, 2 30, etc.), so you may have to wait up to 10 minutes to see your maximums increase after saving a base with silos on it. v 0.5.54 08.12.2010 * Improved server performance when users are viewing the screenshot gallery. * Fixed an issue that was causing the database server to lock up periodically, causing extreme slowness and timeouts for many users. * Added an email notification for when a base is lost. * Optimized the chat system to improve the speed of the site overall. * Fixed a problem that was causing some resource patches to not show up on some bases. v 0.5.48 08.09.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * Fixed an issue that was preventing some people from buying stuff with Gems in the Black Market until they logged out and logged back in. * The last publish broke the ability to level up queue rooms. This has been repaired. * Several tweaks to the tutorial script to make things more clear and precise. * Fixed a problem with the post-tutorial base generator that was setting an incorrect path to the General s avatar. * Reduced the initial starting Leadership value for bases down from 900 to 600 to correct some balancing problems. * Fixed several issues with infantry squad attack damage values. This should improve the AI slightly, as well as fix several balancing issues. * The various pages of the web game should now show a loading animation while they load. * Replaced the map flags with new graphics. * Balanced the XP required for each level. People shouldn t be jumping 7 levels from one battle anymore. v 0.5.47 08.08.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. THE NEW TUTORIAL WILL GRANT PLAYERS A FREE BASE AT ITS CONCLUSION, BUT IF YOU NEED TO RESTART THE TUTORIAL, OR OTHERWISE HAD A PROBLEM OBTAINING AN INITIAL BASE, PLEASE LET US KNOW IN THE BETA FORUMS. THANK YOU! * The first version of the new player tutorial is live. At the conclusion of the tutorial, you will be granted a free base of a random type. * Fixed several bugs in the queue rooms that were preventing freshly-built units from showing up in your storage for several minutes. * Fixed several layout and alignment issues with the queue rooms. * Implemented a new beta invite registration page. * Fixed another problem that should help to prevent the loser in a battle from getting 0 XP, despite the loser making a few kills. v 0.5.26 08.04.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Introducing the Black Market! Click the little green button next to the gold, iron or stone resource monitors to check it out. We ll be granting free gems to all beta players over the next few days. * Lots more tooltips have been added, most importantly the tooltips on all unit portraits in the queue rooms. Hover over them to get information about health, attack damage and range, mining rates, storage bonuses, AP, and more. The items in the Laboratory will also tell you what they unlock when you research them. * The A.I. will try not to bunch itself up into small groups that can be taken out with AOE damage. * The A.I. will now be better about "making up its mind" about what it s doing. Previously, it would switch between tasks too often. * Dismissing units from the Storage Room will now return 33% of the resources required to build them back to the player. * We are now running from a brand new set of server hardware that should be faster and more secure. Overall, downloads and site navigation should be faster. * The terrain during Base Edit and Attack Deployment phases is now color-coded to better indicate where units and structures can be placed. Most of the terrain will now be red during these phases, indicating an invalid location. * The costs for building and training units and structures have been overhauled in the name of balance. * Updated the productivity formulas for all the queue rooms in the name of balance. * Bases will now have a specific storage bonus that they grant. The amount of the bonus is dependent upon the base type. For example, Town bases provide the largest bonus, while Forest bases provide the smallest. * All new maps! * Tutorials coming soon! v 0.5.0 08.01.2010 * Fixed the end-of-game calculations to ensure the correct XP was granted to both players. Some games may still be broken until the server reset scheduled for 08.04.2010. * Green buttons no longer grant instant refills of resources. These will be re-enabled in the next patch to link to the Black Market page, where you can trade Gems for resources. * Hooked up the buttons to the right of the chat window - they should now link to the correct locations. * Back button will now return to the previous page (in most cases) instead of always returning to the main World Map. * Improved pagination controls for the player s base list. * Removed unnecessary chat buttons. * Removed unnecessary profile buttons to the left of the player s avatar. * Removed the map coordinate display for all users except admins. This was a debugging feature meant for the developers. * Several improvements and additions to the tooltip system. Hovering over something you don t understand should shed at least a little light on the subject. * Highlight color on the bribe list reconfigured to not burn your eyes out when you look at it. * The magnifying glass icon next to items in the bribe list will now link directly to that base. * Clicking the avatar of the owner of the base you re viewing will take you to their profile page where you can add them as a friend or send them a PM. v 0.4.9 07.28.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Fixed some issues that were causing the number of units in storage to go negative. * Fixed an issue that was causing a Command Center to show up in your storage, and allowing you to place them on maps (only to have them get stuck.) * Replaced the entire technology tree with a new one. The laboratory research projects should be paced better now. * End of game calculation tweaks to improve the gold payouts at the end of a battle. * If you have silos on a base, and lots of resources in the bank, and someone steals that base, they get some of the resources that are stored in those silos. * Building units and structures in the queues should now allow those freshly-built units to appear in Base Edit Mode immediately. Previously, there was a several-minute delay. * There are now new level 2 and level 3 versions of most structures, including mines, quarries, power stations, silos and turrets. * A tutorial is coming soon! For this build we have re-implemented the majority of the SBBG tutorial, and now just have to finish the 3D portion. * Sai Nyasson will now grant you some gold each day for logging in. The amount of gold is dependent upon your current level. * There are now three new locations from the Region Map Stark s Tavern, Jasmine s Gentlemen s Club, and Frannel s Smoking Den. Check them out for the latest information on juicy bases to steal! * Removed the map coordinate display from the World and Region maps. * Fixed a bug causing text corruption in the chat stream when certain special characters are typed. * Fixed bugs related to browser cross-compatibility in the queue rooms. * Leaderboard page has been slightly improved to fit within the window properly, and to include a scroll bar. * The resource monitors on the right side of the play page will auto-refresh more often as a result of expenditures in the queue rooms. * Many tweaks to existing unit and structure properties in the name of balance. * Default Unity loading logo replaced by ISOTX logo. * Base Generals can now be promoted to allow you to place more objects on a base. * Replaced Welcome message below your avatar with a handy LOGOUT link. * Fixed several missing image errors throughout the SBBG. * Added the new Command Castle to "Castle" type maps. This is equivalent to the Command Center on other maps. v 0.4.8 07.21.2010 PLEASE NOTE FOR THIS PUBLISH WE ARE RESETTING ALL PLAYERS BACK TO LEVEL 1 WITH NEW-PLAYER RESOURCES, UNITS, AND TECHNOLOGIES. WE ARE ALSO REMOVING ALL EXISTING PLAYER BASES AND RE-CREATING FRESH BASES FOR MANY PLAYERS. IF YOU DID NOT GET A BASE AND WOULD LIKE ONE, PLEASE MAKE YOUR REQUEST IN THE BETA FORUMS. THANK YOU! * Players can now buy gems at the store! Click the treasure chest icon at the far right of the main play page. * Green buttons next to resources will continue to work for the next few days, but we will be replacing their function in the next few days to allow you to convert gems into resources. * Gold/Iron/Stone silos placed on maps should now increase your maximum storage capacity of that resource. * New players can now build the AT Turret from the outset. * Many bug fixes to improve the stability of attacking Militia (NPC) bases. * Fixed a bug that was causing end-of-game kills and losses to be out of sync. * Fixed a bug that was causing the smart downloader to download ALL game assets, and not just the ones needed for that particular base. * Players should now level up properly based on the XP they earn at the end of a battle. * Bases should now be immune from attack for 6 hours after being attacked. * You can no longer attack bases that are currently under attack or being edited, which will prevent many problems with bases getting out of sync and unstable. * New maps! * Players should now receive a message in the profile message center when their bases are captured by another player. * The Army Editor will now only show units that are currently in your storage room. If you need more tanks or infantry, build them in the Engineering or Training rooms! Don t forget to research new technologies in the Laboratory! * Command Centers are no longer buildable. The only Command Center that may be on a base is the one that comes with the base in the first place.
https://w.atwiki.jp/wiihack/pages/63.html
必要なもの Wii(cIOS rev9導入済み) USBストレージ(ある程度の容量があればUSB接続できるHDDでもUSBフラッシュでも可) 手順 WiiにUSBストレージを接続 USB LoaderをHombrew Channel等から起動 表示される手順に沿いUSBストレージをフォーマット インストールしたいソフトをWiiのドライブに挿入しインストール インストール完了後自由にプレイ WBFS USB LoaderでフォーマットしたUSBストレージは独自の形式(WBFS)でフォーマットされています なのでPCに接続しても中身を見る事はできません Wii Backup File System for Windowsを使えば中身をPCからでも確認できます PC内のISOファイルを直接USBストレージにインストールする事も可能です [ DISCLAIMER ] THIS APPLICATION COMES WITH NO WARRANTY AT ALL, NEITHER EXPRESS NOR IMPLIED. I DO NOT TAKE ANY RESPONSIBILITY FOR ANY DAMAGE IN YOUR WII CONSOLE BECAUSE OF A IMPROPER USAGE OF THIS SOFTWARE. [ DESCRIPTION ] USB Loader is a Nintendo Wii application that allows you to install and boot your backups from a USB storage device. [ REQUISITES ] Custom IOS36 rev 09 or above. USB device with one free partition for games. [ KUDOS ] Team Twiizers and devkitPRO devs for their great work in libogc. All the betatesters. kwiirk, for his EHCI module. neimod, for the Custom IOS module.
https://w.atwiki.jp/nserver/pages/54.html
NServer Issues with English Client This is an "Unofficial" English supportive website for NServer . ( DISCLAIMER )(El sitio sólo está disponible en inglés / O local só está disponível em inglês) This site or the author here of is in no association with NServer , its Owner(s), Administrator(s), GM(s), or GMS(s). Please read the Server Rules for fun and fair gaming BEFORE start playing. *** NServer Issues with English Client *** You might encounter the following issues with English Client. Check Start-up Guide for more detail and how to get around it. Possible Issues 1. PC / Player Characters Non-English PC names are not displayed. You cannot use /target "name," you have to click the person. Community/Board will not display these players either. 2. NPC / Non-Player Characters Non-English NPC names are not displayed. You cannot use /target "name," you have to click the NPC. Even if you have actually clicked the NPC, some dialogs won t show properly. Some NPCs have English Menu, if not all. However, you can get around it most of the time with this guide. Check Frequently Used NPCs with English Client or NPC list for more info. 3. Items Items are not that much of problems like PC or NPCs as long as they exist in English client. However, if the item has an original name or NPC doesn t let you pass the dialog, you might have some issues. Probably the biggest and the hardest problem is that when you try to exchange your Premium Point for forgotten scrolls. Menus are not shown, item names are not shown, and the Point is not transferable. You can ask others to buy generic items for you, but not these with Premium Point exchange. 4. Chat Non-English fonts are not shown. This means the server announcement won t show properly, including login msg, TvT announcement, and other generic info - the server restart msg will show. JP client will display English characters, so they can see your chat if you need to chat with someone. Check Start-up Guide for more detail and how to get around it. UP HOME ©2009 NServer "Unofficial" English Guide http //www29.atwiki.jp/nserver Edit 申し訳ありませんが、link_ref プラグインは提供を終了し、ご利用いただけません。
https://w.atwiki.jp/eagleeye/pages/26.html
Firmware Update Procedures Note The EagleEye Converter (EEC) currently does not support the firmware update procedure for Windows 64-bit operating systems. We apologize in advance for any inconvenience, we don’t like it either. In short, the EEC chip is just not compatible with a 64-bit OS. Firmware update 2.0 is a one time only procedure. This means that once you update your EEC with the new program, you don’t have to do it again…until the next firmware update. If you happen to have a 64-bit Windows OS, you’d have to find a 32-bit OS PC to perform your update. Again, this is a one time only procedure. We’re sure there are other ways besides running to your friends and ‘borrowing’ their 32-bit for a few minutes. If you know another way, feel free to share it with everyone and post it on our forum. Let’s begin… In order to update to Firmware 2.0, you must first download the Firmware 2.0 BETA update pack (Beta 10.15.2010). Save the folder to a location you desire. Please follow both steps 1 and 2 below. Step 1 - Eagle Eye Windows Driver Installation 1. Turn the switch on the back of your EEC to "PROGRAM." 2. Plug your EEC in the USB port of your PC. - Windows will detect the EEC as a new hardware and ask you for permission to search for software. Select “No, not this time” and click “Next ” to continue. Go through with the windows Hardware Wizard. DO NOT let Windows scan for the driver. Instead, search for the driver in the "Drivers" folder located at /EEC20/EEC Firmware 2.0/Drivers/ If you get a ‘Hardware Installation’ caution message, click “Continue Anyway” To make sure the driver is installed properly, you should see “Cypress USB EZ-OTG Device” in the Device Manager under “Universal Serial Bus controllers. If you see a question mark beside the Cypress USB item, then the driver is not yet installed. To view the Device Manager click Start Control Panel System Hardware Device Manager.(For Windows XP) Step 2 - Firmware Installation 1. Locate the Sub-Folder (EEC Firmware 2.0) in your EEC20 Folder 2. Double Click on the file (bash_env1.bat). 3. Switch EEC to "PLAY" 4. Type in the following exactly as it appears qtui2c eagle1007.bin f 注意!! FW2.0finalの場合は qtui2c eagle1111.bin f を入力 Then press Enter 5. You’ll be asked to wait; it should take about 30-90 seconds to complete. Once completed, you will see this Congratulations! You have now completed the Firmware Update. How to Perform In-Game Advance Calibration Function After completing the firmware update, your EEC will be equipped with the Advance Calibration Function to adjust the Deadzone and Sensitivity for your mouse. Tuning Mode commands F1 Enters X-axis deadzone tuning mode. (range 1-30) F2 Enters X-axis sensitivity tuning mode. (range 1-100) F3 Enters Y-axis deadzone tuning mode. (range 1-30) F4 Enters Y-axis sensitivity tuning mode. (range 1-100) F5 Save settings on Eagle Eye s EEPROM F6 Reverts back to default calibration. In Tuning Mode, use the mouse wheel to adjust the deadzone and sensitivity levels. Scroll UP to increase, DOWN decrease. Each ratchet equals one increment. During Tuning Mode, the original functions of the wheel are disabled until you press F5(save), which returns to Play mode. You will no longer be able to map F1-F6 to your PS3 controller in Eagle Edit Software. To enable the Tuning Mode, you must be in-game. Be sure to ‘feel’ the mouse movement as you adjust. Once you are in-game, follow these steps (assuming you are using Key Map 1) Step 1 Press F2 to enter Tuning Mode for the x-axis sensitivity. Scroll UP to increase the sensitivity for the x-axis. Scroll DOWN to decrease the sensitivity. Step 2 Press F4 to enter Tuning Mode for the y-axis sensitivity. Scroll UP to increase the sensitivity for the y-axis. Scroll DOWN to decrease the sensitivity. Step 3 Press F1 to enter Tuning Mode for the x-axis deadzone. Scroll UP to increase adjustment. Scroll DOWN to decrease. Step 4 Press F3 to enter Tuning Mode for the y-axis deadzone. Scroll UP to increase adjustment. Scroll DOWN to decrease. Step 5 Once you’re comfortable with the mouse movement, press F5 to save your adjustment settings. Note To calibrate the mouse for Key Map 2, you must first store the calibration into the EEC for Key Map 1. To do this; unplug the EEC from your PS3, wait 3 seconds, then plug it back in. Now switch your EEC to Key Map 2 and repeat steps 1-5 for the calibration adjustment process. Tips 1) If you are using a mouse with a DPI of 3200 or higher, try to keep the sensitivity at 10 or lower. 2) If applicable Disable all macro and/or keyboard-simulate functions on your mouse before use with the EEC. 3) For a smoother mouse movement Start off by adjusting the Sensitivity. Then, set the Deadzone increment by a multiple of your sensitivity. Example If X/Y sensitivity is 8, set X/Y deadzone to 16, 24, 32, 40, 48, etc. If X/Y sensitivity is 5, set X/Y deadzone to 10, 15, 20, 25, 30, you get the point. Original factory default setting for firmware 1.0 is the following X/Y sensitivity is set to 8, X/Y deadzone is set to 48. 4) Lower all attributes to 1 to start the calibration by pressing F1 and scrolling repeatedly downwards. Repeat the same for F2-F4. Slowly increase the sensitivity (F2 and F4 equally) first to a desired speed. Then move on to the deadzones (F1 and F3) and increase the deadzone to your desired gaming performance. New in Eagle Edit 2.0 and Steps to Synchronize your In-game Advance Calibration Settings New in Eagle Edit 2.0 Software 1. Allow you to synchronize in-game advance calibration. Click File Synchronization to load your saved calibration. 2. Pressing Send to Device will prompt you to choose between Key Map 1 or Key Map 2 memory slot. Previously, the selection was done before you press Send to Device. 3. New deadzone and sensitivity adjustments could be done in Eagle Edit 2.0 software. 4. Can now map up to 9 mouse buttons. 5. F1-F6 is now reserved for in-game Advance Calibration and could no longer be used to map to PS3 buttons. Synchronize Your In-game Advance Calibration Setting Step 1 Pause the game and unplug the EEC from your PS3. Step 2 Unplug the keyboard and mouse from your PS3. Step 3 Plug the EEC into your PC and open Eagle_Edit 2.0. Step 4 Click File Synchronization to load your saved calibration. At this point, you can save your calibration settings into the Save file. Accumulate and organize your different mapping schemes and calibrations to each specific game. Updated October 25th, 2010 Eagle Firmware 2.0 Beta with DeadZone Naturalization Bug Fixes (Updated 10.25.2010) To update to the new Firmware 2.0 Beta with Deadzone Neutralization function and fixes below, please download the new "Eagle Firmware 2.0 Beta with Deadzone Neutralization..." update above and follow the "Firmware Update Procedures" 1-4 above. Instead of typing qtui2c eagle1007.bin f at step 4, please type qtui2c eagle1025.bin f in the DOS prompt. Bug Fixes and Improvements 1. Fixed issues where F11-F12 previously could not be mapped. 2. Auto Tab no longer occurs in Eagle Edit 2.0, F8 skipping error eliminated. 3. Fixed spelling errors in Eagle Edit 2.0. 4. Refresh Rate reset to Eagle 1.0 Level – Results in firmware 1.0 mouse movement. 5. Fixed Eagle Edit 2.0 Horizontal bar scrolling issue. 6. Implemented jagged edges reduction. 7. Added Deadzone Neutralization function. Deadzone Neutralization The new version of Eagle Edit 2.0 Beta now contains a Deadzone Neutralization function. Please see following instructions 1. When you are in-game, press F1(X-axis Deadzone) and scroll your mouse wheel up several times until you see the crosshair automatically move to the right. 2. Start scrolling down slowly, 1-2 mouse clicks at a time until you see the crosshair COMPLETELY stops. We suggest you zoom-in and carefully look at the crosshair s micro movements during this stage to get the most accurate results. 3. When you come to a complete stop, you have successfully neutralized your X-axis Deadzone. 4. Press F3(Y-axis Deadzone) and repeat steps to neutralize the Y-axis Deadzone. You ll see the crosshair automatically move up 5. Once completed, adjust your sensitivity. You might notice for some games that the x-axis is more sensitive than the y, or vise versa. You may want to increase the sensitivity of the slower axis in that case. 6. Press F5 to Save your new X/Y Deadzone and sensitivity. More tips on adjusting your deadzones and sensitivity 1. Adjust the Deadzones first before you adjust the Sensitivity within the Eagle Eye. 2. If you feel that you have to adjust the Sensitivity of your mouse, tweak it as best as you can in-game, meaning tweak your game s sensitivity first. Then, use the EEC s Sensitivity function to fine-tune your mouse movements. Pending Issues We noticed an occasional mouse hiccup in the new firmware. This requires further investigation. Revert back to the original Eagle Eye firmware 1.0 eagle.bin If you wish to revert back to firmware version 1.0, please download the firmware 1.0 software eagle.bin above. Save the eagle.bin file to your EEC Firmware 2.0 Folder and follow procedures 1-4 above. Instead of typing qtui2c eagle1007.bin f at step 4 above, please type qtui2c eagle.bin f in the DOS prompt.
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Home » Admin and Setup » Installing the database Installing the Database This document attempts to provide information for both experienced and novice users alike. If the command line is your preference, we have command line examples for you to follow. There are also simple GUI approaches, as described in the pgAdmin section. And if all you want is a quick install for demo purposes, then check out our automated installers information. For additional information, you might also read Perry Clark s blog post "Installing PostBooks... the long way." Quick Overview This quick overview assumes you are not using one of the automated installers. Download and extract the xTuple ERP client application to a local directory Download and install PostgreSQL Initialize PostgreSQL for xTuple (This simply means adding the super user admin and the group xtrole .) Create a database using UTF-8 encoding Download and restore an xTuple database on your new database Automated Installers Automated installers are currently available for PostBooks on Windows and Mac. You can download the installers from the PostBooks project pages on SourceForge. The installers are perfect for users interested in demo-ing the product. When you run the installer, everything is handled for you Installs (and starts) PostrgreSQL Loads a demo PostBooks database Installs the PostBooks client Enterprise users should not rely on the installer for their production systems. Instead, install production databases manually as described in this document. The reason for this is that the installers make certain assumptions which may not be recommended for production environments. PostgreSQL Considerations Before you can start using xTuple ERP, you must first have PostgreSQL 8.1.x or later installed and properly configured. Also make sure to check the SupportedPostgresVersions page for the latest details on which PostgreSQL version will work best with your xTuple ERP version. For information related to easy database administration using the open source tool pgAdmin, please see the pgAdmin section below. And for additional information related to installing PostgreSQL, please visit www.postgresql.org where you will find in-depth documentation and other resources related to PostgreSQL. xTuple ERP uses encryption for credit card processing--and because of this, the PostgreSQL "pgcrypto" module is required to support encryption in xTuple ERP. You should be sure to include the pgcrypto module when installing PostgreSQL. If you do not, you will encounter errors. Detailed Instructions The following paragraphs detail the steps (long version) required to both initialize your PostgreSQL instance to support the xTuple Database and load the database schema. To skip these details, see the (short version) Command Line Examples section below. Or skip to the pgAdmin section below to learn about initializing and loading your database using pgAdmin, a free GUI database administration tool. Once you have the PostgreSQL server running, the next step is to establish the user admin and the group xtrole on your PostgreSQL instance. This is done by executing the init.sql script, which is available in the downloads area. The complete text of the init.sql file is as follows -- ** PLEASE NOTE, THE GROUP ROLE IS NOW xtrole , not openmfg -- This script creates the group xtrole and the user admin -- -- -- Create the xtrole group CREATE GROUP xtrole; -- -- Create the admin user with createdb and createuser -- permissions. Place the user in the xtrole group and -- set the password to the default of admin. -- CREATE USER admin WITH PASSWORD admin CREATEDB CREATEUSER IN GROUP xtrole; -- End of init.sql If you are initializing the database server instance from the command line, the init.sql script must be loaded by the postgres superuser. This is not required if you are using pgAdmin to initialize the database server. Please also note that since the default password the admin user is "admin," you ll want to change it immediately. You may create a different admin user with a different name if you choose to. However, do this with caution as all documentation examples refer to the default admin user. When you have finished executing the init.sql script, you should next create a new PostgreSQL database to contain the xTuple Database schema. Use UTF-8 encoding when creating the database. You can name the database anything you want. Shorter names that are easy to remember are preferred. Once the database has been created, you are ready to load the xTuple schema into it. There are several starter schema to choose from, including the following empty.backup - This is an empty database with no data, but all the tables and structures created. quickstart.backup - This database contains a basic Chart of Accounts and also the Account Assignments required to run the full range of transactions. demo.backup - This database (if available) contains a suite of sample data built on top of the quickstart database Like the init.sql script, the database schema can be loaded on the command line. Alternately, you may use GUI tools like pgAdmin III to execute the script and load the schema. For information on loading the databases using pgAdmin, please see the pgAdmin section below. The .backup format of the xTuple Database schemas is a compressed format used by the pg_restore binary. This format may be loaded seamlessly using pgAdmin. To load a .backup file using pgAdmin, connect to the database you created. Right-click on the database object and select the option Restore . On the resulting screen, use the ellipses to navigate to the location of the .backup file on your local machine. With the .backup file selected, simply click OK. To learn more about the psql utility or the pgAdmin application, please consult the PostgreSQL documentation. Command Line Examples The following examples demonstrate the steps needed to initialize, create, and load an xTuple Database. You may give the database you create any name which does not conflict with the rules for naming PostgreSQL databases. However, we recommend that you choose a simple name with all lowercase characters. For example, we have used a database named production in the following example. With a clean PostgreSQL instance installed, you can use the following commands to get started psql -U postgres -f init.sql template1 createdb -U admin production pg_restore -U admin -d production quickstart.backup -v The first command line example uses the psql utility to load the init.sql script. This script creates the user admin and the group xtrole . The first option ( -U postgres ) tells the system to connect as the postgres user. This user is typically the default PostgreSQL superuser. The next option ( -f init.sql ) tells psql to read the init.sql script and execute the commands. The last option ( template1 ) tells psql which database to connect to. You are not required to run the init.sql script against the template1 database. You may also run it against another database you create. Also In newer versions of PostgreSQL, the postgres database is the new default template. By default, the init.sql script will create the admin user with the password of "admin". You should be sure to change the password once you have your xTuple system installed and running. The second command line example uses createdb to create a new database. Notice that this command uses the same first two options as used in the psql command to specify the user to connect as. Note that now we are using the option -U admin to indicate we want to connect as the admin user created previously. The last option is the name of the new database we want to create (e.g., production ). The third command line example loads the schema for the xTuple quickstart Database. The .backup file format is a compressed format and is used by the pg_restore binary. The -d switch enables you to specify the database into which the restore will be performed (i.e., the production database in this example.) Next, we specify the name of the .backup file with the path to its location if necessary. Finally, we specify -v for verbose output. It is important to keep in mind that if you configured PostgreSQL to listen on a port other than the default port of 5432, you will need to specify this with -p XXXX where XXXX is the port number. If you want a .sql file instead of a .backup, you can easily do this using pg_restore, as follows pg_restore -f quickstart.sql quickstart.backup This example says use pg_restore to create a file called quickstart.sql from the file called quickstart.backup . This completes the command line examples section. Using pgAdmin To Get Started pgAdmin is a free, cross-platform GUI tool for administering PostgreSQL databases. In this section we assume you have PostgreSQL already installed on your system. The following screenshots and narrative describe how to get xTuple ERP running on your PostgreSQL server. We will describe how to accomplish two main objectives Configuring PostgreSQL for xTuple Loading the xTuple database(s) Configuring for xTuple Since you already have PostgreSQL installed, the first thing to do is initialize the server so xTuple databases will run successfully on it. While that last sentence may sound complicated, the reality is you only have to do the following things Link pgAdmin to your PostgreSQL server Create a group called "xtrole" Create a user "admin" Put the user "admin" in the group "xtrole" This section assumes you installed PostgreSQL on your local drive (a.k.a. "localhost" or "127.0.0.1"). Okay, so the first thing to do is to create a link between your pgAdmin application and your PostgreSQL database. If that link already exists, then you can skip this step. But if not, simply select the "File" menu option and then select the "Add Server" option. Add New Server When you are presented with the new server screen, enter the information as it s shown in the next screenshot. You have flexibility in some of the options you choose. However, the following must be used Host = localhost or 127.0.0.1 Port = 5432 Username = postgres Password = Password used for postgres user when you installed PostgreSQL Server Definition Once you have the connection between pgAdmin and PostgreSQL completed, the next step is to configure PostgreSQL so xTuple databases will run successfully on it. The first thing to do then is to create the "xtrole" group. By right-clicking on the Group Roles section, you can select the "New Group Role" option. Group Roles When creating the new group role for "xtrole", you only need to enter a minimal amount of information. Enter the same information as it s shown in the next screenshot. The Role name should be lower case. And the only Role Privilege you need is "Inherits rights from parent roles". That s it. No password required. And you don t have to add any information under the other tabs that are shown. Group Role for xtrole Now that you have the "xtrole" group role define, the next step is to create the "admin" user and place the user in the group "xtrole". The next screenshot shows how you can access the screen for creating a new login role. Login Roles The screen for creating a login role for "admin" looks similar to the screen we saw before for creating the "xtrole" group. However, this time we will need to add more information--and select more options. You have some flexibility over some of the options you choose, but the following should be the same as shown in the screenshot Role name = admin Role Privileges = Select all If you don t need the account to expire at a certain point, then just leave the expiration date blank. That will keep the account open indefinitely. Login Role for admin User Once the "admin" user s properties have been defined, select the Role membership tab. It s on this screen you make the user "admin" a member of the group "xtrole". The following screenshot shows the end result of this action. By using the double arrows " " you can move "admin" from not being a member in "openmfg" to being a member in "openmfg". Admin in Group xtrole And that s all you need to initialize PostgreSQL for xTuple. You can now load xTuple ERP databases onto the server and connect to them using your xTuple ERP client application. Creating New Database The last getting started step is to create a database and load (i.e., restore) an xTuple ERP backup file into it. The next screenshot shows how right-clicking on the "Databases" element enables you to access the "New Database" option. List of Databases You can name your database anything you want to. In our example we will be calling our new database "dbTest". When you are creating a new database with pgAdmin, be sure to use the following values, as shown in the screenshot Owner = admin Encoding = UTF8 Template = template1 You can leave everything else with the default values pgAdmin gives you. And there s no need to enter additional information under any of the other tabs. Create New Database The database we just created now appears in the list of databases, as you can see in the next screenshot. Our final step is now to load an xTuple database backup file into the database we created. For the purposes of this example, we will assume you have already downloaded the database backup file from either the PostBooks site on SourceForge--or from the xTuple website (Standard and Manufacturing Editions only). Restoring from Backup File As the next screenshot shows, we can reach the "Restore" option by right-clicking on the new database we just created. The "Restore" option is the one we need to load the xTuple .backup file. Restore Backup File The Restore screen looks just like the next screenshot. All you have to do here is Browse your computer for the xTuple .backup file you downloaded Select it the .backup file so the path to it appears in the "Filename" field You should leave the other options not-selected--except for the last one, which will give you more verbose messaging during the load process (this can be helpful). And then simply select the OK button to begin the restore process. Begin Restore BeginRestore.png Don t worry if the restore takes several minutes to complete. This is normal. At the end of the process you will see log messages which look like those shown in the following screenshot. Depending on the circumstances of your PostgreSQL installation (e.g., whether previous databases have been installed there, etc.), the messages pgAdmin reports may vary. The ideal scenario on a fresh PostgreSQL install is for 0 errors to be reported and an exit code = 0. However, as the next screenshot shows, pgAdmin may report a number of errors and a non-zero exit code. If this is the result you get, don t be alarmed. Simply review the list of errors by using the scroll bar in the "Restore Database" screen. Scroll to the top and review the list of errors which were reported. Most if not all of the errors you get can safely be ignored. Here are some examples of error messages which can safely be ignored. The first error reports that the PostgreSQL procedural language plpgsql is already installed--and so it does not need to be restored pg_restore creating PROCEDURAL LANGUAGE plpgsql pg_restore [archiver (db)] Error while PROCESSING TOC pg_restore [archiver (db)] Error from TOC entry 2121; 2612 48797691 PROCEDURAL LANGUAGE plpgsql pg_restore [archiver (db)] could not execute query ERROR language "plpgsql" already exists Command was CREATE PROCEDURAL LANGUAGE plpgsql; Likewise, you may see other messages such as the following two, which both indicate functionality already exists and does not need to be restored from the .backup file Example 1 pg_restore [archiver (db)] Error from TOC entry 18; 1255 7469922 FUNCTION armor(bytea) admin pg_restore [archiver (db)] could not execute query ERROR function "armor" already exists with same argument types Command was CREATE FUNCTION armor(bytea) RETURNS text AS $libdir/pgcrypto , pg_armor LANGUAGE c IMMUTABLE STRICT; Example 2 pg_restore [archiver (db)] Error from TOC entry 20; 1255 7470043 FUNCTION crypt(text, text) admin pg_restore [archiver (db)] could not execute query ERROR function "crypt" already exists with same argument types Command was CREATE FUNCTION crypt(text, text) RETURNS text AS $libdir/pgcrypto , pg_crypt LANGUAGE c IMMUTABLE STRICT; In short, you should review any error messages you get when restoring an xTuple database backup file. However, in many cases the errors that are being reported can safely be ignored. Use your common sense when reviewing error messages. If you come across an error message which concerns you, search the xTuple forums to see if others have been concerned about the same thing. Quite often others in the community will have seen the same errors you are concerned about. Once the restore is completed, select the OK button. Restore Complete To see that the restore operation loaded the xTuple database successfully, simply refresh your pgAdmin view. Then expand the new database element to see the xTuple schema (i.e., tables, functions, etc.) listed under the Schema element. The following screenshot shows the "api" and "public" schema found in every xTuple database. Database Schema Loaded Successfully So that s all you have to do. Now simply locate your xTuple client application and open it up. Then use the following login options Server = localhost or 127.0.0.1 Database = dbTest (or whatever you named yours) Port = 5432 Username = admin Password = admin You can use the same steps described above to add more databases to your PostgreSQL server. However, if you are running a production database, we recommend that you run only the production database on the server--and don t load other databases onto the same PostgreSQL instance.