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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

  • The Infatry Market now shows the properly discounted alliance/faction prices on the pop-up when asking how many to purchase.
  • Removed the "Make Public" feature of Help Tickets since it is not supported.
  • Reinstated the "Change Critical Status" button on the Mech readout page. There are rare times when people may want to correct a mech incorrectly flagged as "Critical." The button is listed near the criticals section of the mech readout.
  • The Tribute mech now properly uses the Tribute icon instead of the Enforcer icon in battle.
  • You can now get donation vehicles off the market if you have negative funds.
  • Corrected several thousand units that improperly showed their large lasers as having ammo.
  • Corrected 3 factions with color in their names.

    6/30/04

  • Added clarifying text when you have an attack cost at 10% due to DOW or because you owned the zone in the past 30 Nevdays.
  • The following cases has been corrected preventing some three-way battles:

    1) If you have units in enemy zone, and another empire has units in enemy zone in the same zone, and you attack that zone, units of the other empire with units in enemy zone will not participate; the battle will be between your units and the zone owners units only.

    2) If you attack a zone which contains units in enemy zone of another empire, those units will not be engaged. They will instead REMAIN in enemy zone until the battle is resolved between the attacker and the defender. At that time, they may be engaged normally by whichever empire holds the zone.

  • Fixed a major bug with mech salvage giving $0 to the seller if bought on the marketplace. All empires that were not given their money in the past few days were given the full amount of their sale, regardless of market caps.
  • Changed the name of an empire that was inappropriate. Please keep your empire names G-Rated please.
  • Using the "Exit Battle" button when leaving battle should now only set units on AI in that specific battle. This means if you are fighting battles in multiple browsers and click the "Exit Battle" button you should not have control of units in other battles compromised at all. Previously, using this button would set all people on your login on AI, regardless of battle. Any time you fight in multiple windows you should make sure new sessions are opened by clicking the Explorer icon, NOT by using the new browser (Ctrl + N) function.
  • Admin Testing: Any testing done by Admins regarding battle or anything intrusive will almost always be done with the permission of all players involved. In the rare instances that this is not the case the players will be contacted via a straight pop-up message NOT WITH A DR TREATY OR BY MAIL. Any player claiming to be doing testing for the game or for the admins will be INSTANTLY BANNED upon proof that this took place. Impersonating game admins is NOT ACCEPTABLE.
  • New empires now start with a skill 3/3/3/3/3 emperor.
  • Technician Change The code to calculate available repair techs every daychange has been updated. The new code will ensure a more uniform availability over time, as well as consider lower skilled techs. For example, skill 2 techs are now available to be hired.
  • Restart Aborted: The code in question will need to wait and the restart has been cancelled.
  • Restart: Neveron will be shutting down for several minutes in the next few hours while some updated income code is compiled. Stay tuned for a more exact time of when this will be.
  • Added an autocorrection for mechs with unknown crits.
  • Fixed a rather interesting bug where mechs that had run out of time to submit a move were still "remembering" how far it had moved the previous turn for purposes of charge damage. That is, if your enemy timed out and missed his move completely, and you moved on top of him (or in front of him) he was still getting an option to charge and damage was applied as if he'd just arrived there.
  • Hitting 'Cancel' when creating a company will now actually cancel the company creation. Previously it would create the company with a generic name.
  • Fixed a problem that was preventing empires with no zones from surrendering if they still had units.
  • Added a check to the My Items section of the Marketplace to prevent NASI items from showing in rare cases.
  • Fixed another bug with attacking from enemy zone.
  • Level 3 techs are bugged and are being worked on. Please be patient and we will have it fixed soon.
  • Fixed an error with attacking from enemy zone.

    6/29/04

  • Vehicle info readouts accessable from the marketplace now show producing empires in alphabetical order instead of the dumb order it was showing previously.
  • Ok, we did actually find a really big bug that was preventing tourments from ending properly when multiple tournaments are underway. Since a bugged tournament will not restart, the "dead" tournament was preventing all subsequent ones from ending properly too. Now that this has been corrected we expect tournaments 1-3 to run more or less flawlessly, and hopefully the lance one will to, although being a new feature it is unlikely that there will be no unforseen problems.
  • Because Klien of Frozen Chosen is not capable of setting his military maintenance rate properly some new checks have been added to the pages that do this which will better "Clanner-proof" this feature.
  • Fixed a rare exception when attacking out of enemy zone.
  • Tournaments! Added a fourth tournament too. This one is for lances, and will tend toward low BV. The map is flat with few features. Being the first lance tournament I do expect unforseen problems to arise. As always, just submit a bug ticket if anything goes wrong, and it'll get fixed eventually.
  • A third tournament has been added. This one will tend toward fewer numbers of entries, and be accessible to any unit type (inf/mech/vehicle) within the given BV range. I expect the third tournament to have fewer bugs than the other two.
  • There have been a lot of problems with tournaments lately. They are going to be reinstated today but please be aware that there may be problems if you enter, and report any bugs you encounter.
  • Fixed the links on the Finance pages to show as yellow at the right times.
  • Corrected the Behemoth-44F to require the base Behemoth design.
  • Began logging when mech salvage is put on our removed from the market by the seller.
  • Put some extra checks in place to make sure that surrendered empires can not attack out of enemy zone when they are restricted.
  • The "Create Platoon" button on the Infantry Armoury uses 28 actual soldiers in your empire to create the platoon. The "Create Multiple" option uses 1 real soldier and autohires the rest at $10,000 each. The "Create Platoon" option deletes the 27 non-Co people and was not checking those people for money. This check had been in place in the past but must have been overwritten. It is now back in place and working properly, so you will not lose money if a person that has cash on them is used in an infantry platoon and deleted.
  • Repairs at the Admin facility in the NOOB faction (designated as Free Repairs) take only 1/10th of normal transit time.
  • Fixed some text that was incorrectly stating some falling damage was inflicted by building walls.
  • Fixed a bug where tower creation was using extra towers if you had uncommissioned towers of the same type as the one being built when the new tower was finally constructed. Thank you to Tien Lung for reporting this.
  • Fixed a problem where prone units were being given the option to punch.
  • Fixed a bug where the firing buttons on the Vehicle Armoury would not show unless there were unskilled unassigned people.

    6/28/04

  • If your empire has no zones flagged when you log in the game will automatically flag your largest pop zone.
  • There is currently a sizable backlog of help tickets. We will be working hard this week to catch up with this backlog. If you have a ticket that has not been resolved it will be taken care of in the next few days.
  • Sending empires money no longer gives the sender a pop-up since it shows it clearly on the history.

    6/27/04

  • Corrected 19 mechs with unknown crits.
  • Updated the Rules page to show the alteration stated below.
  • Market Corrections Update: All empires that have opened tickets have at least been asked for more information. All but 2 have had their money corrected and equipment subtracted from their armouries. Thank you to everyone for their patience in the past 24 hours while we have sorted this problem out. It has been a very draining and time-intensive process so little else has been done in the way of help tickets today.
  • Fixed an error in the payment calculations for sales and general transfers.
  • Added functionality for transferring money for secondary logins if they have the "Transfer Funds to Other Empires" permission enabled.
  • Returned money to 8 empires that had their cash zeroed yesterday while we were working on containing the damage from the cheat/bug. Its very likely that some of those 8 empires got the extra money accidentally so we're giving those eight the benefit of the doubt.
  • Really Really Important Change! Any empire level 3 or higher can now send funds directly to other empires. This option is only available to emperor characters and can be found in the Foreign Aid section of the Finance page. To send money, first select the faction of the empire you wish to send money to, then select the specific empire. Note that you cannot send money on unfactioned empires or empires in the [NOOB] faction. This also means that you can't send money to level 0 empires since there will never be level 0 empires in any faction other than [NOOB]. Note that money you send other empires counts toward the cap on how much they may receive! For example, if you send a billion dollars to a low level empire he will get just over 10% of it.

    There are two noteworthy aspects of this feature. First, only level 3 empires can send money, so as to limit the abuse potential of people making a few small empires just to take their cash with their main empires. Secondly, the cap on how much you can receive will greatly reduce the effect of a large empire trying to fund a smaller war empire. because of these critical considertaions, you may send money between empires you control! This is a major change because before ANY financial interactions between your own empires was strictly forbidden. You still may not set up duels between your own empires, and you may not sell equipment between your own empires for unreasonable cost. With the ability to send money between your own empires and the limits of the marketplace caps, there is no reason to prevent people from selling goods between their own empires for fair prices. Trying to bypass the caps or otherwise trading equipment below current value is still illegal. However, buying equipment from your own empires, at fair market value, is allowed.

    We are hoping these features will greatly increase the enjoyment and playability of the game.

  • Unfactioned empires can now view their war history for the past Nevyear by clicking the Faction Log section of the War Room.
  • Fixed an error that was occurring for people with mines on the marketplace.

    6/25/04

  • Mineral Corrections: Empires that got mineral refunds were not properly given the resources. This has been corrected and your stores are now accurate.
  • Corrections: The correction process for this bug duplicated some transactions. This means that some empires had more money taken away than they should have. In ALL these cases the same empires were given back more PRODUCTS than they should have as well. This actually benefits you, as the product you got back in most cases will be worth more than the money was taken away because of market caps. That does not mean that we are simply going to leave it this way, however. If you got a pop-up saying that items were returned to you and had significantly more money taken from your empire than you should have, please open a Bug Help Ticket with the appropriate information. DO NOT MOVE OR SELL THE ITEMS THAT WERE RETURNED. We will handle each of these on a case by case basis to ensure that everyone is happy with the outcome.
  • Spent the entire day dealing with the aftermath of a nasty bug that created a large amount of wealth (100's of trillions of Nevdollars) in a few empires. 2 of the players who controlled these empires made poor decisions and decided to go on wild shopping sprees. These 2 empires "Helter Skelter" and "Vortakai" were deleted. Abuse of bugs, particularly ones so obvious and impactful, is not tolerated and simply makes our jobs more difficult. The market purchases that these empires made from the time of the abuse on were reversed. Empires that had items purchased by these two empires in the past 30 hours or so were given the items back in their largest populated city and had the money that they earned taken from them. The adjustments due to market caps WERE taken into account so if you were over your cap when you sold something to these guys you had the appropriate amount of money taken away. The sales also no longer count against your current caps. This was a nasty, time consuming incident for us that we aim to avoid in the future. We take full responsibility for the problem which was an improperly coded feature, but damage can only be worsened by player abuse and maliciousness. As we state again and again: find a bug and exploit and you will be fined/deleted/banned. Refrain from using it and help us fix it and you will be rewarded. Thank you to those players who knew what was going on and refused to take part. Your honor and participation only makes Neveron a better game.

    6/24/04

  • Faction transfer limits and inter-faction-leader transfer limits have been set to the new levels. The system isn't complete yet; faction leaders will be able to send more than once per three days so long as the level hasn't yet been reached. Also, the transfers between any two empires will be added tomorrow. The market sales limit code seems to be working very well with a few notable exceptions. The ban on selling equipment between empires you own has NOT been lifted. It may be soon, maybe as soon as tomorrow, but only if it is felt that there is no longer any chance of player abuses.
  • Cleanup of the Evaluate Military section of the Empire Stats page has been completed. All numbers are updated daily and should be accurate for every empire. The numbers in parenthesis are averages for empires your level. This should give people an excellent idea of where they are at compared with others their level.
  • Three things. First, the information on the Finance / History page is not yet correct for transfers, its still under construction. Secondly the transfer limits are not yet imposed as displayed -- again it is under construction. Thirdly the only vehicles produced after about 10am today are showing up in the "produced vehicles" section of the history page. Vehicles produced before then we're yet recorded in the new tables. If you have the capability to produce SRM jeeps, and you capture 100 of them in war and sell them you will not get the discount! Its only a discount on the actual units you yourself produced, and again, only those produced today or later.
  • Market Limits! The reduced income for selling items over your level limit has been implemented. On your Finance / History page you can see what your limit is, and how close you are to exceeding it. Remember you can still sell over your limit, but your income will be reduced. Please read the update from 6/17 for a full explanation and example.
  • Fixed a error with quitting factions.
  • Fixed a bug where people with negative funds could not get donation mechs off the market.
  • Shipment Bugs: The recent deletion of the Zone Flags is causing some shipment bugs when typing in coordinates on the various shipment pages (Parts/Armoury/Units). If you have no zones flagged you WILL get an error. Please flag one zone via the Land/Build page and everything should work properly.
  • Added an auto-correction for mines on the market that are captured in war. They now show on the market as being sold by the current land holder.
  • Fixed a bug preventing vehicles from being purchased in any zone.
  • The mines market now properly blacks out mines you can not afford and gives an appropriate message when clicking on mines that are too expensive.
  • Corrected some problems on the vehicle and infantry markets where faction discount was showing as 50% when it was different.
  • Delete an empire called 'admin pirates' for obvious reasons.
  • Fixed a really really rare exception when firing people.

    6/23/04

  • Some changes were made to the Evaluate Military section of the Empire Stats page that has made it significantly faster and provide more information. The updates are not complete and so some tower information is incorrect. This will be updated in the morning.
  • Removed the minimum population requirements for purchasing vehicles in a zone. You can now buy vehicles from any zone even without population.
  • By player request we began logging the numbers of vehicles and towers scrapped that got put in the armoury vs the number that were used for spare parts. After a couple weeks of logging our numbers show that 2,514 were placed back in the Armoury and 2,476 where scrapped for parts. Players' concerns had been that none were actually being scrapped for parts and that a glitch was causing them all to wind up in the Armoury. This is clearly not the case but we would like to thank those of you who were concerned this was not working properly. Logging will now be discontinued to improve game performance.
  • The Empire Stats page now shows total numbers of towers and infantry, as well as total BV for each category on the Evaluate Military section.
  • Big Upcoming Changes! We'd like to thank the dozens of players who participated in a very productive discussion in the #neveron_admin chat room today. Two weeks from today, July 6, there will be no way to join an existing empire with an existing login. There will be a single login system, the one covered by the login manager, to handle all the logins in your empire. One simple system.

    Several players were expressing concerns about their current "floating" logins that they use for donation points. They put a lot of DP on the floating login and then rush it to whichever empire or ally is under attack and voila! Instant DP power. After a lot of ideas were thrown around with how to enable the transfer of DP between empires without floating logins it was decided that we will implement a full "transfer DP" option on the donation page. You will put in the amount of DP you wish to transfer, and the empire you'd like to send it to, and it will be sent. An empire may receive up to 5*level DP (total) in a given week in this manner from 1 or more sources. This will in no way affect how much you can donate for your empires, or how much you can donate in someone else's name if you wish to give them a lot of DP quickly. This new DP transfer system has been long asked for by some players and should help a great deal those empires who wish to take mercenary contracts for DP, sell cities for DP, or otherwise deal in DP without requiring people to actually donate again in their name.

  • Changed some text on the Buildings page to accurately reflect the fact that TC's only use 108 workers. This had changed several times but is correct now and will not change.
  • Added some text to the Unassigned People page about firing people. Firing people is permanent. Do not click the link unless you really want them gone.
  • For an unknown reason the flagged zones were partially deleted. The system has been reset so that you may reflag your zones and the reason the entries were altered is being looked into.
  • All new logins created as of today are inexorably married to an empire. This will presumably be carried to all logins at some point in the future. There is no way you can ever separate a login from an empire short of the empires deletion due to inactivity, at which point the login will be able to create new empire which it will be subsequently married to.
  • New Feature: You may now fire people via the Unassigned section of the people page. All cash will be moved to your empire funds if they have money on them.

    6/22/04

  • Fixed a rare exception on both the empire details that can be accessed via the factions directory and the Wars page.
  • Top Factions Bonus: Increased the faction size for the top 10 factions as another bonus for being on top.
  • Cleaned up the checks for the last update.
  • Fixed a bug that was creating an error message for units that were 'waiting' but did not have a proper entry to move into transit even though the self-correction process that takes the unit out of waiting status and refunds your money had been working properly.
  • Implemented a long overdue update that prevents a command submitted during the end of one phase from affecting the status of the next phase. Previously a late-entered movement command could nullify your attack phase and vice versa. This should no longer be possible.
  • Changed some things around on the front page, such as taking off the gift certificate link and the Links and FAQ pages.
  • Cleaned up the new player process quite a bit, adding a lot of information for new players, and removing a lot of incorrect or confusing information.
  • The empire "Draknor" was fined for swearing in the NOOB faction mail. Please watch your language.
  • The Wars page now shows both the % change in your empire since 30 Nevdays prior and the percent change off your last recorded peak. The second figure is the one used for calculating when you will surrender. This means that if you attack someone you will most likely want to drop your surrender rate to well below 10%. As an example, lets say you have 50,000 bv/civpop. You attack someone and capture cities with 15,000 civpop. They take the cities back dropping you from your new total (65,000) to your old total (50,000). Your surrender rate was at 10% and you lost well over that, so you surrender even though you have lost no new territory. This means that attackers will almost always want their surrender rate set at 40-50% and small empires in particular will want to make sure not to take more than thy can actively defend in a 30 Nevday period.
  • The Surrender information on the Wars page will now show Expiration Dates for both people you have surrendered to and people who have surrendered to you. Surrendering lasts for 1 Nevyear (36 real days).
  • An improved chat client has been added. Access it from the front page, or the Comms section.
  • Surrendering Clarification: Surrendering is being updated so that it will now look at the biggest you have been in the past few days and using that as the benchmark by which you will surrender. This means if you are level 1 and take a 100,000 pop city and lose it again, you will instantly surrender. Currently you MIGHT surrender in that scenario, but it would not happen for a couple real days and would only happen if someone happened to click on one of your zones. This new change will promote same level fights and make the entire system more consistant.
  • Automated research verification any time you capture research buildings. Previously you had to do this manually and your facilities would not research unless you verified or retooled them.
  • Moved some things around on the research pages. Gave complete research its own link.
  • Fixed a bug on the instant mech repair page that was not giving the proper modifiers to weapons with bonuses to hit.
  • Arenas will now start with a full, fresh movement phase when they are attacked to ensure that everyone gets a chance to move.
  • Changed the color scheme on the top 100 pages to match the rest of the site.
  • Improved faction eviction logging.
  • Tech Tree Correction: Harrasser variants were not requiring the base design (HRR-A).
  • Tech Tree Correction: The Harrasser-L was requiring infantry flamers instead of medium lasers.
  • Found yet another loophole that was allowing people to extract mechs which had retreated into friendly zones where a battle is underway. These units should always go to "enemy zone" until the battle is resolved, and hopefully there are no remaining loopholes we've missed.
  • New Feature: You may now claim non-city pirate zones for your empire with a single button once all pirates have been defeated. The button is located on the Pirates section of the War tab. Morale is rewarded for the zones claimed. Undefended non-city zones can still be claimed when pirates are not yet defeated via the Map.
  • Archived the war log and deleted all old entries. This will speed up a lot of pages, such as (of course) the war log.
  • Fixed a very infrequent problem on the attack zone prep page.

    6/21/04

  • Reinstated the maximum buildings feature on the map page when clicking on a zone that you own.
  • Arena Map Changes: Arenas elevation frequency and steepness are now limited to "Moderate."
  • Towers in training were not showing properly on the tower placing map. They now show in their appropriate spot.
  • Fixed a problem with repairs. Sometimes things were getting repaired even with 0% chance of success, and many items were checking for success as if their chances were 30% greater than they really are.
  • Fixed a bug that was preventing non-emperor logins with permission set to start production of items in factories.
  • Made it much easier to repair flamer weapons on mechs. Previously they were unreasonable difficult to repair.
  • AI and Pirates: have both been restarted as the problem has been fixed.
  • AI and Pirates: Due to technical problems with the AI program, Pirates have been turned off. They will not continue beyond their current battles and will sit idle until the AI program is fixed. AI is currently working for 5-10 minutes at a time and then freezing. It is being restarted as often as possible. ABR is still operating normally.
  • Removed NAP's from the treaty list. NAPs are dumb...m'kay? Existing NAP's will operate normally. DR treaties carry the same protections and allow communication, the most important function of a treaty.
  • Fixed a bug when hotdropping on an empire with no buildings.
  • Restarted the AI program which had frozen. AI is a very stable program and does not get checked often. Sorry for the inconveniance.

    6/18/04

  • Fixed a bug that was allowing mechs on AI to leave buildings without expending attional MP. Slow mechs can easily get "stuck" in high-CF buildings and AI will no longer get you out of them freely.
  • Two people have asked about their incorrectly-moving infantry units when the DEFEND command is set in preplacement. Telling a unit to "defend" and not move is great, but if the unit decides to flee on AI because the enemy forces are too scary, they will flee despite the defend order. Please don't submit it as a bug ticket if your guys aren't holding their ground as ordered in the face of overwhelming firepower. You'd run too.
  • Financial Transaction Update: Current transfer limits are going to be halved for this update. $1 billion every 3 days is way too much for a level 8 to be getting and $500 million is much more appropriate (and still a ton of cash). Lower level empires have had their limits increased some to account for recent market inflation. The limits given are the TOTAL amount for 30 Nevdays of market sales and empire/faction transfers. 50% of that limit can be market sales and transfers from empires outside your faction. The other 50% can come from your faction leader only. If you exceed the 50% from transfers from your market sales/non-faction leader transfers successive market sales will only reap 50% of their normal gains. If you exceed that limit by 50% more (so $375 million for a level 8) market sales will only reap 10% of their normal. Market sales of items you produce in your factories only count 50% towards the limit. Here is a list for people for easy reference:
    Level: Amount:
    0 $0
    1 $5 million
    2 $10 million
    3 $15 million
    4 $25 million
    5 $50 million
    6 $100 million
    7 $200 million
    8 $500 million
    9 $1 billion
    10 $2 billion
    11 $5 billion
    12 $10 billion
    13 $20 billion
    14 $50 billion

    Example: Joey Neveron has a level 3 and a level 9 empire. His level 3 finds some Strikers while on an expedition into a neighboring empire. Joey decides to sell the Strikers on the market to fund more attacks. Strikers sell for about $10 million each, and Joey knows that will put him over his market limit of $7.5 million. Still, the Strikers were free and profit is profit so Joey decides to sell them. Just then a DR request comes from the empire he attacked offering him cash for a 2 Nevyear cease fire. Knowing that the money transfers will interefere with his market sales, Joey asks the empire to send the cash to Joey's faction leader who will in turn send it to Joey. If Joey had been sent the money directly from the empire, he would have needed to wait for 3 days to start selling his Strikers or else he would have only gotten 10% of the market sale price.

    Later that day Joey is logged into his level 9 that actually produces Strikers. Joey sells them on a regular basis along with Jeeps and Scorpions. These sales account for about $8 million per Nevday of income. That means in a 30 Nevday period he is taking in about $240 million in market sales. Because he has the designs researched and produces them, they only count 50% towards his market cap. That means only $120 million of his $500 million market cap is reached. He still has $380 million he can receive from empires other than his faction leader, or to be used in market sales of other items. He still can get $500 million at any time from his faction leader, or if Joey IS a faction leader the $500 million may come from leaders of OTHER factions.

    These numbers will be printed out for everyone to see when this change is implemented and so it should be quite clear. We think this is a very balanced alteration to current rules which will give people the freedom to transfer funds to other empires without allowing for the current funnelling of large amounts of cash in small periods of time.

  • #1 Faction Reward! The top faction is now exempt from pirate attacks. Pirates are too scared to attack the biggest faction on the planet! Become number one and deter pirates forever!
  • Fixed a problem with pirate attacks. Since the inception of APCs, pirate forces had not been properly generated.
  • Mine Protection Change: To prevent potential abuse, mine zones that are currently protected by NASI because of recent market sale will have that protection immediately removed if units attack out of the zone where they are located.
  • Fixed a bug where hot drops were always starting on the south edge. How we didn't get any bug tickets about that is still a mystery....
  • Changed the default ideal range for the VNG-A4 to 1 hex.
  • Fixed a serious error in buying mechs that was creating a lot of improperly deignated mech pilots over the past couple weeks. The mechs have been fixed for people who have opened help tickets with the proper unit id's, and the problem should be fixed so that it won't happen anymore.
  • Updated some information on the map regarding units un enemy zone to be more helpful.
  • Sped up a few slow queries that maintain front page statistics.
  • Sped up a two slow queries on the empire stats pages.

    6/17/04

  • Public Mail Reminder: Nevmail is not a forum for discussions about game changes or other out of game topics. Please use the Forums link and post a topic there (or join in on one that is probably already in progress).
  • Update to that update. Vehicles and mechs produced by the empire that sells them will only count 50% toward that cap. The idea here is to limit the availability of imbalancing income to smaller empires with large friends, not to penalize mid-level producers.
  • Major Update There will be a big change going into effect no sooner than monday. This change is going to limit the amount of money that an empire can receive over a given period of time and has many important consequences. An empire will not be able to receive more money in a given 3 day period than it can currently receive from its faction leader, based on level. For example, a level 10 empire will be able to receive no more than 2 billion in a given 3 day period, while a level 5 will be limited to 50 million. This will include both cash transfers and market sales but not include arena income or "ordinary" daychange income.

    Empires will be able to transfer funds directly to one another subject to level limitations, the aforementioned restriction, and the following restriction.

    Market sales and direct money transfers from empires other than your faction leader are limited to one half the total amount. For example, a level 8 empire can receive 500 million in any 3 day span, but only 250 million can be from combined market sales and direct transfers from empires other than its faction leader. The remaining 250 million can only be received if sent by the faction leader. Faction leaders do not have this limitation and can receive up to half from market sales and up to the full amount in direct transfers subject to the total combined amount receivable.

    Funds received will not automatically credit to your empire, but will be held in escrow subject to your acceptance. You may choose not to accept a funds transfer for up to 3 days after it is sent, at which time it will be automatically denied and returned to the sender. You may want to deny an incoming transfer if it would put you over the limit, as the balance would be lost. Or if you're planning on making some market sales you might reject a direct transfer because of the loss of market income, explained further below.

    Market sales which (combined with non-FL transfers) exceed the limit are subject to the following loss. Up to double the amount receivable will be taxed at 50%, and anything over that at 90%. For example, a level 3 empire wishes to sell a behemoth for 100 million. The limit for a level 3 empire is 10 million, half of which can only be received from a faction leader. So, 5 million total in market sales and inter-empire transfers every three days. Assume no other sales or transfers have been received in the past 3 days. When the behemoth sells at a market price of 100 million the seller would previously receive 90 million (10% loss for all market sales, as always). The first 5 million is received normally. The second 5 million is subject to a 50% loss (2.5 million) and the remaining 80 million is subject to a 90% loss (8 million received) for a total of 15.5 million received.

    When this goes into effect and not before we will relax the ban on self-interaction between your own empires wholly or partially. The specifics of what interactions will be allowed between empires you have acces to will be described in detail before this change goes into effect.

  • Right-clicking the timer window in battle will now refresh it. You will not get the normal browser options for right-clicking in that frame.
  • Capped the morale income bonus. Your base income can at most double from high morale. Note that your morale can still go higher, and the effects will be that the maximum morale effect will last longer. Negative morale is still limited to a loss of 25% of your total income.

    6/16/04

  • Fixed a pretty significant cheat where people in the know were able to attack adjacent zones with random starting positions instead of starting on the appropriate edge.
  • Added another good question to the surrender FAQ.
  • Arena Update: Unit placement in arenas has been updated. Creators will now always start on the north edge, beginning at 1, 1 and lining up eastward. Challengers will be placed along the south edge starting in the opposite corner from 1, 1. Units will not be placed in buildings and will be facing away from the arena edge.
  • Corrected multiple errors on the arena creation page that was sending people to an old, obscure error page.
  • Fixed an error on the Lances page if trying to fill a lance that is underpowered but you do not have enough units selected to completely fill the lance. You must bring lances up to a strength of 4 units if you are going to replenish them.
  • Fixed a bug happening during arena creation
  • Fixed a problem where some mines would be listed as sellable if they were already on the market.
  • Downtime Yesterday: Neveron was down for several hours yesterday because of a contractor that was digging and cut both our T-1's, 1 of our ISP's DS3's and half the phone lines for the neighboring town. The situation was rectified and we are (clearly) back online. The game continued progressing while people were unable to connect, but ABR has been shut down since then. ABR is being brought back online now (9 AM PDST) and things are running normally.
  • The movement section of the Parts page has been split into two subsections, mech parts and vehicle parts. This has cut the loading time of this page by 50%, especially for empires with large stockpiles of these parts.

    6/15/04

  • Units should start facing the center of an arena now when you create an arena with vehicles or mechs.
  • The minimum price on the mines market is now $25 million.
  • Training Bug Update: We aren't looking for instances where training can be achieve to skill 1. In some rare cases that is still possible. We are looking for issues with fatigue in training. There have been several repors of units training to massive negative skills because they were fatigued when they went into training. We have not found this to be the case and are looking for instances where it has happened.
  • Updated some text on the surrender help page to correct for past updates that were made after the help page was written.
  • Fixed a problem with pirate units sometimes starting stacked in the top right corner.
  • Fixed a problem that was allowing mechs which lost an arm due to torso destruction to punch.
  • Added some logging on empires leaving factions. There have been a few reports of unintentional faction quitting and the additional information we'll be logging will allow us to determine exactly who is clicking the quit faction button.
  • Logins with permission to preplace units may now preplace units when attacking.
  • Fixed a problem on the daily BV rank update.
  • The income displayed on the wars page for opponents who have surrendered to you was not always correct. This has been fixed.
  • Training is back online.
  • Reported Training Bug: We have gotten multiple reports of fatigue allowing people to skill down beyond skill 2. Our tests and reviews of the code do not see this as possible, and all of the units I have inspected where these claims have been made have been incorrect. If you know of how this can be done and can show a specific example of where it has happened please open a help ticket.
  • To avoid potential conflicts, NASI will no longer list mines for sale if their zone has been attacked in the past 70 Nevdays.
  • The daily mech status update was checking a few things in the wrong order, so mechs might have listed as INTERNAL instead of CRITICAL for example in some cases. This has been corrected.
  • Clarified some text on the Buildings page. Buildings may not be deleted if a zone has been attacked in the past 30 Nevdays.
  • Fixed a problem with the new images on the vehicle armoury showing as html link code when you went to sell them on the market.
  • Readded the claim region feature to the map. This was accidentally removed when some code was excluded for unclaimed zones last week that greatly speeded the map page up.
  • You can now no longer unclaim a zone with a mine on the marketplace. You must remove it first.

    6/14/04

  • Added another auto-correction for unassigned people showing as in training.

    6/12/04

  • Fixed a bug that was preveting any mechs from being purchased off the marketplace.
  • Mines Market Update: The Mines market was taken down for 15 minutes while some security upgrades were installed. A new system has been implemented that prevents people from seeing the location that the mine is being sold from. This will ensure that people can list mines on the marketplace without broadcasting their location. Mines that were on the market before the new sytem was introduced have been removed free of charge.
  • Mines Market: You may now sell your uncommissioned mines via the Mines page and purchase them on the Resources section of the Marketplace. Mines prices are capped at $2 billion and follow all pricing rules of other items. NASI charges a 20% brokering fee, as the land in question instantly changes hands. Mine zones MUST be clear of all equipment, units and crews to be put on the market. Removing mines from the market incurs a 5% brokering fee. Mines may only change hands 1 time per Nevyear and are protected by NASI for 30 Nevdays after the purchase is made to give people some time to defend them. Repeated mine transactions to bypass empire fund transfer limits will be SEVERELY punished. All tests have run well but there may still be some bugs. As usual please report them in detail in a Bug help ticket. Thank you.
  • Cleaned up some code on the mech market.
  • Fixed a couple typos when attacking zones.
  • Fixed some bugs in lance creation and cleaned up some sloppy buttons on the page.
  • Lance/Company Verification: This is just a reminder that when there are problems with lances and companies there is a button that often appears at the bottom of your lance/company summary. If this button is present PLEASE use it! This will solve a lot of problems, even if you haven't noticed them. Thanks.
  • Extended the required resource list on the factories page to include thousandths.
  • Hopefully fixed some buggy code that was preventing people with less than $200,000 from attack zones that charge $0 to be attacked.
  • Took some obsolete code out of some attack pages to speed them up.
  • Fixed some bugs with the inmformation printed when clicking on a zone on the map. Cleaned out some unnecessary text for unclaimed zone, and also cut out a HUGE amount of code for unclaimed zones which will speed that page up a lot.
  • Made a correction to prevent unassigned people from showing as in training.

    6/11/04

  • Fixed a bug where unassigned people were listed as training.
  • Armored Personnel Carriers. APCs have been fully implemented. Any vehicle with the APC designation can carry infantry. Currently there are only 3 APCs available, the T1, W1, and H1, all 15 ton unarmed vehicles. Every infantry unit and every APC now has a line on the unit readout page stating whether or not it has an infantry/APC unit assigned to it. Clicking that link will take you to assignment screen where you can match APCs to Infantry units if you have both together in the same zone. Once an APC is assigned to an infantry unit it will become a part of the lance the infantry unit is in. Likewise, if you create a lance with infantry which have APCs assigned to them, the APCs will become part of that lance. This means you can have 8 units in a lance, 4 infantry and 4 APCs assigned to them, and up to 72 units in a battalion (36 infantry with 36 assigned APCs).

    You may move the infantry units from zone to zone normally, but if you move the APC from zone to zone, the infantry unit will automatically travel in it. So, you can move infantry a LOT faster if you have an APC assigned to them and move the APC rather than the infantry unit. If you move lances, companies, or battalions with APC-equipped infantry, the APC movement rate is used instead of the infantry, so again, its much faster moving infantry if they are assigned APCs.

    When you attack a zone using just a single unit it will work properly -- just that unit (either APC or infantry) will attack. Thus if you want to use empty APCs for scouting/stalling or infantry for ABR tower killing or whatever, you don't need to have both attack together. However attacking with a lance/company/battalion will, of course, bring both the APC and infantry unit into battle, assuming they're both adjacent and mobilized. So even if you have just 1 APC/Infantry pair you can attack with both together by using the lance attack option.

    When an APC/infantry pair enter battle together the infantry automatically begins loaded into the APC. It will not be visible on the map, and it will travel with the APC as it moves around the battlefield. You may unload infantry at any point during the movement phase and then the two units will operate as separate units. You can later reload the infantry into its APC (or any APC for that matter) during the movement phase if they are in the same hex and the APC doesn't make any other move that phase. If the APC is destroyed any infantry unit it is carrying is also destroyed.

  • Fixed a bug with the Wolverine-6k where the ammo was stored in the right torso but the weapon was in the left torso.
  • Fixed a bug that was preventing empires in the NOOB faction from viewing the mech market.
  • Coming Soon: The NGC will begin awarding prizes for the most empire growth and BV destroyed in battle in the past Nevyear.
  • Added text to the training page explaining that training can only drop below skill 2 in battle or with an elevated military maintenance rate.
  • Training Error: Training used to be possible to ANY skill. That was changed to only go as low as skill 0 in the Fall of 2001 and we changed it to only go to skill 2 some time after that. I checked through the admin updates and there is no update of it, as before mid-2002 we rarely posted updates and often left things out. I can tell you that Training was changed to only go to skill 2 at the same time we changed DP skilldowns to cap at skill 2. Soldiers can reach ANY skill below skill 2 by participating in combat in the arenas or in war. The reason that we had made this change then and stand by it now is to help limit the number of uber-elite pilots in the game and to ensure the ones that do exist are there because they are being used and have experience (as well as have taken risks of being killed in battle).

    As one angry public mail stated "Those rare individuals with skills below 2 are elite. They are the best of the best on Neveron and can singlehandedly defeat forces of regular troops who significantly out-number and out-gun them. It is very difficult for someone to train to elite status." That is correct but is worded in a way that I understand is misleading, but not intentionally so. The text on the training page is old and was intended to give an idea of the relative worth of pilots, as when training was unlimited there was often an attitude of "skill 0 or bust." The page also talks about both TRAINING AND BATTLE as a means of 'training' pilots, and thus the word 'train' is used in that context.

    Accusations that this has anything to do with donators are totally true, but not how people want to suspect. The chances of skilling down from skill 2 to skill 1 are 1.5625% for the average pilot. That means that only a very rare person will ever get to that skill unless they have boosted multipliers which can be gotten only through donating and supporting the game. This change was made, as I stated earlier, back when DP skilldowns were capped at skill 2. This was done because if we hadn't ALSO capped training at skill 2, everyone could have simply used the DP to train to skill 0 by using multipliers instead of normal skilldowns. This change was meant to prevent people from amassing large standing armies of uber-elite pilots that have never seen combat, and was made over 2 years ago.

    We have always announced game changes as game changes and bug fixes as bug fixes. As stated before this change was made a long time ago to limit the power of Donation Points, as should be clear to anyone who simply thought it through. Knee-jerk reactions and brash accusations don't help any of us, and they certainly don't change anything. If you really think we are here to screw people over then I'm not really clear on how or why you are playing Neveron to begin with. We work extremely hard to bring you the best game we can and we will continue to do so as Neveron grows and changes.

    Sincerely,
    Wayward Son

    Edit: The bug that I had originally explained in the above statement was incorrect. The bug was simply that it still allowed pilots to be trained to skill 1, when the cap was actually supposed to be skill 2. The rest of the statement still stands.

    6/10/04

  • Fixed a bug where intra-faction empire fund transfer limits looked doubled.
  • Fixed a bug with removing mech salvage from the market.
  • Fixed a problem with the new inter-faction fund transfer limits.
  • Fixed a bug in training that was allowing units to train to below skill 2.
  • Fixed an exception on the My Items page.

    6/9/04

  • Cash plunder has been doubled for empires that are the same level as you.
  • Fixed an error on the infantry market.
  • Added removal tools to the My Items page for mechs and mech salvage.
  • Added mech salvage to the My Items page.
  • Fixed a bug with reclaiming an empire that was transferred to another login.
  • Fixed a bug that was preventing the new Engines section of the My Items page from working properly.
  • Reformatted the login permissions data to be more intuitive and look a little cleaner.
  • Fixed a bug with instant repair facilities being built on the same hex as other structures.
  • Fixed a bug with instant TC's being built on the same hex as other structures.

    6/8/04

  • Reminder: Colors in faction and empire names are not allowed.
  • Fixed a bug that was not showing the fire people buttons on the infantry page under some circumstances.
  • Firing people will no longer fire the emperor. Not sure if anyone did this by mistake but it was possible.
  • Fixed a bug where the player mult reduction Donation option was only charging 3 DP instead of the 4 it should have. Updated about 15 logins that were improperly charged over the past week.
  • Corrected an error that allowed an empire to have a blank name.
  • Fixed a bug with emperors selling mechs from zones with ZCOs.

    6/7/04

  • Gave a $10 million MPOGD bonus to 252 empires that had a negative income.
  • Updated the check on the Tower section of the People page to run several different checks on both people and towers.

    6/6/04

  • Fixed a problem with assigning a pilot to a salvage mech.
  • Fixed a problem with pirate zones of empires that lose every zone. When the pirates delete, they leave the cities but that would cause some problems.
  • Zones that were owned by empires that have surrendered in the last Nevyear may not be unclaimed. An error message now properly shows this when trying to do so. There was no message previously which was confusing people.
  • Fixed an error where $200,000 zone claiming options would appear for pirate empires.

    6/5/04

  • Fixed a problem with zone moves via LC to zones you own with battles in progress. You can't do it.
  • Fixed a problem where if you only had 2 DP it wouldn't allow you to get an instant mech on the Donate page.
  • Fixed a loop on the mech readout for unassigned mech salvage.
  • Fixed a bug assigning pilots to mech salvage.
  • Fixed some text on the TC commissioning pop-up confirmation box that was not showing the proper build points needed.
  • Sometimes vehicles or towers will have the crew get stunned for 2 turns from a critical hit, but then the battle will end. This will list critical damage in the units list but there will be nothing to repair. Now, every daychange these "crits" are removed from any vehicle/tower not in battle. The comprehensive (an slow) status verification program runs once daily around 4:30 am MST and will appropriately update these vehicles/towers at that time.
  • Fixed a bug viewing units in battle.
  • Clarified the text for missiles hitting infantry units in buildings. It is quite likely that the infantry unit will not suffer damage if the building absorbs it all, and the text now indicates this instead of a confusing message saying that 0 missiles hit for 0 damage. Remember that when the building absorbs damage its CF is reduced and subsequent hits on a unit hiding in it will do more damage to the unit.
  • Deleted an improper empire that was making unclaimed zones look like they were owned.
  • Factions that are set as actively recruiting but have no space left will now automatically be set as not recruiting when someone views their faction information.
  • Fixed a problem with units with negative MP being able to move between zones with negative time, arriving before they left.
  • Infantry units now properly show as having no move skill on the units page.
  • Fixed some errors with firing skilled people under certain circumstances.
  • Added an automatic redirect to the research verification check when you capture a zone with research facilities in it. This will fix problems where people forgot to verify their current research and end up completing technologies that they never actually receive.
  • Fixed a problem with tower creation. Tower creation times were delayed through the night and the program is working through the backlog now.
  • Fixed a major problem with attacking arenas.
  • Added links to the Armoury pages to a help page that clarifies the skilled/unskilled person criteria for each page.

    6/4/04

  • Corrected some improper code on the buildings page that was only listing repair facilities and technology complexes in the Building Summary on the upper right corner of the page if the empire in question had the tech available to build the facilities. This is not always the case and so the code was changed to show them if they were present in the zone.
  • Fixed a problem with not being able to dump Gauss Rifle ammo without using the "dump all" button.
  • Misleading Bug Tickets: Lets try to cut down on the intentionally incorrect bug tickets please. A lot of times we know people make mistakes, and thought they did something they really didn't. But when there is an elaborate story that you swear by when we ask for clarification and the logs clearly and irrefutably provide evidence that you made up the whole thing in some kind of demented effort to coax a reimbursement out of us we definately feel justified as well as gratified when we delete or fine your empire.
  • Fixed a problem with newly commissioned vehicle maintenance rates being incorrect. Anyone who has recently commissioned vehicles will probably see a very small increase in their maintenance costs because of the correction.
  • NevCon: Canada! Please remember that there is a multi-day NevCon coming at the end of August. Please see the NevCon link on the Admin page for details. If you are coming PLEASE REGISTER! This will help the organizers plan for your arrival so that there are enough beds, food and prizes to go around. Activities will include raffles, door prizes, games, and appearances by Neveron game admins.
  • MPOGD: Thank you to everyone who voted last month. MPOGD has updated their format so that only the top 5 games are shown. Since it is much more difficult for us to be shown on the top 5, the reward system will be changing to something a little more dynamic and a little more rewarding. Rewards are e whole month on the list the reward would be 15 Nevdays of income or $15 million, whichever is greater. If you want to support Neveron and earn some money for your empires, CLICK HERE and then click the "Vote" link under the top 5 list.
  • Added additional checks to the arenas page to ensure that you can't attack an arena in which a battle just ended.
  • Fixed a typo on the map page.
  • Added some information about treasure points to the Research page.
  • Fixed an error with adding engine parts to the marketplace if one already exists that you are selling from the same zone with the same price.
  • New Feature: There is now an Engines section of the My Items page on the marketplace.
  • Donation Profiles: Please remember that once these are processed and the DP awarded the DP can NOT be moved between logins. Please make sure that your donation profiles are accurate before you donate to avoid any problems. If DP is allocated to your login by a donation profile not on your account you can view that on the Donation Profiles list as well to verify.

    6/3/04

  • Putting a mech pilot in a salvaged mech was making their skills worse if they weren't entering the exact same variant of mech. This has been changed to properly change only if they enter a completely different mech type.
  • Fixed a rare exception on the mech readout page and created a self-correcting system for mechs with missing sensor entries.
  • DP Changes: Changed the DP values of several mechs. Also changed skill multiplers and ressurection from 3 DP to 4 DP. Production zone doubling went from 20 to 25, while build point doubling went from 10 to 5.
  • Fixed an issue on the tower design page that was causing confusing situations where the number of weapons would be 0, and say 0, but weapons would actually be listed.
  • Excempted zones attacked by pirates only from being impossible to unclaim if you have surrendered.
  • Added additional information about your surrenders, and those who have surrendered to you, on the Wars page of the War Room.

    6/2/04

  • Fixed a problem with retreating from battle.

    6/1/04