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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
Changed the 'mobile device' message people get when their browsers can not auto-redirect on the login page.
Changed some options on the Comms page especially for emperors or logins with comms permissions. Also now allowed logins with Comms permissions
to still send a mail to the emperor.
'Bumping' Help Tickets: There is no such thing. We do not sort tickets by how recently they had information added to them.
Cancelling resource sales now stops asking you questions instead of asking how much you wold like to charge.
Battles now list the unit icon instead of the type of unit in the Enemies list for easier reference.
Battalion creation now sorts and counts BV instead of Reputation.
Clicking the unit id in battle will no longer unclaim the last unit in the battle. You need to either enable autopilot or exit the battle.
Fixed a bug withthe starter package where men were starting with improper skills.
You can no longer try to bet more than you have onhand when creating an arena.
Added ammo location to mech data pages.
Unit data movement rate readouts in battle/arena will now always display movement rates in the standard order of walk/run/jump.
Changed the quest1 map so that hex 50,50 is clear of rough or trees.
Fixed a bug with the starter donation option.
8/31/05
You can no longer get into negative money by creating infantry units.
Added some extra checks on the building crew assignment pages which ensure that identical buildings are completed in the proper order.
Minor Surrender Change: When an empire surrenders zones conquered by the loser automatically change hands if they were recently held
by the victor(s). This is not new and has not changed and zones revert to the winner regardless of whose they were originally. However there is a
rare situation where an empire surrenders while there are battles ongoing in uncontested cities. By uncontested we mean cities that the
loser (the empire who surrenders) never attacked during the course of the war. Usually these are his original cities that the winner(s) are attacking
when the surrender occurs. In this circumstance, the battles will resolve normally but, regardless of who wins the battles, the zone will not
change hands.
For example, lets look at a common situation where a level 7 empire with a 10% surrender rate is getting gangbanged by 30 attackers because he never had
the foresight to learn about faction wars and their protections. The attackers are mean bullies and instead of merely wanting to surrender the poor
newbie, they want to knock him out of the game completely. So they attack all 25 of his cities at the same time, using dozens of empires. After 2 of
the battles resolve (with the inevitable loss for the defender) his surrender is triggered. The other battles continue to their conclusion, which is
probably a loss for the defender in most of them. However whereas previously he would have lost those cities (allowing his empire to theoretically
get pummeled to level 0 if every city was hit at once and he lost each battle) now he keeps them and the attaking units are transported home. So he
still holds 90% of his empire and can continue on as if nothing ever happened (apart from the 10% loss, plus possible defending units in the other
battles, plus the surrender payments). But the point is, instead of being level 0, he is probably still level 7, or at worst level 6.
8/30/05
Fixed an error on the empire name change code that was preventing empires with single quotes in their names from
properly changing them.
And one NevCon to bind them.... We are please to announce the biggest NevCon of all...Nevcon: Sin City! Due to
the relative ease of access to Las Vegas, the large number of ammenities and opportunities for entertainment and the generally cheap airfare from just about
everywhere we have decided to consolidate our NevCon efforts into as few events as possible and hold a big convention in Las Vegas, Nevada. The entire
Neveron crew will be in attendance and the party will last over May 19th to the 21st. The venue has not yet been chosen because we are not clear on exactly
how many people will want to attend. We are hoping for a large turnout.
http://www.sarna.net/w3t/showthreaded.php/Cat/4/Number/112591/an/0/page/0#112591
Please take the time to go to the NevCon section of the Admin page and register for this event if you plan on attending! We need your registration so that
we can try to get a group rate for hotel rooms and whatnot. Registration is free!
Added a couple buttons to the Comms page to give the option of sorting messages by date.
Restarted AI which had gotten stuck on something and wasn't moving units properly.
Factory production checks at the time of login have been disabled, hopefully temporarily. Please check factor production manually by clicking
the button on the Factories page.
Because of an overabundance and general unprofitability of weapons in the game, chances for weapon salvage have been reduced.
8/29/05
The Comms page now lists messages from newest to oldest instead of the other way around which involved a lot of tedious scrolling. Sent mail
is also now limited to 1 Nevyear which should greatly help on loading time and server lag.
Fixed a bug that was preventing specific people from being chosen to fill vehicle seats in the VCC.
Reformatted the Attack page so that the new 'center' button isn't pushing other buttons of the visible page.
Reformatted the market history page to shorten some item names so that more information fits on the page.
8/28/05
Fixed some more merc issues. There were a few cases where mercs had been able to accept multiple simultaneous contracts. This bug has been
corrected and excess contracts were cancelled. About a dozen contracts were cancelled and you might want to check to make sure your mercs
were not among those who had accepted multiple contracts.
8/27/05
FFA Update: The FFA tourney will now allow you a 10 minute window after you pay in which you can reenter the battle for free. This should
alleviate both players who have been encountering errors that have cost them money as well as problems with starting in units that appear next to other
units that destroy you within a couple attack phases. Also please expect structural changes to the FFA system in coming weeks. We need to make
some improvements to its performance as well as reevaluate the mechanics of the tourney so that it is accomplishing our goals for it in the
context of entire game.
Capped vehicle names at 40 characters. Units with long names were getting creation errrors. The VCC will count the number of characters for you
so you don't need to manually calculate them.
Cleaned about 60,000 entries out of the battleplayers score table which should speed up use of that table considerably.
You can now update all of your battleplayers scores in one fell swoop and it will also clean out old entries that shouldn't be there which will
improve database performance.
Fixed a problem where mercs who have unaccepted pirate contract offers were seeing unclaimed zones as grey with Xs.
8/26/05
Fixed a bug where new empires were not being created with the proper number of skilled pilots.
The center on unit option in battle is now an optional feature instead of automatic when activating a unit. You now get a button at the top of the
attack/move screen that will allow you to center on the unit you have activated if you so choose. This should be much more convenient for people.
New Donation Option: You can now use the Perfect Solider option to create new soldiers with 2/2/2/2/2 skills and maximum multipliers
in all skill categories. This requires 5 Donation Points per soldier and the soldiers are created instantly as unassigned people in your empire. Thank
you to Holy Wastelands for the idea.
Fixed a problem where the green box wasn't highlighting the right unit all the time during the attack phase.
Fixed a rare problem with units sometimes only hitting the front sides of vehicles while on AI. This had been a problem for many months and
we were finally able to witness the bug in action and accordingly correct it.
Updated the draft and hire people processes to be in line with our new methods which are much faster and bug resistant.
Fixed a bug with the AI moving some units too far.
If an empire leaves (for any reason) a faction while it is in a state of faction war, it may still be surrendered by the enemy faction to
count toward victory in that war. To make it easy to identify such empires, we've added their names to the bottom of the appropriate faction
details page.
8/25/05
Fixed a bug with the red zeus icon not appearing.
The 'maximum attack force' figure previously displayed on the Pirates page was NOT a BV cap on pirates forces but the largest recent attack
by Pirates on an empire of your size. As such it has been relabeled to clarify this. You CAN get an attack bigger than what is listed, in which
case that figure will son update since yours is the new recent high.
Mercenaries: It is important to read the text carefully when dealing with various contracts. The defense contract explicitly states
The merc cannot DOW any other empire (unless attacked first) while under contract and existing merc DOWs will cancel. When you accept a
defense contract you are committing your empire to the defense of the employer for as long as the contract lasts (most employers will specify length
in the space given). A defense contract isn't a casual thing; it means you can't partake in any other offensive wars for any reason at all.
Vehicle Creation Console: Creating vehicles will often result in you needing to refresh your page else other links will open in new
windows or previously opened windows. We know about this bug are working to correct it so please do not open any tickets regarding it.
DOW Change: If someone of lower level declares war on you but does not attack, you may now declare war on them in return. Previously you
were not able to DOW them back unless they attacked first. This led rise to several tricky scenarios where large empires managed to finagle ways to
DOW smaller empires improperly. Don't DOW someone uless you're prepared to get counter-DOWd by them.
The private mail notification message is now a link that will open the communication page
NevCon UK Mechs: These were handed out today along with 10 Dp for being so late with them. Thanks again to all who attended and we hope to
see you again in the future! Stuff for the Canada NevCon is forthcoming in the next week.
Fixed a bug where new vehicles with seperate gunners and drivers were showing as having the driver's skill until manually updated. They will now
show proper skills.
Commissioning towers manually now splits unassigned soldiers into skilled/unskilled categories. Unskilled soldiers.
Fixed a bug with the new vehicle creation where using all existing skill 8 soldiers resulted in premature creation abortion.
Fixed some minor issues on the mercs page where buttons were improperly available to non-merc empires.
Fixed some problems with mercenaries that were preventing certain contracts from being accepted.
Removed the new unit message box notification from the free for all.
Vehicle creation now ensures that mech pilots are the last people used when searching for vehicle crews.
Fixed a rare bug in the vehicle creation process.
Fixed a problem with pirates, where there was only 1 unit per attack. Found and fixed another pirate problem as well, where many empires
created in the last few months were not eligible for pirate attacks. Attack frequencies should return to normal now.
Building Rate Adjustment: Building construction time is no longer linear as CF increases. Why it was in the first place is baffling.
It should take more than 6 times as long to build a building with 6 times the CF. The multiplier that has been added is (CF / 50), so 50 CF buildings
will build exactly as fast as they did previously. 25 CF buildings will build in half the time (finally faster growth for newbies!) and 150 CF
will take three times as long as previously (equally important: slow down the exponential growth of level 11+). You'll notice that with this multiplier
the smallest (10 CF) buildings take one fifth the time to build they used to (i.e. instant tent cities) which is a nice effect in that
it allows quick newbie growth, and may make the game a lot more fun at the low level as people will expand quickly and defenses will accordingly
be spread more thinly.
Raised the minimum building CF to 10.
8/24/05
Fixed some major bugs with war declarations against empires that have hired mercs for defense contracts. All DOWs against employers will
now work as advertised. Its quite possible that many existing situations exist where DOWs were not properly granted to the mercs. Unfortunately
we cannot identify these and any missed DOWs are not going to be retroactively granted to the mercenaries. Note that existing contracts will
begin working properly at this point, there is no need to recreate your defense contracts. That is to say, any DOW against an empire that has hired
a merc for a defense contract will give the merc a free DOW against the aggressor.
Updated the AI to reduce lag, and hopefully correct some errors people have been experiencing with incorrect movement modifiers on AI units.
Optimized a slow query on the unit data readout while in battle, which should result in less timeouts.
Made some minor cosmetic improvements to the mercenaries page.
Lengthened the max email address length because it was too small for some people.
8/23/05
Fixed the resurrection donation option and reinstated it.
Canceled merc contracts no longer are counted as 50 when average employer and merc scores are calculated. They are no longer counted at all.
VCC Known Bug: The only known bug is that if you are using existing unskilled (8/8) soldiers to fill Driver/Gunner seats
it will not make more than 8 vehicles at a time, though it WILL use the right number of people and put them in the right places. This problem
should be corrected come Wednesday. Skilled vehicle creation, drafting and hiring should all work perfectly.
Fixed a bug with the new CVN-2005 where ammo critical hits were not causing ammo explosions.
Fixed a bug with firing unskilled people.
Faction/Empire Names: It is now illegal to have the words NASI, NGC, Test, or Admin in your faction or empire names. These names
are misleading and abusive. Empires/factions have 1 week to change their names or face deletion.
New Feature: The last major addition to the Vehicle Creation Console has been debugged and made available to the public. You can
now choose a range of skill that you want your pilots/guners to be and the game will simply grab them from best to worst and make your vehicles.
This is particularly helpful in larger empires with lots o spare pilots. Need a company of snipers all skill 2 or less? A couple clicks
and the company is made. Need to get all your skill 5-7 soldiers in geckos? Its now easy and fast to do.
Fixed some overlapping problems with the new vehicle creation processes where soldiers were being reused improperly. All creation should
work correctly now.
Fixed a bug where level 0 empires who had never attacked were unattackable.
Fixed a bug where mercenaries were able to accept contracts in some cases when their merc class level was too low.
8/22/05
Vehicle Creation Mechanics: To prevent errors and cheating you can only make one batch of units at a time. If you try to run two
windows side by side it will boot you out of one of the vehicle creation processes. Additionally, we take your vehicles out of your armoury for
the duration of the creation process and then put them back, minus the ones you created. If an error occurs that prevents the process from
returning your unused vehicles, simply clicking the Vehicle Armoury or the Vehicle Creation Console after about 60 seconds will return your
unused vehicles properly. Some people are getting confused, thinking their vehicles are gone for good but they are not.
Fixed a bug where gunners pulled from he draft were not updating the draft properly.
Fixed a problem with the vehicle creation console where it would in some instances use the same person as both pilot and gunner improperly. Also
created emergency exit procedures in the extremely unlikely even that it ran out of people to use that it will return all unused vehicles properly.
Properly updated text on the Donate page about the personal skill reduction and skill multiplier enhancements. This only affects active skills
or in the event that the claimed soldier does not have a unit, their mech skills.
Fixed a problem with the donation starter package. It should work properly now.
8/21/05
Vehicle Creation Delay: In the next couple days we will be instituting a short delay from the time new vehicles are commissioned to
the time they can be used in battle for empires level 3+. The goal is to reduce the effects of 'instant armies.' Currently empires can stockpile
soldiers and equipment and simply create an army of vehicles as the need arises without having to pay maintenance fees associated with keeping a
standing army. This new rule will put new vehicles in training for between 4 and 10 Nevdays based on weight class. Soldiers *will* receive associated
skill checks with training for that time. Expect this to go into effect in the next 24-48 hours.
As promised the new vehicle creation options are in with many bells and whistles attached. As per previous updates we have reinstated the skill
loss associated with scrapping a vehicle or having it destroyed in battle. All soldiers will lose 1 vehicle related skill point to a max of skill 8.
New Feature: The Vehicle Creation Console will now autocreate lances and companies with the units that you are making if you so choose. To
make a company you must be making 12 new units and it will automatically create the necessary lances and company with the new units. Creating new lances
requires a minimum of 4 new units. If you make an odd number (say 10 new units) they will be grouped into lances by 4's as appropriate with extra units
being left out of the lance, but still created. The names of the lances/company will be based on the name of the units.
Fixed a rare repair error.
Updated the secondary web server to use the new Vehicle Creation Console.
8/20/05
Fixed a stack of map and new empire creation related errors caused by updating a table.
Naming units in sequence now uses a 4 digit string so that when sorted by name the units appear in order. Previously just calling them Unit 1, Unit 2,
Unit 3, etc.. meant that sorting alphabetically cause visual problems. Now they will be called Unit 0001, Unit 0002, Unit 0003 so that they will sort
properly.
New Feature: The Vehicle Creation Console now allows you to store and reuse vehicle names. It also keeps track of how many times you have
used that name and begins counting where it left off. This means that if you name 10 units "Base Defender" one day (they would actually be named
"Base Defender 1" and "Base Defender 2", etc...) and make another 10 the week after that, it will start numbering them at 11. Name storage is
automatic any time you choose to number vehicles sequentially and you can see a list of stored names by simply clicking the "View Stored Names" button.
You can also remove your stored names by clicking the Stored Names link at the top of the Vehicle Creation Console page. This way if you want to
start counting for that name over again or spelled it incorrectly you can delete the entry.
All vehicle creation has been moved over to the new Vehicle Creation Console. You may create up to 12 vehicles at any one time with the options
provided. You can also sell vehicles from that page. More options are in the works.
8/19/05
Vehicle Creation Console: Vehicle creation has been updated. While all of the spiffy features have not yet been implemented the basics
are in and usable. Advantages of the new system include choosing the skills of your vehicles,
choosing specific people to be in the vehicle or choosing to hire/draft soldiers as you see fit. The extra seats of all vehicles that require more than
2 soldiers will AUTOMATICALLY be taken from your spare unskilled (8/8/8/8/8 skills) soldiers, or drafted if none are available, or hired if you have
none left to draft. Preliminary debugging has proven quite positive. Please report any bugs immediately and they will be handled tomorrow.
Please consider this feature in 'beta' and use at your own risk.
Features not yet implemented are other skill choices (all gunners less than X or greater than Y for example), automatic grouping into
lances/companies, more complex naming conventions, stored names and more! Stay tuned!
Downtime: There was about 20 minutes of downtime today while we changed a structural aspect of how we store soldier related data.
This should result in better peformance and eliminate Primary Key violations on that table, which have been a problem. We plan on doing the
same thing to the Units table in the near future.
Updated the FFA entrance code to cut down by at least 50% the instances of money being charged but no unit being created.
You now must be level 3 or higher to have your own promotional code. This is to encourage newer players to use other player's promotional
codes instead of making their own and using it themselves.
Defense Contracts One change, and a clarification. The change is that empires may now offer or accept defense contracts even while
in faction wars. The clarification is how defense contracts work. If you have hired a merc to a defense contract, any empire that DOWs you will
be automatically DOWd by the merc(s) for free, regardless of level. So, if you are level 6 and hire a level 10 merc for a defense contract,
and a level 6 enemy declares war on you, the level 10 merc will get an immediate and free DOW against the attacker. Pretty neat, eh? Of course
the merc cannot DOW other empires while under contract and may only accept one contract at a time (as always) so good luck convincing a level 10 to
merc for you.
Also please note that if someone has ALREADY declared war on you, and you subsequently hire a merc for a defense contract, he will NOT get the free
DOW. The free DOW is ONLY against empires who declare war on you when the contract is in place.
Defense contract payments for BV killed are slightly different, however. Payments for BV killed are made against ANY empire with an active
declaration of war against the employer. So even if the contract was not in place when the DOW was made, as long as the enemy still has an active
DOW the merc will get paid for killing enemy units if hired to a defense contract. Note that this does NOT include enemy empires the employer has
DOWd when the enemy did not DOW in return.
Promo Money: Handed out $7,940,000,000 in awards for players who signed up other players with their
promotional codes. This promo money will be awarded biweekly now so that people see their rewards faster (though the amount of money received
per month has not changed). Some players are advertising inside the Neveron community for people to use their promo codes. This is very silly
since people who already know about Neveron are going to use their OWN promo codes, not yours. You need to advertise outside the game network to
make it worth your while, and it is definitely worth your while!
Why advertise your promo code? It is no secret that WHO you know is more important than WHAT you know. Maybe you aren't the greatest warrior
or the slickest diplomat, but even the mightiest warriors can not survive an onslaught from an enemy with an endless pool of allies. Most of the
players who are successful in the game are so because they have a large network of allies, many of whom they befriended as new players or even
recruited to the game. When someone uses your promo code you are notified and can get in touch with that player to help them learn the game
and succeed. The higher level they get the more money we give you and the stronger an ally you have recruited.
Summer is over, school is starting and a whole winter of giant wars lie ahead for everyone. If you aren't recruiting you can bet your enemies
are! Get out there and put some fliers up. Pass them out at a local gaming event or at the game shop. Don't like our design? Make a new
one and use it! Also submit it to us and if we like it we will put it up for use AND give you Donation Points! Fliers, banners and artwork
can all be mailed to NeveronContact@hotmail.com
Click the PROMO button on the empires page for more details on fliers!!
You may no longer offer a merc contract that specifies a minimum mercenary level of a greater level than your own, and you may not
specify a minimum merc class level above 3.
Removed an invalid use of null error that was sometimes happening in the FFA when looking at enemy unit data.
8/18/05
Sped up the research validation check tremendously and re-enabled the button. This is only needed when you capture research facilities
that are researching a technology you have not yet begun.
Fixed the "Producing Empires" section in the mech type readouts (such as in the marketplace) to accurately display who is producing each mech.
Fixed the loophole that was allowing the cheat mentioned below.
Fined 4 empires for using a cheat to send money from a pirate empire to their own empire. While its conceivable the single-instance minor
cases were accidental (in which case only the money gained was removed), the empires Russian Knight and La Guerra used the cheat collectively
47 times and were accordingly fined $500 million each.
You can no longer hire yourself as a mercenary. Such contracts in effect were all deleted.
New Feature! When you select a unit to move/fire in battle by clicking the button on the top button bar, the map will now
automatically center on that unit.
Fixed a bug where in battle the green unit outline was not properly shifting during the attack phase when cycling through multiple claimed units.
It now moves on the first click as it should, instead of the second click it was previously moving on.
Added additional error checking to the login process to stop incorrect logins from processing before they start to generate lag.
Due to profit loss NASI will no longer subsidize sellers for vehicle/mech storage maintenance costs. All vehicles/mechs on the marketplace must have
the standard storage fees paid for them as well as for vehicles/mechs in the armoury.
8/17/05
Added the Wolfhound, Firestarter, and Hoplite to the list of player-researchable mechs.
Fixed a problem with five player produced mechs where the mech was not available for re-researching.
Non-primary logins now have access to changing accoun related settings like PW and Email. Sorry for the confusion.
Pirate attack messages will no longer be received for every zone that is attacked. It will now behave like all other attacks with a simple
notification that you are under attack.
AI Movement: The AI program does not necessarily follow every single little rule that player controlled units do. Unless you find something
new and realy bad (like a wasp that jumps 30 hexes and fires all of its gauss rifles every round with no heat and unlimited ammo) please do not
open a ticket. minor problems with AI movement and such will be addressed when we next overhaul it. AI is not a smart program and if you lose to it
it is NOT because it cheated but because you were too lazy or unskilled to beat a nearly logicless construct. Hang your head in shame and eat
some ice cream. It will make you feel better we promise.
Help Tickets: There may be a delay in response to help tickets this week as the Almighty Seth is on vacation and the rest of us are
working on projects that will keep you guys from sending in more tickets. Please be patient if your tickets do not get the quick response you
were hoping for.
Added a list of producing empires to the mech readouts on the marketplace which adds lag and increases coolness.
Added the amount of money to be transferred to he confirmation box when sendin other empires money.
The war log that shows attacks on your empire only has been fixed.
Donations Last Weekend: There were many delays due to miscommunication in the office over the weekend. All the donations have been processed
but new personnel along with some vacation time made it unclear who was supposed to be doing them. We deeply appologise for the delay and inconveniance.
Updated 4 DRF-DEST's that had improper mobilization costs.
Fixed a visual bug where the max transfer limit for warrior empires with 2 or more points was understated.
Rewrote a query on the lance creation page to eliminate the lag that was commonplace in large empires.
"Training Attacks": It has come to our attention that it has been en vocgue for some time now to stage attacks between friendly empires
for the purpose of getting skilldown checks. It delights us that some players are still clueless on exactly what the parameters are to get these
skilldown checks, but it pains us to see people contriving checks in this manner, as it goes against the spirit of what those checks are for. We will
certainly be happy to change the criteria for earning a skilldown check in battle if this continues, and it will become harder to get units
down below skill 2. We would rather not do this, though if this type of behavior continues we will.
Greatly reduced morale loss to pirates due to loss of uncommissioned equipment and parts in war.
Checked some averages on building destruction in war due to cities changing hands and the numbers are spot on. Remember that you will lose an
AVERAGE of 5% each time a city changes hands. That may mean 20% one time but 0 or 1% the couple times after that.
Checking production is now only allowed once per Nevhour. You can check but it won't actually deliver anything. This should help prevent
certain players from being cheating ass losers and getting more products than they deserve.
Rewrote a slow query on the empire intel page that was causing a lot of timeouts.
Fixed a rare problem with the donation starter package.
8/16/05
Pirate-held cities are no longer exempt from listing as the largest city of a given empire.
50 salvaged mechs from dueling stables have been placed on the market by the NGC. Enjoy.
Although they are not posted anywhere officially, rules have been completed regarding re-researching mech variants. When you re-research
a known mech type you will automatically discover a new variant. There is a 25% that it will be a completely different base variant and a 75%
chance that it will be an upgrade to your primary variant. For example, if you have the HNT-WOB researched and complete Hornet research a second
time you may discover the HNT-xyz (entirely new configuration) but you will likely discover the HNT-WOB-2 (or whatever it gets named). Upgraded
variants may have only minor changes, or may contain entirely new technologies never before seen on Neveron. The more you continue to research
your variant, the higher the likelihood of discovering new tech. For example, even if the HNT-WOB-2 only has an upgraded stealth rating or something
equally minor, perhaps the HNT-WOB-3, (or 4...) will have a new type of fusion engine, armor which absorbs some laser damage, longer range LRMs,
or other major improvements. Every empire will follow its own research path with mech upgrades. To continue with this example, if someone has a
HNT-WOB-4 with extended range LRMs and 50% more armor your own HNT-WOB-2 (and 3, 4, etc) will not necesarrily follow that same path, and may end
up with a targetting computer and stronger internal structure. The possibilities are endless; every component may be improved upon.
When you upgrade a mech variant if a previously unknown technology is indicated, you will receive that technology automatically, regardless of
the RP cost of the item (and some new items will be VERY high RP costs). Others who wish to use those components in their own mech designs
will have to research them independantly or else suffer more re-researches in order to make effective use of the new technologies.
8/13/05
Help Neveron Grow! Neveron is in dire need of more players. New blood will keep the game alive and ticking, and provide a source
of faction members, allies, targets, people to duel against and buy your goods, and just generally keep the game insteresting and dynamic.
By creating a promotional code that new players may use to sign up, you can earn an unlimited amount of money for your empire. There are many
players earning over $1 billion per month (even several billion) because of sign-ups using their codes. You can help yourself while helping us
by trying to recruit new players to use your promo code. We have created a sample flyer that you can print out and distribute at your local
gaming stores, school, or anywhere you see fit. You can view and print it by clicking the new red Promo link on the main empire page.
The flyer will have your promo code pre-loaded on it so all you need to do (after creating a promo code) is press the print key and go hang it up
someplace, and wait for money to start rolling in.
Thank you for your help in keeping Neveron growing and bringing new players to the game.
8/12/05
Fixed a bug where mech producers were not being charged maintenance fees on produced mechs that not yet been commissioned or sold.
Such mechs are half the maintenance cost of a commissioned mech.
Deleted about 700 inactive empires.
Defections for faction wars had not been running properly. They have now been caught up and should work correctly henceforth.
8/11/05
Changing surrender rates is now possible after someone declares or undeclares war but does not attack.
Donation point transfers now transfer to the primary player login instead of the login with the emperor claimed.
Viewing vehicles/mechs by status wil now show ONLY damaged units and order them from lesser repairs needed (reloads) to more complex (critical).
This will allow people to do quick repairs first and not clog up their repair bays with slow repairs while the quick repairs wait for their turn.
Added a confirmation when repairing a unit via LC to prevent accidentally spending money when not intended.
The Top 100 lists for kills have had their updates automated so they will be current.
Logo Art: As was expected people are hoton the logo but not so hot on the mech illustration. We have asked time and time again
for artwork and rarely are we submitted anything that is original and usable. We are moving ahead with this design for now but are very much looking
for a replacement mech that we can simply slide in to take its place. If you have something that YOU have drawn yourself and that we may use,
please submit it to NeveronContact@hotmail.com
Neveron Logo: Please take a moment to let us know what you think about the new Neveron logo! Click here!
The default Parts Marketplace is now the General Parts instead of Weapons. Should decrease page loading.
Fixed a bug with buying engine parts.
Implemented some logging for kills in the FFA tourney that will make it easier for us to track when people lost money improperly.
Congragualtions to the Scorpion Knights for winning July's monthly war drawing. Anyone at the top of the Montly War Rating list
at the end of the month get a chance to win 200 DP. The DP was awarded to the Scorpion Knights in the level 10 category. Good luck to all
warriors this month!
8/10/05
Upcoming Rule Change: Vehicle pilots will have an effect on units as follows:
-Skill 5 Driver: Unit can go up/down 2 levels of elevation at a +3 movement penalty, same as mechs.
-Skill 4 Driver: Unit can access one level higher terrain at additional +1 movement penalty. This means wheeled vehicles could enter light
woods at +2 moves, tracked could enter heavy at +3, etc...
-Skill 3 Driver: Units can change elevation at 1 point lower movement penalty.
-Skill 2 Driver: Terrain access as per skill 4 but without the additional +1 movement penalty.
-Skill 1 Driver: Gunner gets a -1 reduction in their movement penalty when the firing vehicle moves. This means the unit could fire with no
penalty when moving at cruise or slower and at only +1 when moving up to flank. This does NOT apply to the to hit penalty caused by the TARGET'S
movement.
-Skill 0 Driver: +1 bonus to initiative.
All bonuses will be cumulative. They will hopefully be coded in sometime in the next several weeks and are intended to give some advantage to vehicles
with good drivers as well as allow vehicles greater freedom of movement in Neveron's extremely treacherous environments.
Updated the Vehicle Creation Console as per some player requests.
Preliminary Feature Up For Suggestions: The first bit of the new Vehicle Creation Console has been implemented on the Vehicle
Armoury. Click the "New" link next to any uncommissioned vehicles you may have to view it. Please note that it does not actually work! You can click
around and get a feel for what is there. We are currently taking suggestions on how this page could be improved, what features you would like to
have when creating vehicles, etc.. Please submit a Suggestion help ticket with "Vehicle Creation" in the title. All suggestions will be considered.
We hope to have this page functional by the end of the week.
Fixed an error that was preventing pirate battles from being forced to ABR manually via the Battles page.
New Feature: You may now move companies and battalions by putting zone coords into input boxes in the same manner as is afforded on
the Units and Lance pages.
Bill's first bug fix!! Bill successfully updated the war log to show the appropriate faction.
Faction War Clarification: You can always declare faction war on factions 10 or less spots higher than you on the faction list, but
to declare war on a smaller faction they must be in a certain range of Civpop + BV. That way you can always move up the faction ladder but declaring
faction war on smaller factions is based on your size compare to theirs instead of to an arbitrary number of slots on the faction list.
Created an autocorrection for factions that no longer have any members and for faction wars that declared on now defunct factions.
Fixed some inconsistancies with repair travel times especially with units that had 0 movement. All units with a movement rate of less than 1
will have a movement rate of .5 (adjusted for empire class levels where applicable) for repair travel purposes.
Fixed a problem with level 5 empires appearing to have negative pirate bribes.
The Cancel DOW button now appears on the Wars page even if you are not eligible. If you declared less than 30 Nevdays ago it will be disabled.
You may now undeclare war against empires that are smaller than you via the map.
DP Reward! For the delivery of any nationally distributed computer gaming magazine with an article mentioning Neveron. There have been
a couple that we have been told about but have never actually seen ourselves. If you can get your hands on one and send it to us you will be given
50 DP. Please open a Donation Related ticket before you send it to see if it is a magazine that we are looking for. Thanks!
While correcting some problems with faction applications, all current faction applications were lost. We appologize for the inconvenience.
8/9/05
Updated donation credit card expiration dates to extend beyond 2010. Some players with cards that don't expire until after that were unable to
use them because of that limitation.
Messages are staying at a healthy 26,000 entries instead of ten times that number.
8/8/05
Wow. Cleaning out those messages reduced the database size by nearly 2 gigs! That is about 14%!!!
Oh yeah...EVERYONE will get an attack message initially even if you weren't attacked. Don't open a help ticket or I'll fine you I swear...
Downtime: The Neveron database was sucesfully expanded and all those nasty transaction log full errors youwere getting should be gone.
Additionally, I deleted all but 5,066 messages from the 2,529,152 messages in the messages table which should speed things along nicely. See
the update below for details.
Discovered that some 2,316,991 of the 2,529,152 messages in the messages table were attack messages. This is totally rediculous. Additionally
the method of placing the messages in that table was extremely inefficient. I can't believe we didn't catch the inefficiency of that system
earlier. A new system has been implemented and you will no longer be notified of what zone you are under attack in, simply that you are
under attack. you will need to check the war log to see the specific zones. This will be a hassle in some respects but this will free up an
ENORMOUS amount of space in the database as well as speed all pages that use the messages table, which is like MOST of them. Will also
speed attack pages due to the inefficient query being rewritten.
Changed a query on the vehicle armoury to be faster.
Buying things on the marketplace no longer generates a "You have sold items on the marketplace" message. The messages table is simply ENORMOUS and
the source of a huge amount of lag in the game. We are looking at ways of trimming these messages down.
8/5/05
MPOGD Voting! Thank you to everyone who voted on MPOGD this month! 15 nevdays of income or $15 million was given to every level 1+ empire
in the game. Even more cash can be gotten by using your promo code to promote the game to others! Help Neveron become a more diverse and dynamic world
by introducing new people to the game.
Added faction abbreviation to the war logs for easier reference.
Promo Money: Thanks to everyone who is actively supporting and promotin the game by giving out their promo code. Promo codes
are EXCELLENT ways to support the game and get you free cash! $18,915,000,000 was handed out this month for people who used promo codes and
helped nuture those empires to a larger size. Fliers you can print out with your promo code on them are coming soon! To create a promo code
click the Empire Settings link on the Empire page.
Fixed a problem with certain items not showing in the ammo section of the parts page.
Reduced all skills greater than 8 to 8 on people in player empires in the game. Fatigue will still temporarily raise skills higher than 8.
Resurrecting pilots will not raise their skills above 8.
Fixed an error on inc_vehicle_damage that was causing some 'zombie vehicle' problems.
Fixed a bug where units in the dueling stable were not getting 0 transit time for repairs.
Ending your war from the map now gives the appropriate message,
Fixed an error on inc_mech_damage that was causing some 'zombie mech' problems.
Donation Subscription Delays: Fixed a problem with the automation of recurring donation subscription awards. All DP have ben properly awarded and this process will run properly
in the future. People who had their awards delayed will get future DP on the 1 month anniversary of their subscription creation, not 1 month from
today. Thanks to those who had their donations delayed due to this problem for their patience.
Many of you will have gotten many messages about DP being awarded. This will be confusing but please ignore them and look at the Donate page. Your
total DP amount there should be correct. More information is forthcoming on the Donate page.
8/3/05
A minor error with donation processing ocurred today, but was swiftly corrected.
8/1/05