Current  |  Show All  
January 07  February 07   March 07  April 07   May 07  June 07   July 07  August 07   September 07  October 07   November 07  December 07  
January 06  February 06   March 06  April 06   May 06  June 06   July 06  August 06   September 06  October 06   November 06  December 06  
January 05  February 05   March 05  April 05   May 05  June 05   July 05  August 05   September 05  October 05   November 05  December 05  
January 04  February 04   March 04  April 04   May 04  June 04   July 04  August 04   September 04  October 04   November 04  December 04  
January 03  February 03   March 03  April 03   May 03  June 03   July 03  August 03   September 03  October 03   November 03  December 03  
January 02  February 02   March 02  April 02   May 02  June 02   July 02  August 02   September 02  October 02   November 02  December 02  

Click to Vote for Neveron!

Earn Donation Points!
By recruiting players to the game with your Promo Code, you can earn donation points based on their success and how much they donate! See the Promo page for details!


Join Neveron on Myspace!

  • 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

  • Fixed an error for prerequisites for the PNT Panther mech, it needs mech move concept 40 ton, not 30 ton. Increased the RP by 5000 accordingly.
  • Added 4 mechs to the tech tree, the JVN, HCT, VND, and WVE.
  • Added the BEH-IDF 100-ton Assault Tank. This upgrade to the Behemoth replaces the twin AC10s with an IDF-10 and sensors.
  • Added the TRB-1 Tribute to the list of donatable mechs.
  • Found that the mech market program was no longer accellerating mech drops for mechs greated than 35 tons. Increased drop times for all such mechs dramatically to make up for lost time.

    4/30/04

  • Corrected some text on IDF vehicle pages that was erroneously stating the to-hit penalty for indirect fire weapons. All indirect fire weapons (IDF) suffer a +2 to-hit penalty.
  • Added a new vehicle, the 70 ton wheeled Sniper SNP-1 featuring twin IDF-2s. While not a great vehicle to take zones with, proper positioning can hit any hex on the map round one, so it should be an effective means of killing the double range IDF-5 towers that have become so popular.
  • Neveron Players Pictures: Click here!
  • Addressed an issue where one on one ABR fights between vehicles or towers where one is weaponless sometime seem to result in the destruction of BOTH units. I'm not certain this is completely fixed yet, and it is certainly rare.
  • Fixed a problem that may have been responsible for a few reports of arenas not properly awarding prizes.
  • New Battle Feature: If your mech has its side torso destroyed, the corresponding arm will now be rendered useless as well.
  • Fixed a problem of completed building still listing in your building queue until the daychange after completion. If buildings list as completed, refreshing the page will move the crew to a new task and remove the completed building from the queue.

    4/29/04

  • Pirate Treasure! Pirate treasure points are now more worthwhile. Each point will no longer yeild 1 RP (research point) but instead (level / 2) research points. So for everyone above level 2, you'll get more research from pirate attacks than before. Remember you can always save your points if you like, so if you are one of the unlucky folks to get attacked at level 1, you can always save any TP you gain until level 2 or higher to get more benefit from them. The largest empires now have well over 1000 RP available because of pirate treasure points collected.
  • A level 3 and a level 9 empire were both fined 70 Nevdays of income for vilolating market rules about buying/selling things between empires that you control. Please read the Rules section of the Admin page for more details.
  • Cleaned up some code with logins that have no empire attached.
  • Deleted a number of posts in public mail that were antagonistic and totally off-topic. The current topic is Neveron: fight, build, destroy, produce, research, trade. Discuss.

    4/28/04

  • Added the TRB-1 Tribute mech in honor of Neveron players who have passed away.
  • Added an annoying login pop-up to warn players who have bad passwords. There are still too many players who have their login and password as the same thing, have short passwords or are using unsecure passwords like 'sex' or 'password.'
  • If you open a bug ticket and the issue is resolved, please close the ticket. This saves us a lot of time. Thank you.
  • Cleaned out the messages table from a lot of extra data which will speed things up a bit.
  • Fixed a bug with starter package mechs that were giving $0 in arena prizes.

    4/27/04

  • Hopefully just fixed a bug that was occaisionally just booting people from their factions.
  • Fixed another preplacing issue, this one a display error only.
  • Fixed a problem with some buildings not beginning construction despite the presence of building crews.
  • Mine Update: Mines that have not been commissioned now have a .25% chance per RL day of becoming unusable due to Acts of God (earthquakes, floods, etc..) and manatee invasions.
  • Fixed yet another problem with saved unit starting placements not displaying their saved facings correctly.
  • Fixed a visual error with maint rates for vehicles that were showing as costing $0/nevday in upkeep.
  • Found one last problem with units starting prone when attacking an arena.
  • Updated the mech salvage function to not report "weapons: 0" and "actuators: 0" when none are received.
  • Fixed another problem with failed piloting checks entering/leaving buildings not resulting in damage.

    4/26/04

  • Let me make this really clear. There were absolutely NO OTHER PROBLEMS today related to the error that happen OTHER THAN YOUR CURRENT FUNDS WILL HAVE CHANGED. No parts, techs, units or anything else was lost or changed as a result of anything else but normal game play.
  • Downtime and Money Error: Neveron was down for about an hour today due to an admin mistake that resulted in empire current funds being incorrect gamewide. Money was set back to what it was at your last login and 3 Nevdays of income was added. If you still have problems with your cash please open a help ticket and it will be investigated. All issues were logged and it will be easy to see if there was a problem. Please note that this only affected your current funds onhand, not any new income.
  • Fined an empire 140 Nevdays of income for blatant cursing in public mail.

    4/25/04

  • Corrected a problem with moving some former pirate-salvage mechs individually on the world map.
  • AI mechs will no longer stand up if they have no movement points available due to leg damage or loss.
  • Made it impossible to move units to the zone they're already in, even with a group. In other words, if you have a lance in a given zone and move the rest of the company to that zone, the units which are already present will not go into transit and wait for the others to arrive.
  • Fixed a problem when preplacing units where even though their facings were correctly being saved and working in battle, they were not always displayed correctly on the preplacement map.
  • Changed the text of the mech salvage generation to explain that when salvage is created, there is always a chance nothing will be received, although normally at least a few points of armor or internal structure are salvagable.
  • Fixed a bug where the entire map would have to reload if you are trying to cycle phases in battle too quickly. Now, only the timer window will refresh to inform you that you need to wait.
  • Fixed a bug where switching sessions in battle would cause a period of looping in the timer window.
  • Fixed a bug that sometimes showed the level 0 zone claiming option for non-level 0 empires.
  • Updated the HOP-4C Hoplite mech. The AC-10 which had previously been in the RA has been moved to the RT to conform with critical hit locations and ammo locations for that weapon. The earlier model 4Cs, of which 5 remain, will still have their autocannon in the arm, and those weapons are immune from critical hits.
  • Corrected an odd error that popped up with certain vehicles not having an entry in a data table.
  • Fixed a type mismatch on the attackcheck process in battle where a building was involved.
  • Fixed a problem on the buildings page, which was sometimes preventing progress from being made if you had a very low level crew working on a more difficult building, and checked progress frequently.
  • Added a listing on the pirates page of the war log to show all the pirate attacks on your empire to date. This will allow you to see for yourself when pirate attacks are skipped or weakened because of discounts you may have for bribes, wars, and mobilization.
  • Another level 10 empire, Columbus, was bypassed by pirates this week because of the bribes paid. There has been recent feedback about the difficulty for the large empires to handle pirate attacks, but only a small fraction of those same empires are paying any bribes. I would like to remind those who are concerned about their large empires that bribes will often prevent attacks completely, and when attacks do happen, they will be less severe because of bribes paid.
  • Corrected a problem with the war log which would show ATTACKER WINS when enemy units attacked from "enemy zone" and the defender defeated them. because of the way pirates attack, a lot of their attacks simulate enemy zone attacks and were incorrectly recording the successful defenses.

    4/23/04

  • Fixed a bug that was causing errors on your personbar.asp page and causing map reloads when zone loss messages were generated by pirates.
  • Fixed a major bug that was STILL allowing certain insidious people from generating double move and fire phases. If any such cases can be proven severe punishments will be forthcoming.
  • Fixed a bug that was allowing people to claim across water regions with the claim-region feature. Islands can no longer be claimed in this manner.
  • Fixed a major pirate terrain error. From now on, if the terrain in a zone is not properly created when the map loads, it will automatically generate a new map and reload it for you.
  • Fixed a type mismatch error on the vehicle readout page.
  • Infantry damage received in buildings has been updated. Certain anti-infantry weapons were not doing reduced damage and now are. Normal weapon attacks have their damage further reduced against infantry in buildings to reflect the ease of infantry finding cover in buildings. All damage from a successful hit that does not do direct damage to the unit is taken by the building, and its CF (and protective value) is reduced accordingly.
  • Corrected an error with salvage market purchase logging.
  • Did some major clean-up of empire reclaiming and whatnot if you unclaim all your claimed people and log out or if all your claimed people are killed. If you have the primary login you will be given the option to log back in or abandon the empire permanently.

    4/22/04

  • New Feature: You may now transfer control of an empire from the primary login to another login on the Empire Settings page. This is to further eliminate the need to share passwords. If you wish to transfer control of your empire to someone else (or simply another login), follow the obvious instructions on the Empire Settings page. After you offer control the empire you will be logged out. The new login will be given the option to take control of the empire when they log in (the new login must not be attached to any empire). If they take control the old login will be allowed 3 real days from that time to take control back over again. The old login will not be allowed to access any other empire until that 3 real days is up to avoid any confusion. Once the 3 days has passed the old login will NOT be allowed to regain control unless the new login offers control to it.

    The new login will be the new 'uber' login and have full control of the empire. Once that 3 real days has passed the change becomes permanent.

  • Fixed a problem with hit sides being incorrect for vehicles -- shots were always hitting front regardless of facings.
  • Fixed a problem with hit sides being incorrect for mechs. I have heard that vehicles are also suffering from this affliction and I'll check that next.
  • 1-5 Arena Class: Due to a recording error the level 1-5 dueling arena winners were not awarded with morale for this past Nevyear. We regret the error.
  • Fixed a bug where units that moved backward were still able to move foward at their run rate.
  • Fixed a bug where some SRM technologies were seeming to require assault vehicle electronics.
  • Corrected a horrific loop on the meach readout pages if your unit was in enemy zone under certain circumstances.
  • Fixed a visual bug that was showing ranges of towers with range multipliers in correctly.

    4/21/04

  • Made a big, albeit largely transparent, change to hit locations. The side that is hit is now determined and recorded when the attack is selected, not resolved. There are two advantages, one being less calculations (one per unit, not one per weapon attack) and the other, more significantly, being that even if a unit is destroyed, the side of his target that his weapon was firing at is still recorded. Previously, a destroyed unit that hit its target in his final phase was hitting a random side since it was impossible to determine the proper direction of attack.
  • Fixed a problem where mechs and vehicles which failed piloting checks to leave buildings were not receiving damage.
  • Updated a number of units that were 'out of ammo' on energy weapons.
  • Fixed some units with an unknown crit bug.
  • Made a bug yesterday that was showing vehicle weapons as having ranges of 0 on the vehicle readout pages. It did not actually affect range in battle and was simply visual. This was corrected.
  • New Feature: Sometimes vehicles are showing with crits if they have none. If you have a critted vehicle you can update the unit to be shown as status "OK" by clicking the obvious button on the vehicle readout page. Please note that if the unit has other damage or low ammo but no crits, the unit will STILL be shown as "OK" after you do this check.
  • Fixed a bug with preplaced non-tower units beginning battles facing north instead of with their saved facings. Unfortunately units that have been in battle since they were preplaced will not have their correct facings saved. Newly placed units will be correct.

    4/20/04

  • Corrected the auto-claiming update for arenas. This will work properly now.
  • Fixed a problem on the repair facilities page reporting incorrect capacities for zones with multiple facilities.
  • Updated some units that where not getting the -2 bonus to hit on gauss rifles and LL mkII's.
  • Redid the maintenance stats on the vehicle readout pages to match the stats used when calculating your actual maintenance. There may or may not have been discrepancies.
  • Fixed an exploitable bug that was keeping fatigue from properly reducing skills for mechs. The reporter was rewarded with Donation Points.
  • Fixed a problem where everyone was not able to access the resource market instead of just level 0's.
  • Corrected a problem where units where having their last fought date set at the beginning of a battle instead of the end of a battle.
  • Level 0 empires can no longer access the resource market for purchases.
  • Fixed a bug where Behemoth designs were not requiring assault vehicle electronics.
  • Fixed a problem with some empires not being recognized as being above level 0 when under attack.
  • Fixed a problem that was occasionally sending missed weapons attack messages from some ABR battles (usually involving pirates) to players who are in battle.
  • Fixed a problem that was sending mech falling damage messages to the wrong people.
  • Infantry no longer disperse when faced with overwhelming enemy forces. They will now try to flee off the edge of the map in such circumstances just like any other unit.
  • Fixed a problem preventing proper pre-placement of mechs that were formally pirate salvage.
  • Reinstated the repair bay for the NOOB faction. Also cut transit times for that faction to 1/4 of normal since starting empires are all over the map and may have to travel insane distances to get to the repair bay.

    4/19/04

  • Donation Repair Bays: The Donation Point cost for instant repair bays has been cut in half.
  • Fixed a bug preventing you from preplacing units in zones where you had units training.
  • Changed the delay between fighting and repairing to 6 nevhours from 24.

    4/17/04

  • Fixed the average tech salary to only reflect current techs employed by all empires in neveron. Remember its almost a certainty that everyone else wanting to hire techs is offering above the current average too.
  • Made one more change to the mech market program to make prices drop MUCH more quickly when demand slows for a given mech variant.
  • Fixed a bug with foot and motorized infantry not always being able to move in direction "3" for their first step without right-clicking first.
  • Units may no longer be repaired for one nevday after combat. This will prevent people from extracting doomed units from combat zones by sending them to a repair facility.
  • Fixed a bug that was occurring for logins with no empires.
  • Repair Techs: There have been several questions about techs lately. Tech hiring is working fine. If you are offering money (even above average) and not getting techs it is simply because you are being outbid. Either wait until your bid is accepted or raise your offer to attract the techs. More techs are added to the game as game-wide civpop increases. They are intended to be a limited resource.
  • Fixed a bug on the starter donation package that was not properly inserting weapons into the new mechs.
  • Fined an empire 70 Nevdays of income for using improper language in public nevmail.

    4/16/04

  • Fixed an issue with the new session key information. Now if you abandon a session that was in a battle, and subsequently start a new session with the same login name and re-enter the battle, it will wait to time down the clock and reassign your session as the primary player instead of evicting you. In other words, if you close your battle window and reopen a new one, you can get back into the fight.
  • Because Wiggin is a windbag the subjects on help tickets have been extended to 40 characters.
  • Added proper autoclaiming features to the attack and create arenas options. If you have 13 or more people already claimed it will boot you back to the arenas page and tell you as much.
  • Increased pirate frequency very slightly. This will not fully make up for the reduced attacks due to increased war and bribe deduction rates but will keep the number from falling too drastically.
  • Changed some text on the pirate bribe page (click the Pirate Bribes link on your income page) to reflect the changes.
  • Fixed a bug with counting people with infantry skills as 'unskilled' for tower creation.
  • Changed pirate discount rates. If your empire has come under attack, the war costs spent against you now count double toward reducing pirate attacks. Paying bribes has become 50% more effective as well, making it affordable for most people to pay enough bribes to seriously reduce or eliminate pirates altogether, particularly the larger empires whose pirates are most damaging (and who have the most expendable income).
  • Drastically increased NASI mech delivery rates which should have a long-term affect of lowering mech prices.
  • Battalions no longer use a rank hierarchy for determining who can be CO of the Battalion.
  • Since I'm sure we will get some inquiries about this I will address it here. NO we do NOT 'arbitrarily delete' empires for any reason.
  • Pay your taxes by midnight!

    4/15/04

  • Level 0 empires may now end wars that they have declared. Level 0 empires can not declare war, but sometimes empires are dropped to level 0 from higher levels and may still have wars declared.
  • Faction Attacks: Pirate attacks are listed in the "Pirate" list on the war page. We are making a new notifcation system so this will be more clear, but it might take a few days to get that in.
  • Fixed a bug that was improperly charging non-emperors on the primary login for war attacks. If you have the primary login for an empire any attacks made with it will automatically charge the EMPIRE FUNDS not the person making the attack. This allows emperors to easily make attacks without moving money around to other people.
  • Added the ability to fire both skilled and unskilled people on all the "Armoury" pages. Skilled people include all people with any vehicle or mech skill of less than 8. Unskilled people are people with mech AND vehicle skills of 8. Infantry skills are not taken into account at this time.
  • Corrected a typo on the Donate page that said the starter package was only for level 2 or under empires. It should have read level 3 and under.
  • Added some new security measures to monitor sessions. Players were finding creative ways to cheat by entering a battle from multiple computers (or one computer with multiple sessions) using the same login in each window. This was enabling them to purposefully skip phases in battle, and generate the multiple-attack and heat phases that while corrected earlier, are now more elegantly prevented. This system has also been tested as a 1-session-per-login enforcement for Neveron as a whole (not just battle) but there is no plan to implement that in the near future.

    4/14/04

  • Fixed a bug where empires in the newbie faction could see improper faction discounts on the limbs market.
  • Fixed a bug where empires in the newbie faction could see improper faction discounts on the movement parts market.
  • Cheater: The empire Rheinland (level 3) was fined 70 Nevdays of income for improper market transactions between empires that he controls. Please be aware of game rules by carefully reading the rules on the Admin page.
  • Donation Starter Package: This donation option (for empire levels 3 and under) will now auto-commission the mechs with the pilots already in them. This will save on some problems with empires not getting the right pilots in the mechs that they wanted.
  • Corrected the problem of salvaged mechs purchased and recommissioned not adding any maintenance costs.
  • Corrected a problem with SRM4 mk II and SRM6 mk II ammunition production times. They had been producing too slowly.
  • Quest #1 (details on arenas --> tournaments) has been restarted. I'm not sure why it broke, so enter at your own risk as there is probably a strange bug happening at the very end.
  • Added a "may set production" permission to the login management page for emperor players. Without this, non-emperor players can only set factory production if they are a ZCO. With it, they can always set factory production.
  • Shut the game down for 2 minutes to clean out a log that notifies faction members of attacks on other member empires. This log had reached massive size because of omissions from certain deletion processes. It had become a major source of timeouts and deadlock because of its frequent use. It has now been cleaned out and the maintenance updated so that it will stay small and fast.
  • Added a "may attack zones" permission to the login management page for emperor players. When set to "YES" the player can attack with any units in the empire, even ones that are not claimed. When set to "NO" only units claimed, or subordinate to a claimed character may attack (i.e. a battalion commander can attack with any units in his battalion). Units still must be mobilized, and the attacking character must have sufficient cash on hand as always.
  • Fixed a couple errors with donation repairs. One was removing the -2 bonus to hit from gauss rifles and MK-III Large Lasers.
  • Made it so that as a BP you can claim 12 units in battle regardless of whether you have units in your own empire claimed.
  • Increased the number of claimable people to 13 so that you may keep your emperor (or main character for pilot logins) claimed while you also claim a full company.
  • Added a "may preplace units" permission to the login management page for emperor players.

    4/13/04

  • New Player Q/A: A new player question and answer session will be held at 10 AM PST (GMT -8) in the #neveron_newbies chat room with admin Wayward Son. All topics are open for discussion and it will last for 1 hour. To attend, simply click on the "Comms" tab and then click the "Chat" link at the top of the page. A JIRC chat client will load.
  • Added a "may move all units" permission to the login management page for emperor players. If set to "YES" the login will be able to move any unit/lance/company/battalion in the empire. If set to "NO" the player may only move those units or groups that he has claimed. For example a battalion commander would be able to move any unit or subgroup in his battalion but no others.
  • Added a "may view all units" permission to the login management page for emperor players. This will allow you to toggle whether other logins in your empire may view all the units in your empire, both on map pages and empire pages. If it is "NO" (the default for new logins) the player will only be able to view units he commands. For example, a battalion commander would see all the units in his battalion only.
  • Fixed a recent problem where no one was getting small empire subsidy income if you had over $25 million on hand, not just level 0 empires.
  • Made it so that your 'declare war on all attackers' button and cost are shown at all times, regardless if empires have attacked you in the past 30 Nevdays. This is so that empires can prepare for the eventuality of having to use that option. While new game changes have made it much easier for empires to regain their land for cheap, the declare on all button is still an essential tool for an active defense of any empire being attacked by multiple attackers or by smaller empires. By declaring on all you get a 1 Nevyear declaration that reduces all your attack costs on all empire that have attacked you to 10% of normal. This gives you lots of time to retake lost land and strike back at your attackers.

    We have logged into many large empires (level 10+) with a pitifully small amount of cash onhand. While people have gotten a lot better at saving in the past 6 months, there are still many empires that are woefully underprepared for defensive wars. If you are level 10 or bigger you should have at LEAST a couple billion onhand for defense. Assume that you are going to be attacked by several empires of smaller size than you are, and that you will need to declare war on all at least once, perhaps twice. You will also need cash to pay the attack costs, fly troops around, mobilize troops, purchase reinforcements, and repair damages.

    If your Current Funds ranking on your left side panel is lower than your Empire Level ranking, you probably have a lot less cash than you should. All the defensive features in the game will not help you if you can not afford to use them.

  • Fixed a bug where the level 0 claiming options were coming up for pirate zones if the pirates were level 0. Pirates have their own parameters for claiming their zones.
  • Added proper logging to the mech armoury unit creation process.
  • Fixed a but when switching active zones from the mech salvage market.

    4/12/04

  • Just a reminder that there is no need to include login information with donations as long as you have a corresponding Doantion ID included. If you do not have a donation profile associated with your donation, please acquire one by creating a Donation Profile via the Donate page. Thank you all for your generous support.
  • Ended a battle in the Land of Disposessed.

    4/11/04

  • Fixed a rare error that was occuring if you were accepting an alliance with someone you already have an alliance with.
  • Fixed an error when creating new empires.
  • Fixed a rare exception on vehicle creation.
  • Fixed a bug where empires with no land were still receiving the NGC subsidy even if they had more than $25,000,000 cash on hand.

    4/10/04

  • IDF does not count woods hexes in its calculations, except for the actual target hex, which is correct. There were a few bug tickets about IDF problems with woods, but there are no current IDF problems.
  • Fixed a bug with salvaged mech commissioning. Some folks who have commissioned these units in the past 24 hours may have some bugs with their units. If you do, please open a bug ticket with the unit id of the unit in question.
  • Added further logging to unit creation process to better track empire unit bugs.
  • The NOOB faction can not accept new members. DR's requesting membership will be ignored. Once you leave, either by choice or by reaching level 2, you will be removed permanently.
  • Enabled battalion movement.
  • Added some additional logging to money transfers between claimed people.
  • Added another check to the mech unit page for units in enemy zone in the dueling stable.

    4/9/04

  • Added average vehicle bv for your level to the War Evaluation part of the Empire Stats page. This is kind of slow right now but will speed up once a VB update is written for it.
  • Updated all mech and vehicle units damage status because some units incorrectly showed that they were "OK" when in fact they had damage. I also added this complete check/update as a regularly scueduled event happening once per day.
  • Reminder: Empire names may not include colors, images or anything else that messes with our formatting. We will rename you to something goofy if you violate this policy.
  • The faction war log now lists an option to see the last 1 Nevyear worth of attacks on your empire. If this is too slow it will be altered.
  • Deadlock errors: These are simply due to server load and should be ignored. We are constantly looking for large sources of server load to keep timeouts and deadlock to a minimum, but they will occur. There is no need to report them unless them are directly involved in an actual problem beyond the momentary inconveniance of not being able to load a page.
  • Corrected the mech salvage commissioning process to promote privates to sgt. and not increase their skills to greater than 8 if they have a different mech preference.
  • Fixed an old chunk of battleplayer code that was improperly naming certain battles as 'arenas' and not listing their zone coords.
  • Reminder: Quotations (single or double) in empire names are forbidden. Please change them.
  • Vehicle Creation Change: As an experiment the vehicle creation process now looks to see if you have enough non-mech pilots to fill the driver and gunner positions of the vehicles you are creating. If not then it will include unassigned mech pilots in it's calculations. Mech pilots put into vehicles will ONLY be used in the gunner/driver positions.
  • AI mechs will no longer move 1 hex more than they're supposed to be able to move.
  • War Change: To eliminate severe abuse by players (you know who you are) of restrictions a change has been made to attacking zones that you owned in the past 30 Nevdays. If you owned a zone in the previous 30 Nevdays you may ALWAYS attack it within that 30 day window at 10% cost regardles of restrictions or war declarations. Players have been using restricted empires to swoop in and take recently conquered cities so that the original owners have no chance at retaking them. Is this really the only way people can win wars? Innovation is great but c'mon...
  • Fixed a problem that was allowing many level 0 empires to earn over $25000000. Remember you cannot save over $25,000,000 if you are level 0.
  • Fixed a rare exception on the tech hiring page that was causing an error.

    4/8/04

  • You can now retreat into pirate-controlled zones just as any other claimed zone.
  • Removed current zone information for salvaged mechs being sold on the market.
  • Changed pirate target zones to be more heavily focused on cities. Previously, pirates were often choosing empty zones as their target destination.
  • Fixed lance and company page redirects when moving units from the map.
  • Fixed the sort order links on the unassigned people page.
  • Stored Vehicles: The cost of stored vehicles ($500 each per nevday) includes the cost of uncommisioned towers. Please take these into account when looking at that figure.
  • Fixed a bug that allowed people to unclaim zones with enemy units in them.
  • Fixed another retreat issue. If you retreat units into a zone where a battle is already underway, they will now be instantly listed as enemy zone. Units of the owning empire will revert to "normal" status next time that zone is activated or clicked on on the map. Units not belonging to the owning empire are now locked in "enemy zone" until the battle resolves.
  • Fixed a significant problem where units retreating off the west edge of a map into enemy zone would begin the next battle in the bottom left corner.
  • This apparently didn't make the updates but buying a new mech for yoru empire now chooses by gunnery skill, then piloting, then rank, then reputation.
  • Fixed one problem where preplaced units were not always correct when engaging enemies. There may be others.
  • Fixed a typo on the my items page.
  • Fixed a bug that was reclassifying help tickets improperly in some cases.
  • Cleaned up a bunch of alliances that people had with empires that no longer exist.
  • New Feature: Added an option to the faction war log that will allow you to see the previous 30 days of fighting in your empire. Also excluded pirate related attacks from the normal faction war log and put them in their own spot.
  • Fixed a problem where infantry in buildings were not taking damage.

    4/7/04

  • Restarted web server due to memory errors.
  • Ended another Land of Dispossesed war and are working on creating failsafe measures to keep that from continuing to happen.
  • Empires with less than $0 can now still attack zones that cost $0 (pirates and reattacks).
  • Corrected the display order for mech weapons on the market and unit readout pages.
  • Fixed some units that showed energy weapons as being out of ammo.
  • Added some join battle links to the Empire page for units in quests.
  • Ended a bugged quest.
  • Repair facilities are now listed alphabetically on the repair option page.
  • Corrected an error on viewing units in enemy zone.
  • Fixed an error that gave a false pop-up saying that you couldn't move a unit if you were moving it only 1 zone on the units page.
  • A shortcut to the repair page has been added to the vehicle only unit list to mirror the options available on the mech only list. Click the unit's status (if it is different than "OK") to repair.
  • Repair Reminder: Sometimes units will take damage that is NOT repairable. If you do not get the option to attempt to repair something, it is not a bug, it is permanent damage.
  • Added a correction for vehicles that start arena fights prone.

    4/6/04

  • MPOGD: Thanks for another month of excellent voting support. All empires level 1 or greater have been awarded $10 million or 10 times their Daily Net Cash Flow, whichever is greater.

    4/2/04

  • Fixed a battle cheat where people were generating multiple attack/heat phases purposefully. Nukings will be forthcoming.

    4/1/04

  • Added a link at the bottom of the factions directory to list unfactioned empires.
  • Gave the newbie jeeps 2/2 sensors.
  • Added a Newbie Faction [NOOB]! This faction will be the default for all new empires. It will give them a chance to ask/answer each other questions, get a HUGE research bonus, and once I get repair facilities set up, give newbies a place to repair and reload their units.
  • Beginning empires now start with a four JEP-MG jeeps at skill 4/4. This should give new players the opportunity to begin fighting wars and dueling immediately, and hopefully find more enjoyment in the game and encourage them to stick around longer.
  • Added a link at the bottom of the main HELP tab to provide information and tips for fighting pirates. The information on this help page largely pertains to smaller empires and less active players, but anyone relatively new to the game may find some helpful tips or advice.
  • Fixed a problem that had several damaging symptoms. First, the "unclaimed" zone where people from empires with no zones live was attacked. This battle went to ABR where it killed ABR, so ABR was down last night and is still working through the backlog of battles. This will not happen anymore.

    3/31/04

  • Hopefully fixed a problem where people were able to enter battle in zones that did not have terrain created because of pirate attacks. I'll be watching to see if this is really fixed. This problem affected a lot of things, including forcing people to reload the featureless map every phase.
  • Ok I want to explain some of the BV changes to cut down on the number of bug tickets people are submitting on the subject. First, mech piloting skills don't significantly impact a units performance in an arena at skill 0 or less. In other words, a 1/1 mech and a -10/1 mech are both (with very few exceptions) equally effective at dueling as neither will miss with physical attacks and accordingly BV is not increased for piloting skills under 1. Secondly, the lower your gunnery skill gets the less of a difference each point makes. The 3 point difference between a skill 2/2 and a skill 5/5 unit is tremendous and BV reflects that, while the 3 point difference between a -1/-1 and a -4/-4, while still important, isn't nearly as dramatic, and BV reflects that as well. Another way of explaining that effect is that previously a -1/-1 unit would match BV with a MUCH heavier and still good skill unit, and not stand a chance in arenas. Hopefully with the new BVs it will be viable and even desirable to duel the lower skilled units.

    3/30/04