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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

  • Arena Bug: I created a problem yesterday afternoon with arena map sizes when I was tweaking the war map code. This has been corrected and arenas should be operating properly. Sorry to those who were inconvenienced.

    4/20/2007

  • NevCon Vegas: I am sorry to say that I am pulling the plug on any formal NevCon: Vegas for this year. The lack of tangible interest as well as a continually complicated personal life have simply made it unrealistic for me to put together a quality program for this year. Thank you to Wonko and ShadowMaster for their efforts to put this together and to the people who were interested in attending and made their intentions known by registering. If people still intend to go to Vegas I would be happy travel up there to meet with people in an informal setting, but I can not promise roomrates and we do not have a meeting space reserved any longer.
  • Spent the whole week retooling battle, checking splash damage and testing the new tower range code. The recoding necessary to allow 60x60 war zones was particularly tedious but it all appears to be working quite well and I was able to remove a fair bit of code that should allow for much less frequent checks of maps on the war server. Less queries are always better, especially across the network. The AI works properly in the 60x60 zones, though I do not believe it will currently retreat from them to the south or east. I also made 60x60 zones slightly more hilly on average since they are so much smaller. You can use the Terrain Creation testing page on the Zones section of the Land/Build tab to create sample 60x60 zones and see what they look like.

    Everything is pretty much good to go with the exception of placing units in the new 60x60 zones at the beginning of battle which should take few hours to recode and test. I am not quite ready to announce a formal implementation plan as I said I would be this week, though I can not imagine that I won't have something worked out in the next few days.

    One issue that should probably be discussed with these smaller zones is the number of units that can be in them at once. Currently you can put an unlimited number of mobilized units in any one zone. In a 60x60 zone a couple hundred defending units would totally overwhelm any attacker in a very short amount of time. 60x60 zones will be only for zones with 50 or less buildings, but if an attacker was to put the bulk of their sizeable attack force in such a zone while they stage an attack it would be virtually impossible to repel. Similarly, if a defender had a "bottleneck" point where they could just stack heaps of tanks it would be virtually invulnerable. It seems like a "hard" cap for zones of this size would be a smart move here to preserve integrity of the system.

    Please click the link and add to the discussion here: Click Here!

    4/19/2007

  • There was an error for a few minutes that prevented some people from entering battle that has been fixed.

    4/18/2007

  • Fixed a rare bug that was allowing people to DOW while still fully restricted, though not properly attack.
  • Fixed a problem with not being able to see engines on the parts page.
  • Fixed a problem with repairing buildings that was allowing you to set a build rate that would take more than a nevyear which in turn would sometimes cause a loop on the page.
  • Fixed a very bizarre bug with contributing new help articles.
  • Fixed an exploit that allowed units in the dueling stable to become part of lances and hotdrop out of the dueling stable.
  • Donation Move Exploit: I have been tracking an exploit with the donation instant move option that allowed units to be moved out of the dueling stable with the instant move option. This both allowed players to recover maintenance-free mechs from the dueling stable as well as use the dueling stable as an escape option in the heat of battle. You can no longer use this option to move units out of the dueling stable, nor can you stable mechs that have been in battle in the last 3 real days.

    Empires that were exploiting this bug have lost the mechs that they exploited the bug with and have been fined an amount equal to the purchase price of the unit. Empires that had used the bug have been fined double the purchase price of the unit, which in some cases has run into the billions of dollars.

    Thank you to the numerous people who actually reported this exploit and didn't abuse it. I only wish I had been able to catch all the people who had been egregiously abusing this loophole.

  • Floating crit chances have returned to normal.

    4/14/2007

  • Fixed a random weird error on mech damage process that would sometimes not record kills properly.
  • Happy Friday the 13th! In keeping with the triskaidekaphobic nature of the day the chances to get 'floating' critical hits (crits through normal armor) have been doubled.

    4/13/2007

  • Upcoming Tower Changes: Coded and tested changes to range that would remove double and triple range towers and instead add +1 range to all weapons per height level of the tower. Weapons with a max range of 3 will receive a max increase of +3, so flamers and MG's and such won't shoot beyond range 6. AC-2's on a level 6 (150 cf) tower would have a range of 30, PPC's a range of 24. The overall increase in range and thus likelyhood to hit will give towers a bit of a boost since they are unlikely to get nearly as many battle skill checks as a mobile unit.

    The code appears to work well and will undergo some beta testing before final implementation. Since people seem generally happy with the new terrain generator all that remains is to retest the splash damage code for IDF, which hasn't seen action since I worked on it last fall, and to explore the feasability of have 60 x 60 non-city zones. Once I feel good about where those are at I will announce a formal implementation plan and time schedule, ideally by the beginning of next week.

  • Fixed up some junk that was likely causing a significant amount of residual lag while processing attack phases in battles.
  • Fixed a bug that was severely undercharging for training in some instances. Thank you to Iota Galaxy CJF who reported this and got 5 DP.
  • Unit Skill Problem Fixed: Yay! After poking around some more and looking at every possible way units can be trained I found that the problem was in the train units by type/zone option. These pages use a different training procedure that had not been updated to work with the newer battle code. Thanks to people who hinted that towers seemed to be affected more often than other units, as this led me to to look there. All of my tests had been with the 'normal' training options on the units page. I updated all units that are currently in training and had improperly recorded original skills to default to their current skills if attacked in battle, so there should be no more problems. I will also leave the new logging in for a few days just to make sure there are no problems. Thank you to Jims Giant Locusts, who got a lot of free training, for helping debug this.
  • Added some special logging to the skill reset code when a unit in training enters battle to better track what is going on there. People are getting instances where units are being improperly set to skill 8/8 when entering battle if the unit is in training when their zone is attacked. I had originally thought this must be because the unit skill was not set properly after training, but code I put into place some weeks ago would have fixed that. I can not reproduce the error as all of my tests work properly, including my most recent one to test the logging code. Even if the logs don't help me track the problem, though its hard to believe they won't, it will allow me to fix improperly skilled units.
  • The 15710 universal sensor tower should now be visible and properly usable again.

    4/11/2007

  • Terrain Creation: Did some final tweaks on the terrain generation based on feedback about woods. Increased the average amount of woods overall, though decreased the number of heavy woods hexes which tend to block more movement. Also added a "clumping" variation that allows woods to sometimes clump in groups that are spread all over the map. Clumps vary in size from map to map. There is a new feedback thread up, but judging from the feedback I've gotten so far I doubt any future changes will be major.

    4/9/2007

  • Did some more database management cleaning out unkempt tables and instituting maintenance plans for them. Mail in particular should see a large performance increase in reading and sending.

    4/8/2007

  • Hopefully fixed a bug that was putting mech salvage into battle as zombie units if the zone was reattacked. Please open tickets if you continue to experience this problem.
  • Mech Salvage: After reading a persuasive forum post, the chances for mech salvage from CT destruction have been increased to 66%.
  • Terrain Update (again): A new thread for feedback is up. Terrain version 1.2 has much more varied landscapes than predecessors, slightly reduced woods and slightly increased rough. The comments on the previous versions were highly valuable but not the many people responded. This is a huge change for the game and I'd like to see a lot more responses before we declare it finished.

    To leave a comment on the forums click here: Terrain Comments 1.2

    4/6/2007