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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

  • Fixed an error in quests that was happening since mid-day today.
  • Treasure Point Production: Treasure points were being produced by large empires at a *much* faster rate than was intended because of some improper code on the production setting page. All of the statistics presented are correct, but when you went to start production it would use a rate not modified for your empire level, resulting in much faster TP production than any of the factory pages stated. All empires producing TP have had their runs cancelled and partial resources refunded.
  • Quests: Quests have been migrated to a compiled program to avoid the reliability problems that we have had for the past few days. The program runs every minute, so you may need to wait for a minute or two before your quest starts. Thanks everyone for their patience while we got this new system up and running. We know that people are anxious for more quests to be implemented, as are we, but a lot of time was sacrificed to get the system where it is now and other things have suffered. We need to clean up some of the other stuff (help tickets, for instance) before more progress is made.
  • Fixed some exception errors and other issues with moving units back from quest zones.
  • The registration page is back, for good. If you can't get in for some reason you must click the Chat link from the main page and someone in chat will help you set it up. Typing /join #neveron_login in chat will bring you to a room dedicated to ensuring everyone can log in. We don't believe there are any remaining problems on any systems, but will stay vigilant and responsive to any problems that may arise.

    2/28/06

  • Quests now require you to have completed your quest to move a unit for free to the city of your choice. It also now prints the reason why you can not get free transit for a myriad of reasons. If your time limit elapses your unit will be moved back to your largest city automatically, free of charge.
  • Fixed an issue claiming soldiers in training from the training page.
  • Added an auto-correction to the unassigned soldier training page that will fix some problems some empires have been having.
  • Updated hot drop code to make destroyed mech messages more reliable.
  • Added a couple links to the quest pages for easier navigation to your starting zone.
  • Because of a bizarre server hiccup last night the quests program has not been running. We are moving it over to a compiled program today so that it will no longer have these reliability problems.

    2/25/06

  • Added a self-correcting sequence to the quest program to prevent hang-up issues.
  • Moving parts from quest zones now takes 10% normal transit time.
  • You may no longer access the Buildings page in a quest zone.
  • Fixed a bug with not being able to properly select quest zones from the various Parts pages if they were not already your active zones.
  • Transit home from quest zaones is now only free if you are going to a city zone that has not been attacked in the last 30 nevdays.
  • Added a link to battle instructions as part of the battle spam in the quest and also added some more text to the Mop Up instructions which should make it clear that the quest is indeed done and you are just cleaning up.
  • The Quest program has gotten hung up a couple times today while nobody was around and so some people have probably had to wait quite a while for their quest to start. Sorry about that. We are working through the issues and things should be fully stable by the end of the weekend.

    2/24/06

  • Fixed a bug that charged empires for shipping units back from quest zones.
  • Quest Completion: There seems to be mass confusion on the quest completion. The Quest is completed once you win the zone after getting the tower. You do not fail the quest because you didn't get your salvage or move your unit home. In fact, you can leave your unit there on this quest and it will be moved home after time has finished. So long as you win the battle and conqeur the zone you have won! That is why you get the $5 million and the research.
  • Registration: Registration has been removed temporarily while we debug some of the players who are still having issues. Anyone who has been having issues logging in to duie to registration compatibility should please open a help ticket with all pertinent information. This should include computer make, operatings system, browser version and security/firewall information. We will review it and make changes accordingly.
  • Fixed a bug with quest zones not being placed properly when they run out of room in their alotted space.
  • Autoquests Implemented: After a week of 12-hour days I finally finished the first major step of this project which was to get a quest up and running. It is simple and straightforward and accomplishes the goals of getting new players to claim zones, attack zones, move units and fight. There are extensive instructions and help files on all of the pages to aid the new player through the basics of these operations. Thanks to everyone who helped test the system today, you guys are great. All empires are welcome to do this quest, though most players will find it a novelty at best. Your feedback is greatly welcomed and appreciated about this system.

    More quests are coming and will build off of this one in a linear progression to help new players understand game systems and get involved with the game. My goal is to create 30+ hours of these types of quests that help a new player grow their empire, get cool stuff that gives a sense of progression and teaches them to be a successful player so that by the time theare level 2, they are ready to join a faction and get to know the game on a more involved player vs player level.

    All level 0 and 1 empires will find that they need a new technology, Light Buildings, to build anything over 10 CF. This can be done by researching the technology for 1 RP, or simply by completing the new Quest, which shouldn't take more than 30 minutes.

    Nobody should fear using the new quest system. With all new things there is the probablity of a problem, but the worst that will happen is that we will take 24 hours to correct it and get your unit back home. You can't actually lose anything.

    To begin your Quest, go to the Autoquests section of the Comms page.

    As always, please report any bugs or abusable features promptly. Good luck to everyone, and have fun!

    2/23/06

  • Lots more great progress on quests today. The first one should be up and running tomorrow. Don't expect much as it is the first quest new players are expected to do and is thus geared towards never having played before. Veterans shouldn't really expect anything out of the Quest system as it is intended basically as a tutorial and way to involve new players. Vets should be busy beating the snot out of each other, politiking and either writing annoying public mails or writing equally annoying public mails commenting on the previously adequately annoying public mails.
  • Fixed a null error on the Wars page.
  • Update Treasure Point production to use more resources.
  • Login Problems: From what we have heard there are still a couple people having login issues. If you leave the registration page alone for 20 seconds, it should auto-redirect to your empire.
  • Added a Military Maintenance Projected Costs table to the bottom of the military maintenance pages.
  • Added a destroyed units list to the troops page. This will enable you to see all the units that you have destroyed during the last nev year.

    2/22/06

  • Fixed a nasty attack bug that was sometimes charging people ungodly sums of money they should not have had to pay.

    2/21/06

  • Made some more progress on quests. Very tedious and slow-going since it involves changing so many different pages and processes. The good news is that once the firt one is done other will be much quicker to put in. It also is allowing a chance to look at code and fix some things that overwise wouldn't be scrutinized.
  • Fixed a short lived problem with clicking zones on the map preventing the info from appearing on the zone info frame, and also some issues with attacking.
  • Fixed a redirection issue on the zone info frame of the world map that sometimes showed zone 0, 0 instead of your current zone.
  • Registration: The registration process is automatic for all level 1+ empires. Please stop opening tickets regarding registration. Any time you log in it does a check. This is intentional.
  • Fixed a bug that was preventing weapons from being properly subtracted for vehicle production.

    2/19/06

  • The required resources section of the Factory page now shows the proper number of workers needed to produce Treasure Points.
  • Greatly sped up the "Update Zone Flags" procedure.
  • Fixed an issue where on a few systems, people were being asked if they wanted to restart their computers when they logged in.

    2/17/06

  • Changes to internal logging have necessitated a clearing of the login logs for registered users this afternoon. Do not be alarmed if you notice that some empires that were listed earlier no longer appear on your login stats page. This page may undergo further revisions or zeroing in the next week or so as we optimize our system.
  • Login Stats The Login Stats page (click Stats from the main empire page) will now show every empire you have logged into in the past month, the level, the login type, and last login date. This only works for registered logins.
  • Registration Update The registration tool has been completed, tested, and digitally signed with a VeriSign Code Signing Digital ID. VeriSign uses 256-bit SSL encryption (the best available) to ensure that once signed, our control cannot be tampered with. VeriSign is the leading name in internet security, and as a Microsoft certified Certificate Authority, ActiveX controls signed by their digital IDs are implicitly trusted by Internet Explorer. This means that there is no need to change any Internet Explorer settings, and no need to set Neveron as a trusted site.

    In the past in order to run Neveron ActiveX controls we had required that people alter browser settings and set Neveron as a trusted site. However this opened the door for malicious scripts that spiteful players were inserting into unit names, faction descriptions, or other links that players would click on routinely. While we were able to stop that practice with improved server security some time ago, there was still admittedly some small risk becuase Neveron needed to be a trusted site and if someone came up with a new hack, you could potentially be vulnerable through us. But with a digitally signed control there is no need to trust Neveron, so you retain the inherent Internet Explorer security that protects you from any other site.

    To prevent a lot of inquiring tickets: when you check the box on the control installation asking if you wish to trust "all content from Neveron" it means all content digitally signed by the ID assigned to Neveron, Inc. by VeriSign. It is recommended that you check this box so that you will not need to click "yes" each time you log in.

  • Empire Merging We are not going to finalize rules and requirements for empire merging until at the earliest March 15th. Please stop sending tickets about merging, as we have not yet decided policy on that nor will we until on or after March 15th.

    2/16/06

  • Fixed a short-lived bug on the map.
  • Fixed an issue with the Attack Zone button appearing at some inappropriate times.
  • Fixed a short-lived error on the unit_data.asp page and added some logging.
  • Added a message sent to the login with the emperor claimed when vehicles are removed from the battlefield due to incomplete destruction procedures from a previous battle. This sometimes happens, a vehicle will not be completely destroyed and enough data is left in the database to give the illusion that it is working properly. We are working on improving the consistancy of these destruction processes as well as ways to verify vehicle viability between battles.
  • Clicking the Update Map button after claiming a remote zone will now properly bring you to the zone you just claimed instead of popping you back to the your active person is in.

    2/15/06

  • Late day for us here today. Spent the first part on tickets but the rest of it working on getting our digital signature software working and also making serious progress on automated quests for new players. All of these projects are very tedious and labor-intensive and while they produce few updates or visible changes to the game, they require a large amount of effort on our part. Please be patient while we get these new systems online. We are very eager to get these up and running because of the positive effect that they will have on the game.
  • Promo Income: The biweekly promo award has been handed out. Thanks to those who have recruited others using their Promo code.
  • Fixed a problem with tooling factories for MG ammo production.
  • Fixed an error with the primary salvage link at the bottom of the factories page for vehicle producers.
  • New Feature: You may now use factory workers to produce Treasure Points (and thus research). You must first research the new Dual-Use Workers technology (100 RP) under the Bureaucracy branch of the tech tree. Producing TP requires a modest amount of resources and is much less efficient than using research facilities to research.

    2/14/06

  • Repair Techs: There are a number of repair techs in the game based on the total civilian population of the game. As the civpop increases so does the number of repair techs. The techs go to the highest bidder and sign 1 Nevyear contracts. When that time is up they go to the current high-bidder. The average contract price listed on the Techs page is the average price they are currently being EMPLOYED at, not hired at. We have added the current high bid to the techs page so that you can see what price the current high bidder is offering. Remember that the high bid may not give an accurate picture of what a reasonable amount to offer is. Currently, there are a small number of empires employing a large number of techs. People have gotten impatient and started offering HUGE amounts for techs, but they may only want a few of them. If techs become available those high bidders might have hteir contracts filled quickly, and the high bid could drop from $260 million to $20 million very quickly. The high bid will only give you an idea of how much you would need to offer to get the next AVAILABLE tech. If I have hired a tech for $1 million then I have that tech for the whole nevyear, they will not leave my contract no matter how much money is offered by you until the end of that contract.
  • Donation Point Ransom: This is a reminder to please not request Donation Points from your enemies as 'ransom' or a demand for averting or ending war. While Donation Points are certainly a viable currency to be moving around in the game, we ask that people avoid specifically asking for DP. Donation Points are universally coveted and it is pretty well assumed that people will accept DP in lieu of other in-game valuables so there is no need to let others know you will take DP instead or in addition to Nevcash or other game valuables. To specifically ask for Donation Points alone is against game rules and punishable with most harsh penalties.
  • Increased weapon salvage from mechs and increased it for vehicles by some 500%. Destroying vehicles will now provide a significant amount of weapons. Remember weaons are only salvageable if they are undamaged.
  • Factory Production: As per the updates last week, vehicle production now requires that you have the necessary weapons onhand. They are also included in the "Limiting Resource" column of the Factories page so you know if you need to get more weapons.
  • New Feature: A new feature has been added to the Units page showing units in Waiting or Transit status for easy review. Includes the zone they are leaving and the zone they are headed to as well as Nevhours until their transit status changes.

    2/13/06

  • Fixed a problem with attack costs not being properly charged. Also fixed a couple other consistancy issues with the code while I was in there mucking around. Charged the 247 empires who hadn't paid attack costs for their attacks in the past 28 or so hours, so if youhavebeen fighting and you had some money vanish tonight then that was why.

    2/11/06

  • Fixed an error with buying vehicles if you had no money left.
  • Fixed some exceptions on units "Out of Service" and added update commands to the mech readout page to correct units that should not be listed as out of service.
  • Added a log on the military maintenance page telling you when the last time your military maintenance was changed.
  • Neveron Party: There will be a Neveron party help in the UK again this winter. No Neveron admins will be in attendence so it will not got 'official' Nevcon status, but it is still a great way to meet and interact with other players. Details can be found on the FORUMS. While meeting other Neveron players sounds scary, it is actually quite fun. The UK lot is a particularly amiable (and drunk) group of people and an enormous amount of mischief was enjoyed by all last year. We encourage everyone to take the opportunity to make fun of Peel.
  • Fixed some various permission problems with secondary logins that have complete privileges.
  • Fixed an error with creating lance duels.
  • Fixed a problem with attacking from enemy zone if defending units were in an arena.
  • Fixed another issue with number of producable items showing as less than 0 on the factories page.

    2/9/06

  • Added a train lance button to the lances page.
  • The registration link has been removed. Thanks again to everyone who helped test the new control. It is working correctly and we are in the process of getting registered with Verisign for a digital signature that will remove the need for anyone to change any security settings. We hope to have registration using the signed control integrated for all users as early as next week.
  • Upcoming Production Change: Due to the glut of salvage in the game and the lack of uses for a lot of it, as well as the large number of research that essentially acts as prereqs for other research we have decided to slowly change the prodution of vehicles. The net result will be a more dynamic and involved parts market and most importantly will allow us to phase in the prodution of engine and movement parts as well as increase salvage gamewide. The first step will be the requirement that to produce a vehicle you must have the proper number of weapons in your primary salvage zone (settable on the Flags section of the Land tab). If you want to make 100 Jeep-MG's you will need to have 200 Machineguns sitting in your Primary Salvage Zone as well as the required resources. We WILL be reducing the required resources and production time of the vehicles in question by an amount appropriately representing what it would have taken to produce the weapons.

    We expect that this will both allow smaller empires to get more actively involved in producing and also allow us to put more parts into the game, since there will be a use for them. More money will change hands as big producers need lots of weapon parts to feed their vehicle production and everyone will have a little more fun. This does make things logisically more complicated for vehicle producers, but queuing up 300 Manticores should probably take more than clicking a button. This change requires very little coding work, which is why we have decided to do it now, and we expect the changes to be implemented on Monday, February 13th.

    2/8/06

  • Added % complete to the research pages.
  • You may now cancel infantry units that are waiting for an LC pickup.
  • Removed the not-working arena records from your personal arena page.
  • You may no longer enroll units in arenas if they have been in battle in the past nevday.
  • New Feature: You may now cancel an arena if it has not been challenged for 20 minutes.
  • New Feature: You can now switch between your flagged zones on the map. Simply click any zone you own and then click the obvious link in the legend.
  • Hopefully fixed a problem with buildings not always being completed when constructed in large numbers.
  • When a zone is captured that has a mech for sale on the salvage market, the mech is removed and NASI charges the listing empire a 10% fee.
  • Defending Units: Fixed a variable error that was preventing defending units from being preplaced properly. All defending units will now be preplaced in their preassigned hexes at the beginning of battle.
  • Fixed an error with updating the status of units that are listed as waiting to be scrapped but are not in the scrap queue.
  • Added BV to the units by type page.
  • The biweekly promo code bonuses are now listed at the bottom of the Promo page.
  • You can now properly complete unfinished buildings.

    2/6/06

  • No updates today but all of us here in the office are still hoping that the Patriots will pull out a suprise win in today's game.

    2/5/06

  • MPOGD: $15 million of 15 Nevdays of income was handed out to all level 1+ empires for our ranking in the MPOGD poll last month. Thanks to everyone who voted!
  • Promo Money: Handed out several billion $$ in promo money today to players who recruited other players to the game with their Promo code. Please click the Red Promo link for details.
  • Logins with full emperor privies can now see faction mail.
  • Cleaned out some 2.5 million entries from the shipmentlogs and instituted a self-managing system to keep the size down.
  • Completing unfinished buildings now only allows whole numbers of build points.
  • Exempted some unproducable weapons from being recycled. These may be added in the future.

    2/4/06

  • The optional registration link is back. We have added another layer of security and have hopefully removed all possibility of duplicate keys being generated. All previous keys have been deleted and we ask once again to help us test this control over the weekend. Any empire level 1+ will see the registration link every time you log in at the bottom of the my people page. Clicking the link will, as before, walk you through how to install the activeX control that we will ultimately require for all level 7+ empires to install. For players who already had the control installed, on some systems when you update to the new version (which will happen automatically) it will tell you that you need to reboot for the new control to be used. That is NOT true, just click "no" when it asks if you want to reboot. On monday we should know whether this control will require any further modification, or if we can forge ahead with creating a nice interface for empire registration and login management. We appreciate your help in testing this function.
  • MERGERS: All mergers will be completed once we have created the registration process and also infrastructure to allow easy merger requests. Please hold off all merger requests until we post updates explaining how merger requests will be handled.
  • The optional registration link has been removed. Thank you to everyone who helped us by registering over the past several hours. We gathered a lot of information and determined that another rewrite is needed due to a failure in about 10% of the cases. We hope to have another test ready by monday.

    2/3/06

  • We have added a registration link to the bottom of the default empire page you get when logging in (for level 1+ empires only). This link will explain how to allow your computer to install the Neveron ActiveX control that we use to verify registration. The control is read-only, in the sense that the only functionality it has is to read your unique ID and return it when queried, so it is completely safe and cannot be used by anyone else to do anything malicious. We are still in the testing phase, but it will be helpful if several people do register so that we can see if the control is working on all the various systems that people are using. The link will go away once you register, but will reappear each new time you log in. Again, this is only for testing right now and there is no need to register other than to help us out with platform checking and debugging. We will keep you posted via these updates as we progress with the implementation of the new system.
  • You may now claim people via the vehicle readout page by clicking the gunner or driver name.
  • Corrected a required resources in some 32 empires.
  • The active zone section of the Units page now properly shows infantry only.
  • Fixed a visual bug where producable items would sometimes be less than 0 on the Factories page.
  • Logins with emperor privies should be able to read faction mail now.
  • Selling engine parts will now return an average sale price if you are not within the limits so that you know how much to sell it for.
  • Added character counters to some of the help ticket pages.
  • Fixed a visual bug where unassigned people were not listed in the Land of Dispossessed.
  • Donation Subscription Rewards: A new reward has been added, with more to follow over the next couple week. Every login with a donation subscription running for 180 or more days will receive one 'free' resurrection per month. Resurrections are not cumulative, and if you do not use it that month you will still only have one the next month. Players who have had a resurrection running for 6 months will find their resurrection reward begins after their next donation.
  • Happy February Fools Day!

    2/2/06

  • MERGERS: All mergers will be completed once we have created the registration process and also infrastructure to allow easy merger requests. Please hold off all merger requests until further updates are posted.

    2/1/06