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  • Much thanks to Shadowmaster for his updates and what not these past couple months.
  • Donation Subscriptions: Active subscriptions from this month have been processed. I realize that there are many that are behind. Make sure you have ONE and only ONE recent ticket open about your subscription with "DP" in the subject and I will get to it as soon as I can (this week).
  • Kicked the training program back into action after an error and you should see all the results from any battles/training you've had or done.
  • Arena sim reported as down but appears to be working ok to me. Please report further problems.
  • Fixed a long standing but overlooked error with heat sinks being partially repaired.

    5/11/2009

  • Added a new alert to the Empire page that will tell you when a faction member is being attacked. It will appear each time an attack is made, but only once per attack. It should show below the list of claimed people. If people with smaller resolution monitors (1024 X 760) have some probles seeing it, you should get a better monitor or e-mail bugs@neveron.com and let me know so that I can rearrange it to be more visible.

    4/30/03

  • Fixed a bug where some city conquests were not checking for destroyed buildings or other plunder.
  • The option of attacking an empire who attacks you first while restricted now expires. The retaliation period is often extrememly long, but it will nevertheless someday expire.
  • Fixed a bug where some empires who may have been allowed to make a few attacks against you because of your restricted attacks against him were not displaying.
  • Mark II versions of all LRMs have been developed. These weapons use superior direct-fire techniques, resulting in a minimum range of only 3 hexes. Vehicle variants designed to use the new LRMs are expected soon.
  • Fixed a bug where some recently-built factories were not adding their workers to the empire's factory worker total.

    4/29/03

  • Cheater update: although it hasn't been publicized, approximately 20-30 smaller empires have been deleted this week for cheating. Most were in violation of the 5 empire-per-person rule. Several others were deleted for fixing duels or illegal equipment sales and transfers in the markets. Part of our daily routine is identifying and deleting cheaters. Please play fair - and don't think that since you don't hear about every deletion we perform that no one is checking and taking action against cheating empires.
  • Damage to units in buildings has been fixed. Buildings will reduce damage done to units inside the building by approximately a percentage equal to the current building CF. Buildings over 100 CF will normally absorb all incoming damage. The buildings themselves will suffer damage from every shot whether or not it hits the unit. The damage suffered by the building will equal a random number from zero to twice the maximum amount of damage the weapon will do after subtracting the partial damage passed on to the unit if it hits. For example, a building has 76 CF and you fire a PPC at a unit inside. The unit inside, if hit, should take 2 points of damage (often they will take +/- 1 from this value). The building itself will lose a random amount of CF from 0 to 16 points [doubling 10 (ppc) - 2 (damage passed to unit)].
  • Jumping over buildings with mechs has been fixed. You may not jump into or out of buildings, but you may jump over them.

    4/27/03

  • Many people have reported a bug where their research buildings say zero people even after tooling them. This bug has been corrected and anyone with this problem please go to the researh page and try to tool the buildings once again. When you do, their population will correct.

    4/25/03

  • The resources page now lists items with faction and alliance discounts and also has a confirmation step installed.
  • Level 0 empires can no longer send public mails.
  • Fined a level 4 empire $2 billion for cheating and abusive language in public mail. Also deleted about 20-25 empires associated with his IP that had either been cheating or violated the 5 empire limit.
  • A bug has been fixed where successful gyro repairs were removing the crit but not removing the +3 penalty to piloting checks. Successful repairs now properly remove the penalty. Also, 29 mechs were identified as having been affected by this bug and had their +3 adjustment removed.
  • Due to overwhelming bandwidth the Neveron Communication and Intelligence Agency has acquired several more communication satellites and more processing equipment. To pay for the upgrade they have also hiked the costs of a planet-wide mail to $1,000,000.

    4/24/03

  • New Feature: You can now place towers from the map page and also return to the map from the placement page. Simply click a zone with uncommissioned towers and then click the ovious button.
  • Scrapping vehicles will now place them in the armoury of the zone they were located instead of the active zone. People were abusing this to get instant transit times for their vehicles.

    4/23/03

  • Important war changes! First, when you become restricted and then make further attacks the empire you hit will be able to attack you once for each attack you make against him. That is, your level 4 empire hits a level 13, attacking 5 zones. The level 13 retaliates and after attacking just once (which he wins) you become restricted. He can not attack you anymore. But if you continue your attacks, say you hit 20 more zones, the level 13 may then attack your empire 20 times in retaliation.
  • Secondly, retreating into zones with existing battles now has limitations. If you are engaged in the adjacent zone, your retreating unit joins the battle normally. However, if the battle in the adjacent zone is between other empires and does not involve you, your units become in "Enemy Zone." If restrictions permit you to attack the zone owner, you may then do so paying standard attack costs and your "Enemy Zone" units will join the fight. Otherwise, they suffer all the standard limitations of being in "Enemy Zone."
  • All vehicle and tower stores in a zone when a zone is captured are now destroyed. There has been far too much abuse in the passing of equipment from one empire to another. Perhaps in the future we will reinstate this option.

    4/22/03

  • Fixed a silly bug that was keeping people from getting the option to change their faction name on the Alliance page.

    4/21/03

  • Update on the jump mech drops (below). It has been tested and seems to work. Expect a small percentage of mechs to be destroyed when dropping and a larger percentage to suffer some damage. Actual numbers depend largely on the piloting skill of the mechs involved. A test drop of 12 8/8 mechs resulted in 2 being destroyed and 5 suffering damage ranging from inconsequential to very severe. Test dropping 0/0 mechs resulted in 3 losses and 7 lightly damaged out of 36 dropped.
  • Jump mechs which are mobilized can be used to attack remote zones just like jump infantry. This is still under construction! Please use this feature at your own risk. It will be worked on during the coming weeks. Any losses from bugged premature use of this feature are not replacable.

    4/20/03

  • You may now moev goods between any two zones that have buildings of any type in them. Market purchases still require population.
  • Repair facilities now count as having 500 civpop in regards to market purchases. This way you can build a repair facility and use it without having to build Residentials with it.

    4/16/03

  • You can now manually check your prodution on the Facotires page by clicking the obvious button. This will only work for emperors.
  • Fixed war to not award a zone to an empire unless that empire paid the attack cost. This will help people from using new 'shuffling' ability to circumvent attack costs.
  • Put in an auto-correct to help fix problems with zones that were recently warred in not allowing deliveries properly because it thinks the zone is still under attack.
  • Paid taxes.

    4/15/03

  • It seems we need to clarify our policy on something. It has always been clear that passing money or equipment from subsidiary empires, particularly level zero empires, to your main empire is strictly forbidden and will be met with a large fine or deletion. Additionally, that purchasing any equipment sold by another empire you own is grounds for deletion. However apparently one area is gray and needs clarifying: passing equipment via zone transfer between your empires under any circumstances IS ILLEGAL AND IS GROUNDS FOR DELETION. This equipment passing is giving unfair advantages to smaller warring empires owned by players who control larger empires who can give the smaller one unlimited funding, weapons, and defense towers in this manner. If this is seen in the future, the smaller empire will be deleted and the larger empire will be subject to a very large and potentially crippling fine. DO NOT pass equipment between your own empires. As always, circumventing a rule (such as by having a friend take the equipment, and you take it from him) is no different than breaking it outright, and will normally be met with a much harsher penalty for trying to be devious.
  • Please report any suspected cheaters to administrator@neveron.com. If you provide exact details of what transpired and we both confirm the action and punish the offender, you will be rewarded with DP.

    4/9/03

  • A large empire was fined $1 billion today for abusing multiple empire ownership. This empire bought $480 million worth of vehicles off the market with a small farming empire, then proceeded to place these uncommissioned vehicles in a zone which he took with his main empire, and is now reselling the vehicles. In effect, funneling over $400 million from a farm empire to his main. This clearly abusive behavior, if seen again by anyone, will not be met with such leniency. This is another clear indication of why multiple empire ownership by a single player leads to blatant abuse and as stated, after april 15th anyone caught operating more than 5 empires will be severely penalized.

    4/12/03

  • A problem with occasional negative heat sink salvage has been corrected.
  • A problem with zones with multiple identical limbs, engines, or gyro parts not allowing those critical hits to be repaired has been fixed.

    4/9/03

  • New Feature: Factory production has 100% been moved over to a new, more logical system. All production is now resource based. To build something you will need one (or several) of 6 types of resources: Basic Metals, Combustibles, Precious Metals, Rare Earth Elements, Radioactive Elements, and Neveronium. These are each successively more rare and harder to mine, and the mines to produce them are more expensive the more rare they are. To see if your empire has any exploitable resources, go to the Mines section of the Land/Build page. There will be listed all of your minable resources. To start a mine costs a large initial investment, and also a daily upkeep cost. Each day a certain amount (the amount varies each Nevday) of resource will be extracted from the mine and made available to you. You may sell the resource, stockpile it for later, or decide to turn it into a usable (and potentially sellable) product with your factories. To sell the resource simply click on the amount of the that resource on the Mines page. You will then be prompted to set your price and proceed as usual. If you wish to buy resources you may go to the Marketplace, where a resource section has been added.

    Production works as follows: Instead of having a certain number of factories that you "tool" top a certain product, you now have a certain number of manufacturing workers available to you. You may allocate these workers as you wish to begin creating certain items. To do this, you must have the requisite materials for each item. Some items only take 1 type, while others take many different types (thank you to Krait for working out these numbers). How much of each is not currently listed, but will be soon. What is listed is how many of each type you can produce (factories section of the Land/Build page). To start production, click the begin production button and choose how many you would like to make. Then you will be asked how many workers to allocate to the production task (the more the faster). Once you allocate workers to a task you can NOT currently tell them to stop, so keep that in mind. The product will be delivered to whatever your active zone is when you commission the production task. These items will be delivered each time you log in as they are produced until the total number has been reached.

    Why this is good: For starters it is simply a more logical, flexible and fun system. Instead of tooling many factories to something and having to wait for long periods of time while it is produced, you may allocate your priorities as you wish and change your production from day to day. Mines and resources will be new sources of income for empires that choose to exploit them, and also new sources of greed and envy for those that want them. Currently, the resource being sold by Neveron Arms Sales, Inc. are about 10 times what they should be someday (depending on market forces). As people start mining the costs will drop since the resources will be more abundant. If you are mining it is important to note that you are getting resources for a much cheaper cost than you would be if you bought them off the market. This means that your production costs will be significantly cheaper. However, if people start over mining in areas then the market price could potentially drop below what it costs to pull the stuff out of the ground (your maintanence costs for the mine) thus making mining a profitless venture.

    The Markets: This will, no doubt, cause inflation in the markets on Neveron. In most cases this is an extremely good thing. Most of the infantry products and many of the vehicles currently produced are being sold for less than what it costs to produce them, much less the money invested in researching and tooling the factories. The new system makes it very easy to calculate the profitability of a product, and the new flexibility allows people to shift their product line to meet the demands of the market. Additionally, people will not have factories endlessly producing an unlimited amount of a product simply because they have nothing better to do with the factory. All of these factors should significantly boost the profitability of production. It also means that smaller empires who have benefited greatly from a drastically oversupplied market will have to work a little harder to buy some of the vehicles and infantry weapons that have been taken for granted the past several months. When the markets go up, please remember that the old "break even" cost of assault rifles was $7,000 per unit and we have seen them go as high as $35,000 per unit in the past. We will, of course, be monitoring all the markets and making adjustments as we see fit to keep the game enjoyable, however do not come to us if you can not find enough of the resource you want or you think the price of a product is too high. These are all parts of the game that will change and fluctuate as player behavior changes and fluctuates. We both encourage everyone to saly forth and exploit these new changes to their best advantage. Questions can be referred to Help@neveron.com but we encourage you to scour the pages available before you ask any questions. We will be creating help files as soon as we can. Good luck and have fun!

  • Fixed a bug with reclaiming empires.
  • Fixed another bug preventing ZC's from tooling research facilities.
  • Pending treaty requests have been adde to the existing treaties page to help folks with slower connections save on download time.

    4/8/03

  • New Feature The BattlePlayer system has been greatly improved. You may now claim up to your score in multiple units (max of ten) instead of just the one unit (or lance) previously allowed. To claim multiple units, enter battle like normal from your Battleplayer page. Once in battle, click on the unit's name in the friendly unit list. You will be given the option to claim that unit. Simply click on the button and you will gain control! This should provide an exciting new tool for faction members to defend each other without needing logins to each other's empires. It is strongly recommended that all players review their empire's BP scores for their faction members with this new option in mind.

    4/7/03

  • Fixed a bug with ZC's tooling research.

    4/4/03

  • The building completion notification system has been updated and improved. Before it was only showing you that your buildings had completed if they were checked within a certain time window. Now you should be notified when they are actually completed and you will also be given a list of how many buildings were finished and in what zone.
  • Declarations of war only now count 50% of their cost towards restrictions.

    4/3/03

  • Money transfer income and expenses have also been added to the Finance page. These are averages of the past 365 Nevdays of activity.
  • Q & A: Wayward Son will be holding a brief (30-45 minute) session on the new 5 empire rule tomorrow (Thursday) at 3 pm Arizona time (MDST or 10 pm Grenich Mean Time) in the #Neveron_Newbies chat room. If you use the Chat link on the Comms page, simply enter chat and then type "/join #Neveron_newbies" (no quotes). We will start promptly at 3. The chat will be moderated and logs will be posted to the forums.
  • New Feature: Your average market sales from the previous 365 Nevdays has been added to your Finance page income. This is to give empires a better idea of actually how much they make in a Nevyear. Because this process involved combining many different logs into one big one, there may be some discrepancies in your reported market income with what you actually sold due to the differences in logging sales on different markets. We hope to have this worked out in the next day or two. Performance with this feature will also be increased. The number already has the 10% NASI brokering fee figured into it, and does not include infantry market sales made before this afternoon.
  • If you get a bug, the first thing you should check is that your browser settings are correct (see the Tutorial for detailed instructions) and that you are running IE 6.0 with all service packs installed. This fixes almost all activex and odd refresh bugs with Neveron.
  • New Empire Rule: (see below for Rule) This is more than anything a policing tool. It is a way for us to keep people from engaging in abusive behavior and clean up the game a bit. On April 15th we aren't going to start indiscriminately deleting empires we think are in excess of the 5 empire limit. This is going to be slowly enforced and done with a steady rise in pressure for people to be compliant. If you unclaim an empire, thus severing your "claim" to it, then you will still have 30 days before the empire deletes to attack the empire and take the infrastructure if that is what you want. There are many options open to Neveron players, and overall this is going to make Neveron a much better, more interesting place to be. If you have issue with the change or a suggestion you are (as always) welcome to start a forum thread or send an email to Ideas@Neveron.com. Please keep the Public Nevmail free of OOC chatter and game rule discussions. Thank you.
  • Transferred negative money from people in the game to their empires. There were several loopholes recently closed that allowed people to spend negative cash. 22 empires were affected.
  • Fixed a bug that let you tool TC's even if you did not have enough money to do so.
  • Fixed a bug that let you fire negative building crews, thus hiring free building crews.
  • Level 0 empires can now attack again.
  • New Policy: This has been a long time coming, but we have finally decided to limit the number of empires that someone can run at any one time. In the past we have avoided this policy because it was difficult to enforce, btu new tools we have created will better allow us to enforce such a rule. Players will now be limited to 5 empires per person...period. In addition to helping to limit abuse of the systems, it will reduce lag and clutter in the game. If you currently have more than 5 empires, please simply abandon the ones you do not want by unclaiming all your claimed people and logging out. We expect people to have this completed by April 15th. We will also be adding a flag to the Empire Settings page that you can use to note an unwanted empire so that we may delete it in 7 days instead of the regular 30 days. Empires can also be "absorbed" in war and then flagged for deletion if you wish. Thank you for your cooperation in our efforts to make Neveron a better place.
  • Fixed a bug with vehicle creation.
  • Fixed a bug on the Finance page that was not subtracting OMT and Administrative costs from your yearly total properly.

    4/2/03

  • Clarified an error in the Vehicle Armoury in regards to creating vehicles.
  • Fixed a bug where vehicles were being listed like towers on the Commission Towers page.
  • Fixed the factions page so you could no longer have a negative faction tax rate.
  • Fixed a bug with enemy heat indicator displaying incorrectly in battle.
  • Fixed a big with Plunder that was awarding 99% less loot than it should have.
  • A Mines page has been added to the Land/Build section. Minerals, Mines, and Resources are the newest addition to Neveron. Information will be presented slowly over the next few days as it becomes available. If references are made to information on pages which do not yet exist please be patient. Minerals will be required to produce items in factories. A complete explanation will be forthcoming once all the details have been worked out.
  • The income page, previously known as Land/Build -> Land is now moved to the Finance tab where it is the default page, entitled Income.

    4/1/03