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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

  • A system has been coded that will allow our Assistant Admin Dante to enter people into tournaments. This will provide much greater flexibility for both the admins and the players and will hopefully result in many more tournaments, particularly for 'off hours' players.
  • All heavy and assault mechs have had one point of armor moved from their CT to their H. This may not seem like much, but 10 points of armor can withstand a PPC or AC10 hit, 2 ML, or 2 LRM groups wheres with only 9 you would be checking for critical hits.
  • As you know, when you conquer a zone buildings are often destroyed. Now, when research facilities are destroyed due to conquest, your victorious troops will pick through the rubble and discover technology secrets! Every facility destroyed will add research points to all technologies you are currently researching. The total amount of RP added will be equal to the amount of RP the destroyed facility produced in one nev-year.
  • War cost changes: when you declare war infantry is no longer mobilized automatically!. This results in lower mobilization costs. If you wish to use infantry to attack you can still, of course, mobilize them from the unit/lance/company/battalions pages.
  • Several movement changes including:    
  • The cost of moving units by airlift has been reduced to $2 million per unit, down from $5 million.    
  • Units moved as a group will no longer pull units from multiple zones. That is, if your battalion has only 13 units in the current zone, and you move the battalion, only those 13 units would be moved. This also affects BV calculations for determining how close to enemy force concentrations you may drop.    
  • The time it takes to move lances, companies, and battalaions has been significantly reduced.    
  • Overall sever lag and amount of deadlock was severely improved by eliminating the need to calculate a path for every unit moved, since they are now moved as one group from source zone to destination zone.

    01/31/02

  • All medium mechs now have 4 internal structure points in their heads. Heavy mechs now have 5, and assault mechs 6. Light mechs remain unchanged with 3 internal structure points in the head.
  • Cities in other empires now show as red circles on the level 1 map. They will not show on other levels of the map.
  • When you conquer an enemy zone, you now also conquer any unassigned vehicles that were stored in that zone, in addition to whatever spare parts are available.
  • Note that when you move units in a lance, company or battalion formation they pull in ALL the units in that formation, no matter where they are. This means that if a formation is split between different zones, all the units get moved to the new zone. If some of these units need to be dropshipped in to make this happen, you will be charged the $5 million per unit that is moved. We will be changing this very soon so that only the units present in the zone you are moving from will be moved. This will prevent accidental dropship charges.
  • Fixed yet another repair bug which was preventing units from being sent to repair facilities at all when it had two or more identical movement critical hits.
  • Fixed two distinct repair bugs, both of which were causing page errors when you attempted to view (and thus repair) units which had been sent to repair facilities.
  • Fixed a bug which was preventing units in rare cases from moving to far away zones.
  • Added a message to notify you when your long-distance move failed because of proximity to enemy force concentrations.

    01/30/02

  • You may now cancel training. Click on the training unit and the "cancel training" button will be on the top of the unit page.
  • Fixed another bug: some zones were still set to having a civilian population even after all buildings were deleted or destroyed. This was seriously skewing income as well as commuting in affected empires. As a result, some empires have drastically altered income or employment rates. Please check your empire -- if it was wrong before, it is now correct.
  • Fixed the bug which starts units facing "0" in their first combat. That bug often meant that you could not move until setting a facing first, which meant losing one or more turns before you figured it out. Now all mechs and vehicles when created/bought are set to facing "north" and can move from there without needing to waste a turn setting facing.
  • Fixed the "BV bug" where all units were set to the BV of skill 4 units. Note that the bug which resets units to skill 8 on occasion has not been fixed yet, though it usually self-fixes in a few nevdays.
  • Fixed "phantom crits" on mechs .. those crits that are not listed on the unit's page. I also fixed them from recurring.
  • Units will no longer demobilize when you run out of money. This means your empire can deficit spend to a degree when fighting wars.

    01/29/02

  • The Arena Help files have been almost completed. Players are urged to look through them for answers to their questions about arenas, arena combat, arena prizes and repairing units. There will also be some tactics advice printed there soon. Anyone who finds typos or has some ideas for the Arena Help should write to Ideas@neveron.com
  • A new link has been added to the Communications page called Tips. This new link will allow people to sign up for a mail subscription service that sends them free tips on how to play Neveron. This will be of particular help to newbies, but anyone who needs some advice on land war, their economy, empire building, and new features should sign up. There are some ads during the sign up process but the mail subscription is mail free.
  • The direction of attack in land war has been fixed. If you atack from a zone to the south, you enter along the south edge of the map, etc..
  • The bug making vehicles and mechs not move during most landwar fights has been fixed. All units will now move in a land war if they are on autopilot. This has added significant lag to the servers which will be addressed this week.

    01/28/02

  • Jeeps now have their weapons mounted in turrets. This comes at the expense of some ammo, and redistributing the armor to cover the turret (thus reducing it in other location). Existing jeeps will not be affected - they will remain turretless with front-mounted weapons. This change affects new jeeps only.
  • Moving units between zones which you have claimed, but to which you do not have a claimed path now cost $5,000,000 per unit. Please read all the details on the Map page.
  • The cost of claiming a nuetral zone non-adjacent zone has been reduced to $25,000,000. This is 1/10th the previous cost.
  • Vehicle movement critical hit repairs are now possible. You will need level 1 - 4 repair facilities depending on the damage, and skill 4 - 7 techs. Plus, of course, the appropriate parts must be on hand in the repair zone.
  • Mech actuator repairs are now possible. You will need level 3 or 4 repair facilities depending on the actuator, and skill 3 or 4 techs. Plus, of course, the appropriate actuators must be on hand in the repair zone.
  • The Gauss Rifle is being changed to a self-propelled anti-mech missile. They will have a minimum range of 2, and get a -2 bonus to hit. Units lucky enough to have a SPAMM launcher will find their equipment modified soon. The BV of these units will be updated as well.

    01/25/02

  • Fixed a bug where infantry were not being affected by woods to hit modifiers.
  • Became hyper aware of bug that messes with infantry LOS regarding buildings and trees. Looking into it further.
  • Added button to vehicle units pages that will allow gunner and driver to trade places thus making vehicles a little more practical. (You're welcome.)

    01/24/02

  • Created a new Tournaments page devoted to the art of sponsoring and entering a tournament. All tournament related inquiries can be mailed to NGC@neveron.com...check out this new page for info on hosting your own tourney!
  • After several days of performance tweaking that resulted in mild performance increases the whole thing suddenly came crashing down upon us. Nev was down for a while today as we fixed the problems and lo and behold!!! Neveron is running better than ever!! W00t w00t!! Kudos to Randy for these blessedly unburdened processors.
  • The first hip actuator hit the market today as a test run by Randy. Congragulations to The Xenocide for snatching it up! Every day we take a smaller step closer to complete critical implementation and repair. Good things come to those who wait...

    1/21/02

    Cheaters - A player was banned and had all their empires deleted for repeatedly cheating. They were given clear instructions to e-mail me before I deleted them, but they persisted in their cheating from another location instead. There will soon be clearly printed rules about what is cheating and what is not, but I will outline the generally known and accepted rules here and on the admin page for the time being.

  • If you control more than 1 empire, these empires MAY NOT interact with each other in any financial manner. They may not buy or sell goods to one another, nor may they transfer money to one another. The exception to this is outposts.
  • Outposts are extensions of an empire clearly marked by name. For example, the parent empire Star League has 2 outposts, Star League Outpost I and Star League Mercenaries. Star League MAY transfer money (and only money) to these other outpost but the outposts MAY NOT transfer money to the parent empire. This is to prevent people from creating 100 empires called outposts and transferring money to the parent empire as a way of getting free money. This includes 3rd party money transfers!! You may NOT transfer money from an outpost to someone else's empire and then to your main empire!!
  • Outposts MAY have alliances with each other but MAY NOT buy or sell vehicles/parts/weapons from each other.
  • You MAY attack an empire you own with another empire you control in landwar, but you MAY NOT attack one of your own arenas.
  • Any method of achieving these goals by circumventing the obvious is still considered cheating. YOU MAY BE DELETED OR BANNED WITHOUT WARNING IF YOU BREAK THESE RULES!! I do not like enforcing rules, but cheaters ruin the game for others. I have little tolerance for cheaters as they repeatedly consume hours of my day hunting them instead of developing the game. PLEASE DO NOT CHEAT! The game is challenging and difficult, so when you succeed the rewards will taste that much sweeter.

    This will be posted on the Admin page for future viewing. Thank you, and if you suspect an empire of cheating, or are unsure if something you want to do is cheating, please e-mail info@neveron.com Thank you to all our hard working and honest players who strive to have fun and build their empires by earning it.

  • Arena payouts fixed. Payouts where the loser gets a portion of the money wasn't always working properly. This should work correctly now, but note that the payout happens AFTER the arena claims (not when the loser gets kicked out of battle) and the money goes straight to the empire funds. This means you will need to really pay attention to see your prize added if it is a small amount.

    1/17/02

  • Large performance draining portions of code and processes were reworked to increase game performance. Large amonts of deadlock combined with an increase in battles was making Neveron lag like a State of the Union Address (as if you didn't notice). End result has been at least a 50% increase in server performance. More of this to follow when we hook up a 2nd server next week.

  • Vehicle tables have been added to both the Beginner's guide and the Arena Help pages. Thank you to Dante for his excellent work on these. The help files are being updated greatly this week. New players especially should check these out for help in combat and other aspects of the game.

    1/16/02

    Combat Changes
    Weapon Damage- We have finally corrected the problemm of mech and vehicle MG's and flamers not doing correct damage vs infantry. Both these weapon types now do 2d6+2 (4-14) against all types of infantry, double if the target is in the open (not under cover of woods or rough terrain). We have also made some other damage changes:

  • All small, medium, and large lasers now do 1 point of damage vs infantry units (doubled in the open)
  • PPC's do 2 points vs infantry (doubled in the open)
  • SRM's and LRM's do DOUBLE damage vs infantry and QUADRUPLE if they are in the open
  • Autocannons now do HALF damage against infantry (normal damage in the open)

    We believe these are realistic interpretations of the type of damage these weapons would do, and will add an excellent new twist to fighting with and against infantry units.

    The line-of-sight (LOS) bug has been fixed. If you can see your opponent, he can now see you, in all cases. While reworking LOS calculations, I added partial cover rules. Note that fallen or prone mechs are still incorrectly treated as 2 levels high when calculating LOS both to and from the unit; dropping prone behind a hill will not currently protect you. Partial cover can be obtained by intervening hexes blocking LOS to the bottom half of your unit from the enemy. Not that it is easily possible to have partial cover from an enemy, while he does not have partial cover from you. Partial cover affords a +3 to hit penalty. Additionally, mechs cannot be hit in the legs when they have partial cover. This drastically increases the chances of a head hit, so while you won't be hit as often when you are it may be more deadly - use it wisely. Note that infantry are not affected by the +3 to hit. They can shoot a target with partial cover equally well as without. Finally, AI attacks and attack processing code has been slightly streamlined for faster battles, particularly with many AI units.

    Arena Changes
    Several bugs, abusive behaviors, and game balance issues have been addressed by a change in arena architecture and function. There are no longer two classifications of arenas; all arenas will function identically. These new arenas are be virtually identical to the previous dueling arenas. All new empires, will receive up to a $50,000 per nevday income subsidy from the NGC. This income replaces the often-criticized existing "free income" of unattackable A1 arenas. There are no autoclaiming arenas.

    INCOME: All empires now recieve $50,000 per nevday minus half their income as a bonus to subsidize small empires and provide income to replace arena losses. For example, a new empire with no daily income will receive $50,000 per nevday. An empire with $40,000 per nevday income will recieve an additional $30,000 per nevday. An empire with daily income of $100,000 or more will recieve no subsidy.

    ARENAS: The old arenas have been removed.

    NEW ARENA CHANGES:

  • There is no longer a minimum BV for arena creation.
  • Arena size is now selectable.
  • Arena terrain is now selectable
  • Rep restrictions have been removed
  • Base prize values are fixed for each type of defending unit(s)
  • Donation mechs and vehicles are now valued properly in arenas
  • The attacker may once again bring up to 110% of the defending BV (raised from 105%)
  • Challenege arenas have been added. These are no-fee no-prize arenas which you may retreat from
  • ???? arenas are re-opened to the public after 24 hours if nobody has won
  • Star League Caches
    Several caches of equipment and operable buildings ranging from small commercial zones to full mech production factories and level 6 repair facilities have been introduced in random zones on the continent. Within 72 hours of claiming a cache zone, you will be notified of anything found. The odds of discovering a cache in a zone are approximately 1 in 6000.

    Mobilization and Costs of War
    War costs have been changed dramatically with the end result of making it more expensive to eliminate another player, but much cheaper and easier to attack and take enemy zones. The changes all revolve around a new concept called mobilization. From now on, you can only attack a zone with units which are mobilized. Its simple: if a unit is not mobilized it will not appear in the list of selectable units when preparing an attack on an adjacent enemy zone. Likewise, a lance, company, or battalion which contains any units which are not mobilized will not be able to attack. These changes only affect land war! You may still enter arenas and duel without mobilizing!

    How to Mobilize
    To mobilize an individual unit, click the name of the unit from the Units page or My People page. If you have the proper authority to mobilize this unit a button will appear near the top right corner of the page. Clicking this will mobilize the unit in question. IMPORTANT: once mobilized a unit cannot be demobilized for 30 nevdays! The cost of mobilizing a unit is clearly displayed across from the mobilization button. You can also mobilize lances, companies, or battalions all at once by going to the Summary tab of the appropriate page. There, if you have authority, you can click the circle to the left in the sel or "select" column, and then clicking the mobilization button at the top of the page. Units are demobilized in exactly the same manner, from all the same places. Just remember, you can't demobilize for at least 30 nevdays (thats 3 real days) from the time of mobilization.

    Costs of Mobilization
    The total costs of maintaing all the units you currently have mobilized is displayed in two places. First, it can be seen in the Wars tab of the Alliances & Wars page. Second, it is displayed as an expense on the Land tab of the Land and Buildings page, where your empire income statement is shown. These expenses are automatically deducted from empire funds every nevday. If for any reason your cash on hand drops below $0, all units will be automatically demobilized. In addition any wars you have declared will be automatically cancelled if your cash on hand drops below $0.

    Costs of War
    As always, war is declared by clicking an enemy zone from the map (follow the Map link) and clicking the Declare War button. In most cases the cost to declare war has dropped or remained the same. Additionally, the "daily war cost" is gone. A state of war may now be maintained for free, for as long as you like. A list of all empires you are at war with, as well as all empires who are at war with you, may be viewed on the Wars tab of the Alliances & Wars page, which is where wars are cancelled as well. Attacking zones of enemy empires which you have declared war upon is still free. Additionally: attacking a zone of an empire which you have not declared war on, but who has declared war on you is now also free! However these cost reductions are more than offset in most cases by the mobilization costs, for when you declare war, your entire military is instantly mobilized! because of the minimum 30 nevday mobilization time for each unit, declaring war is a very costly proposition by the time you're through. In fact, most empires cannot afford to declare war and maintain that state for 30 nevdays, which is completely intentional. Instead, you are encouraged to attack your enemies by simply mobilizing a small force, because the fewer units you mobilize, the cheaper it will be for you to maintain a mobilized state. If you wish to attack a adjacent enemy zone without declaring war simply click the zone on the map, then click attack zone. Once you create terrain, the cost of attacking that single zone will be listed along with a list of all adjacent, mobilized units under your command. Select a force to attack with and click the button. If you have enough money available it will be decucted and the attack will begin immediately with the selected unit(s), just as before. The costs to attack a single zone have been drastically reduced. This is to encourage neighborly attacks. Empires should expect to be in a constant state of fighting with bordering empires. These cost changes make it extremely difficult to eliminate an empire unless you have tremendous amounts of saved cash, yet make it cheap and simple to conquer a few zones and cities here and there.


    More on Repairs and Stuff
    You need to have techs hired if you own a repair facilities and you want repairs to be done there. You also must have repair materials on hand in the repair zone. You must have a skill 5 tech hired (at LEAST one per repair zone) to repair mech IS, skill 6 for mech armor or vehicle IS, and skill 7 for vehicle IS. Tech hiring is checked once per NevDay. If your offering price is not above other unfilled contracts, you will not hire any techs. When techs are hired, you will receive a message stating that fact.