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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

  • Terrain creation and loading may be slow this evening due to some emergency database maintenance on the war server. Your patience is appreciated.
  • If your CIC is in the dueling stable it should no longer be set as your active zone when you log in or make them your active person. It will instead select your primary salvage zone as flagged on the zone flags or another large city if you do not have a salvage zone flagged. Please let me know if this causes any unforseen problems.
  • Fixed a problem that was getting ABR hung up for long periods of time once in a rare while.
  • It has come to my attention that new empires have been improperly receiving a skill loss on most of the soldiers that they start with for the past few months. This occured because in my efforts to reduce lag and make skill degradation more accomodating to active fighting and such I had to switch around some of the markers used to know when a soldier should get a skill loss. For new empires one of these entries was not updated, causing new empires to have most of their newbie jeeps drop from skill 4 to skill 5 almost immediately upon creating their empire. As such I have awarded all empires that have been created in the last 2 or 3 months and had soldiers lose skills improperly some training checks on those soldiers to make up for the loss. The marker has also been updated so that this will no longer happen. My apology to those players who quickly found their soldiers having lost a skill when they made their empire.

    6/30/2007

  • There should now be a proper mech destroyed message when a mech is destroyed in battle but salvagable.

    6/27/2007

  • It has come to our attention that there is an exploit involving faction creation/disbandment. Deletions will be forthcoming.

    6/14/2007

    New Player Mech Production Pt IV: Congratulations to House of Shadows for being the first empire to produce the Firefly. New Player Mech Production Pt III: Congratulations to 4th Nev Com Royal Guards© for being the first empire to produce the WTH-1. New Player Mech Production Pt II: Congratulations to Jims Giant Locusts for being the first empire to produce Wyverns. New Player Mech Production: Congratulations to Jims Giant Locusts for being the first empire to produce Javelin-10F's.

    6/13/2007

  • Terrain Creation: The problem with creating terrain has been rectified and should not happen again. We are sorry for the inconvenience.
  • There is currently a bug with terrain creation. Please be patient while we address this.

    5/16/2007

  • Fixed an error with FWAR expiring. 99% of the code was working properly however a couple crucial entries were not being deleted causing some errors and the appearance of continuance of faction war. This has been corrected. Players on both sides likely received numerous notifications of the faction war having been ended. I can assure you that only one penalty for this has been assigned.

    5/9/2007

  • Due to an unforseen error many zones were not conquering in war properly. The problem has been fixed and war should be working correctly. Please open a help ticket if you have further issues.
  • Deleting 5 buildings at a time now orders by both max cf ascending and levels ascending so that level 1 buidlings would be deleted before level 4 buildings of the same max cf.

    5/7/2007

  • The view stored people option was put back in and repaired.

    6/30/2006

  • Fixed a problem with LRM-5 ammo not showing properly on the marketplace.
  • Fixed a problem some people were encountering with rehiring stored soldiers. The soldiers were sometimes getting put into a limbo state, which would then interfere with future rehiring, often assigning the wrong 'best skills' to the soldiers that should have been rehired earlier and making it appear as though the wrong soldier was hired, or at least given incorrect skills. This is NOT the case. If you have had this issue, it will be corrected the next time that you rehire any soldier and those soldiers in limbo will be removed from that state.
  • Credit Card Fraud: Suspended the account of a player who started playing and then decided it was a good idea to donate over $300 with their neighbor's credit card. This kind of behavior helps nobody and they will likely be banned pending an investigation. Credit card fraud hurts both our reputation as well as hindering us financially. Neveron is committed to prosecuting offenders to the fullest extent of the law.
  • Because of a power outtage the AI and zone conquering programs were down for a period last night and this morning. Battery backups were rearranged to accomodate this load.

    6/28/2006

  • Training Note There is a rumor floating around that training is somehow "broken" or not as effective as expected. We just retested all the various ways of gaining and losing skills and assure you that everything is working exactly as intended. In the past 24 hours, for example, we have 5940 units logged as improving their skills from combat and war-ending skillchecks. These include 38 units who are now negatively skilled, including a new -4, -3, and many new -2 and -1 units. Thats all in 24 hours with relatively little war going on. We checked the actual units to verify their new skills are lower as they should be and the are exactly as expected.

    About all we can think of to address the misconception about "missing skillchecks" is the war situation. When a war ends by one side or the other surrendering, both parties get skillchecks as shown on the wars page. However if the war is canceled because of merc activity, or faction wars starting or ending, there are no checks made! Even if you had been fighting and your wars page shows that skillchecks will be granted when either side surrenders, if the war is called off without a surrender no checks are awarded to either side as there is no winner and no loser. Hopefully this will help alleviate some confusion.

  • FDOW Declarations: If a DOW that you paid for is cancelled because the target's faction declares FWAR, your DOW costs will be returned. The same is NOT true if your faction is the one declaring FWAR.
  • Clarified DOW cancellation messages when FWAR is declared.
  • Fixed a visual bug with cancelling wars by FDOW where it looked it was printing the wrong name in some cases even though it was cancelling the proper wars.
  • Altered LC times on the repair pages. Incorrect times had been added there.
  • War Expiration: As stated on the Wars pge, war expirations do not go into effect until July 1st. If your war is at 0 or less days remaining on July 1st it will be ended and the originator of the war will lose 1 skill point on every soldier in their empire.
  • Money Transfer Issues: As stated yesterday, this was fixed. If you have negative funds it is because you have positive finds elsewhere. View the Money section of the People page to see what people have money on them that you can use to shore up your negative funds. Nobody 'lost' money because of this bug, it just got moved around improperly.

    6/27/2006

  • Sped up the lances page by removing the CO person name and rank.
  • Added a column to the Companies summary to show if the company is in a battalion or not.
  • Fixed a bug with selling resources if you didn't have at least 1 of every type of resource.
  • Nukes and Nuke Protection: Because of a lot of misinformation and consideration on our part we are making these changes and statements about nukes:

    -Nukes cost $50 billion each. They can not be purchased in 'bulk,' and any previous offers or statements by us about this can now be considered void. Nukes are not 'bought and stored.' You either have the $50 billion or you do not.
    -Nukes destroy all buildings and buildable spaces in one zone with the exception of Technology Complexes. Units are delivered an immense amount of damage from which only heavily armored mechs and towers can hope to survive.
    -Nukes may ONLY be purchased by a faction leader, and can only be used on an empire that they are currently in a faction war with. This includes mercs.
    -To purchase a nuke, simply open a help ticket with NUKE in the subject. Specify the target zone and make sure you have the $50 billion onhand at the time. If you do not have the money your ticket wil simply be closed and ignored. The nuke will be dropped on the zone of your choice at a time of our chosing within the next 48 hours. For this reason you will want to plan ahead.
    -Nuke Protection: You can now purchase nuke protection for your faction. $20 billion will give a 50% chance that one nuke used on your faction will fail. Each $20 billion purchases one 50% chance, so spnding $60 billion will give you 3 chances to avert the nuclear attack. Once used (successful or not) the protection is gone. Your attackers will not know if you have purchased this protection. This protection will be hard coded into the Faction Benefits page this week, so please do not open a help ticket about it.

  • Why People Think Training Is Broken: The new maintenance rate adjustment program is clearly not correcting UNIT skills properly all the time after a soldier loses a skill. This means that when your soldier properly gains a skill, as ALL soldiers will eventually do, the UNIT is showing as the old skill. Were you to click the unit name the skill would update. Alternately, if you send the unit into training, as lots of people are doing, the true skills will show, thus creating the impression that the soldiers lost a skill due to training. We will correct this issue as soon as possible, but we can assure you that nobody is losing skills from training.
  • Fixed a problem rehiring condensed infantry soldiers.
  • Fixed a problem with sending money from a non-emperor to other people in the empire.
  • Fixed another issue with buildin queues.

    6/26/2006

  • Added a check to prevent empires from declaring war on empires that they have a surrender agreement with.
  • Cleaned out about 2/3 of the surrender log which should speed a lot of checks up a bit.
  • Retreating to a zone you own will no longer put the unit in 'enemy zone' status.
  • At the request of Li_Ra we are reminding players that FDOWs will cancel existing dows. If this had changed there would most certainly be an update about it.
  • Training and Skill Loss Clarification: Multipliers have absolutely NOTHING to do with skill loss, only skill gain. ALL people will lose skill under the current system (and under all systems we have had) at EXACTLY THE SAME RATE. The difference is that people with good multipliers will GAIN skills much faster when they train or fight.
  • Fixed some more problems with building construction updating.
  • New SOI Zone Claiming Feature: You may now, once every 24 hours, use a one-click option to claim all zones within your SOI. All of the standard rules apply, including the $1 million per zone fee PLUS you may not be at war. The link to use this feature can be found on the Zones page. Please note! Because of adjacent zone rules it may NOT claim all the zones that are eligible in one go. Simply either claim those zones manually or wait 24 hours and try again.
  • SOI Update Program: About 1,000 empires that had either won or lost wars in the past 2 weeks received a message last night that their SOI was verified by an auto-update program. This program will verify SOI for zones that you own, or zones that you are marked as having SOI control of any time a war is completed. This should make things MUCH easier to handle, especially with large empires that have just finished an involved conflict. When the update is run, which should be within 24 hours of the end of your war, you will receive a message.
  • Was able to find and correct a bug that was improperly calculating zone garrison some of the time. It took us a while to find it because most people who opened tickets about it were actually inviolation of of zone garrison and simply didn't understand the rules. Because of a recent change that allowed zone garrison to be calculated more often, we were able to find and correct the issue.

    6/25/2006

  • Help Tickets: Every help ticket that we have to answer consumes at a MINIMUM a few minutes of our time. We get hundreds and hundreds of help tickets each week. Many of them are important and concern errors, bugs or abuses. We welcome help tickets when they are needed and most of you have probably seen us encouraging players to open them when they need something. The problem is that we get many, many tickets from people who aren't in dire need of anything. This severely detracts from the time that we can dedicate towards coding/fixing/improving the features of the game that players want, need and like the best. So please, help us help you by only opening tickets when you are truly in need of something. If you encounter a bug or an error, by all means open a ticket. If you can't figure out how something works and have looked in the help files, forum and chat, by all means open a help ticket. If you are just looking fo a favor or hoping to get an exception to a rule or think you may be mising 15 jobs from your factory zone...please...if it isn't dire just stick it out. While your request may only take us a few minutes to read and reply to, many people open these kinds of tickets and they add up to serious time on our end. There are only 4 of us and there are 1,000 of you.
  • You can no longer abandon empires that are paying surrender fees to other empires.

    6/24/2006

  • Unit Caps and Uncommissioned Vehicles: Stored vehicles will begin to count against unit caps beginning July 29th. Additionally, if you are over your unit cap you will not be able to produce new vehicles in factories.
  • Unit Cap Reduction: After reevaluating a lot of systems at higher levels we have realized that a lot of issues stem from the unit numbers and the lack of proper unit limits. We also believe that the current rate of reduction is far too slow to bring the game into a reasonable area. We have decided to increase the rate of reduction from 1,000 units per month to 1,000 units every 2 weeks. With the implementation of recent game systems, the massive numbers of units are simply unnecessary and this new rate is still very slow when you consider how long it will take for the overall cap to drop.

    People have asked us what the final numbers will be, and the truth is that we still don't know. Likely, no more than a few thousand. The goal is to create a system in which large empires increase the QUALITY of their units instead of the quantity. Instead of commissioning yet ANOTHER battalion of hunters you would scrap a battalion of hunters and make a battalion of manticores, or ontos or perhaps even buy some more mechs. The overall problem is, as always, total unit life. If level 12's are producing thousands of new vehicles every month, and a large number of those are being destoyed in war every couple months, then the caps can be higher than if it is likely such an empire will simply have these units sitting around doing nothing for months or even years at a time.

    The next 1,000 unit cap reduction (to 18,000) will be on July first, and 1,000 units every 14 days after that.

  • You may now use the "Destroy City" option on zone with 0 civpop if you are in OMT. Remember that you can ALWAYS destroy non-residential buildings individually or in groups if you are in OMT.
  • Fixed a building queuing autocorrection process on the Buildings page that wass causing a loop.

    6/23/2006

  • Finishing the newbie quest will now always give a generous amount of salvage.
  • Fixed an error with the newbie quest.
  • Corrected a visual error on he tower creation page where it would repeat parts needed over and over.
  • Fixed an error producing jump jets.
  • You can no longer change your surrender rate if you are at war.
  • Fixed a visual bug with displaying the number of used cease fires.
  • Fixed a problem with surrender messages.
  • Fixed an error on the crawl.

    6/21/2006

  • Performance: There will be some additional lag today because of a performance trace we are running to get a better idea of where we can continue to make improvements.
  • Fixed the battle pages to update the battle messages at the end of phases as they should and removed the issue of many frames of the battles updating every time you clicked the timer which was causing lots of lag and was generally annoying.
  • Deleted 16,000 tower types that belonged to empires that no longer exist.
  • Cleared out some unneeded logs with unit movement cost.
  • Sped up som procedures involved with viewing and moving battalions.
  • Added the instand move option to the units in active zone page.
  • Removed the Details pages as the defaults for the Lances/Companies/Battalions tabs.
  • Fixed a bug with shipping parts to repair zones.
  • If repair times are longer than 60 real minutes then it is assumed that you will get a landing craft and shorten it to 60 minutes. This is 20 minutes for anyone in the Noob Faction.
  • Wayward Son won an argument about .ASP and SQL logic with Randy today. Ha-ha!
  • Hugely sped up certain aspects of the crawl and the battleplayer pages, as well as a table used in many different battle situations. Shoudl improve overall performance greatly.
  • Added an autocorrection for zones that are not updating their building queues properly.

    6/19/2006

  • Disabled logins for a few minutes while a truly humungoid log was dropped from the database because most of the data was unneeded.
  • Fixed a brief error with zone conquering.
  • Fixed a couple issues with the arena sim showing old battle messages and old phase times.
  • Fixed a problem with the battle screens where it was refreshing many of the framed much more often than was intended. It now properly refreshes them only when a phase changes.
  • There were some errors on the timer page for a little while that was holding up most battle. Sorry about that.
  • Surrender Update: Removed some surrender queries that were creating issues, lag and had become obsolete. Land is no longer returned at the end of a war. This was made obsolete when changed the measuring of war from the 'peak' system to the beginning of the DOW.
  • New Feature: Added a new page to summarize faction war progess, which you can view by clicking a faction's name listed on top of the war log page.
  • DOW Cancellation Bug: We found it!! Fixed the bug that was for seemingly no good reason cancelling DOWs that should not have been cancelled. It was actually an intentional process put in a long time ago to cancel wars when the declarer went into negative funds. It was hidden in a process that made it virtually impossible for us to find.
  • Downtime Last Night: Sorry to all for our unexpected downtime late last night. A network computer crashed which brought down the whole game.

    6/18/2006

  • Changed some queries repairing that should speed the whole repair process wayyyyyyy up.
  • Gratuitous Gloating: There is even more war this weekend than last weekend and things are running very smoothly. Even during the typicaly laggy 12pm to 1pm update hour the servers ran quite quickly. We are very excited that our work this past week has paid off.
  • Fixed an issue with empires that autodeleted from inactivity still counting towards faction wars when they should not.
  • Fixed a bug that was preventing the OMT calculator from working properly due to the removal of variable maintenance rates.
  • Fixed a bug that wass sometimes not allowing resurrected people to show up properly without an update by an admin.
  • Fixed a visual bug that was showing -100% since beginning of FWAR.
  • DOW Cancellation Bug: We are aware of a bug that is randomly cancelling DOWs when it should not be. This is being heavily investigated by us and we will post again when it is fixed.
  • Hot Drop Damage: Changed the formula again. The previous change wasn't damaging mechs enough. The new formula will provide for a wide range of damage potential for mechs at all skills.

    6/17/2006

  • Because of some complaints about the move page refreshing while trying to figure out unit moves in battle, you can no longer hit the "Commit Move" button if you do not have a move submitted. You must hit "Remain Stationary" to remain...well...standing still.
  • OMT Rate Changes: OMT is affected by maintenance rates, and as such empires that had OMT and were on anything other than the NORMAL maintenance rate would have seen an increase/decrease in their OMT when we did away with the variable maintenance rates.
  • Removed a remnant of CF testing code that was allowing empires to attack even with a CF in effect when they should not have been able to.
  • Due to our new state of faster war the default warlog page is now 1 Nevday of history instead of 3. You can still view 3 nevdays of history by clicking the obvious link.
  • Fixed an error attacking from enemy zone.
  • Hopefully fixed a bug with DOWs cancelling when they shouldn't, forcing people to redeclare.

    6/16/2006

  • Scrapping Mobilized Units: You may now scrap mechs and vehicles by any method if they are eligible to be demobilized. This will allow those with max garrison issues to trim their militaries instead of being stuck in a steady and unavoidable cycle of decline.
  • Removed unit creation logging which should reduce lag significantly and also ended a program that was cleaning out this log, which was creating a large amount of lag.

  • Big System Changes Complete: With this last DOW change we are happy to announce that we have essentially completed the most massive and most invasive changes that we set out to do all those weeks ago. There will stil be tweaking and adjustments made depending on how these things go and plenty of bug investigation and fixing, but the rules and systems as you see them now are basically how they will stay. We believe that the new Neveron is one in which war is quicker, more efficient and more fun and also provides both sides of a conflict with a more engaging and challenging environment. Empires that are initialy on the defensive now have the opportunity to actually get on and fight, and nobody has to wade through a sea of annoying but worthless units that gobble up hours of time to no end. We are still very much open to suggestions as how to improve the current systems and we will be striving to do so.

    To sum up the bulk of the recent changes:

    -You must be at war to attack anyone in any situation, and you may only DOW those your level or one level above you. The sole exception to this is that you CAN attack zones that you have owned in the last 30 Nevdays and were taken from you in war. You can not retreat into a zone that you do not own unless you are at war with the owning empire.

    -SOI/Zone Garrison: You must have contiguous zones within your SOI to have more than demobilized units in a zone. You can also buy any zone within your SOI for $1 million. SOI is determined by the number and size of buildinsg in any of your nearby cities in relation to those in enemy cities.

    -No empire may have more than 19,000 units (dropping by 1,000 each month for the forseeable future)

    -Noob Island: New empires start on an isolated island that they can retreat back to if they have trouble once they try to get a start off-island (more related to this will be coded in coming weeks).

    -Landing Craft costs are now FREE!

    -AI was massively improved and is still being worked on. For the first time one can say the 'Intelligence' part without scoffing.

    -FWAR penalties have basically been removed with the sole exception of the money. All defectors, vehicle deletions, skill/mult penalties and other such related items were completely removed. FWAR is now solely a tactic to limit the scope of war to faction vs faction fighting. No one need to fear penalties for not engaging in a faction war.

    -DOWs do not end until someone surrenders or the time limit expires (time limit based on leve). If the time limit expires the empire that initiated the war will suffer a skill point loss empire-wide. All participants in war receive training checks based on the amount of actual combat that was involved. Fierce fighting warrants more training checks. The victor receives double the skill checks that the loser does.

    -Cease Fires are now in effect as an optional stop-gap for all empires. Every time you lose one quarter or more of your surrender limit, you will be granted a cease fire to last from 12 - 36 hours based on how the loser sets it. Passing one CF level will prevent any new attacks, though current battles will continue and the winner keeps the zone. If more than one CF level is passed in a 12 hour period, all battles are instantly ended to prevent the loser from suffering any further losses.

    -Battles with a 10 times difference in BV can be forced to resolve automatically if the empire with more BV chooses. If the smaller force is over the limit (500 BV for level 0-9, 750 BV for 9-10, 1,000 BV for 11+) then ABR can not be started. Any mechs in the smaller force will automatically retreat if they have an owned zone adjacent to their current zone. If not they will fight on ABR.

    -Attack costs are now FREE once war has been declared.

    -DOWs increase in cost depending on how many wars the attacker and defender are involved in. In FWAR, the first DOW by or on any empire is free, but they increase incrementally after that. DOW costs are also based on the target's level instead of the attacker's.

    -You may no longer create nor destroy buildings while at war.

    -Fatigue was removed.

    -Surrenders and cease fires are now measured from the start of the initial war, instead of from a 'peak' level as had been done for the past couple years.

    -Land Transfers: People have been often asking for this option and it is something that we have spent a lot of time considering in he office. Most of the game systems are set up to be challenging for the level you are at, and as such players have always looked for ways to move assets around from empire to empire. Seeing as burning cities produce a large amount of cash, we are of the opinion that peaceful land transfers both open up avenues for abuse and also reduce the level of challenge for lower-leveled players. There are game-enriching benefits from land transfers, and as such we can forsee creating them as part of a future, likely higher-leveled class benefit, but we do not forsee allowing empires to trade infrastructre or creating any kind of 'city marketplace.' If you wish to profit in the short-term from a city, you should burn it and use the profits for other means. If you can not burn infrastructure because of OMT, then you should either get more civpop or trim your OMT.

    In Conclusion: Thank you to all players who helped either by testing or giving constructive input over these past 2 months. Your help was invaluable. We also appreciate everyone who hung tough through these changes. Big changs are never easy on anyone, and least of all us. We are happy to be mostly finished and in the final debugging stages. There are no doubt 'tweaks' that will need to be made, and some of the significant, but we are plenty happy to be tweaking instead of implementing.

    We can now move on to our other priorities, which mainly include providing better help files and a more instrutive and clear starting point for newer players. We hope to have new quests implemented within the next couple weeks, which will be very instructional and informative and will lead new players through the basics of Neveron. There will also be new rules that will primarily affect newer players and how empires grow with the goal of ensuring that new players are allowed a more forgiving and fun experience when they start.

    Thank you again to everybody, and in particular those of you who continued to donate your hard earned cash through these past couple months. Your contributions are what allow us to keep moving forward and create a better experience for everybody. -The Neveron Staff

  • DOW Costs Update: This change has been hinted at in the past and talked about with some players but was never formally announced. We are putting it now because it solves several other issues and seemed too important to wait on, and with eliminated attack costs there was no good reason not to. DOW costs have changed for empires both in and out of Faction War. The base costs are all still the same, but the more wars that you engage in the more expensive it is for you to declare war, as well as for anyone to declare war on you. The costs follow our typical 1, 2, 5, 10 progression for cost multipliers, and you can see the modified costs by checking your DOW costs on any like-leveled empire.

    -Additionally, the DOW costs is determined by the HIGHER leveled empire, so if a level 9 DOWs a level 10, it will use the base cost of a level 10. All applicapble class levels still apply to the new DOW cost.

    -In faction war, the first DOW on or by any empire is free, but DOW costs after that follow the normal progression. The first is free, the second is normal price, the 3rd is double price etc. This INCLUDES FWAR MERCS!!

    -Remember, the costs are determined by TOTAL WARS that you AND your target are involved in. If you DOW 3 empires, each one will cost progressively more with the 3rd costing 5 times normal. Likewise, if you are already involved in 1 war, and you DOW somone who is already in 1 war then your costs will be 5 times normal. Each additional DOW costs that much more money.

    This should GREATLY deter wars from turning into these messes that they often do, with several (or more) empires attacking one or two, and if they still occur it will be at great cost to the attackers. Combined with the recent war penalties and deadlines, allied empires will also be detered from declaring war on each other simply to make it harder for others to do so.

  • You may no longer accept a mercenary contract if you are in a state of war. The employer may, of course, be in a war.
  • Fixed a bug that was not charging for Tech Centers yesterday and last night. People who commissioned them were charged today.
  • Fixed some issues with the simulator, which is now back up and running.
  • Battle Messages: Changed a lot of battle message stuff as most people have probably seen by now. You can now see a 30 minute battle history any time you log in to that battle. The new system is much more efficient and should result in much less lag, which we are already seeing today and last night from the reduction of message checking. The order of messages has also been changed, which some people will like and some people won't. We don't have time to do all the updgrades here that could be done, but in the future you will be able to choose how your messages are ordered and there will be different colors for different types of messages (enemy hits will be a different color than friendly hits for instance).
  • Made the final corruption adjustment. For the past 9 months we have been slowly correcting a corruption formula problem where corruption had been artificially capped after a certain size. All empires, regardless of size, are now subject to the same corruption formula.
  • Added Top 100 empires by age to the Top 100 lists.
  • Clarified some of the 'you can not declare war' messages to say why they can't declare.
  • Performance: Lag issues have been greatly reduced over the past several days and we are happy to see that things are looking up. By far the slowest processes currently are repairs and the repair system is simply too beastly for us to overhaul at the moment. It has long been on our agenda and seeing that it is the slowest feature at the moment bumps it up a few notches on the priority list, but considering the time it will take to improve this system and that we have hardware upgrades on the way, we are going to put this off for now. We hope to upgrade this feature in the next few months.

    6/15/2006

  • Deleted a ton of old battle info that was not being used and should speed up battle processes a little.
  • Reformatted the Battles page to more easily differentiate betwen battles when more than a few are going at the same time.
  • Fixed a bug (and probably a few others) that was causing your units to be placed improperly when attacking a zone if you hit "Attack Zone" and then clicked the Map. If you commit to an attack the Map Click will be disabled to prevent any problems like this from occurring. Thanks to Gunner for the tip on that bug.
  • Fixed numerous bugs on the new Battles page with entering battles and banning pilots/forcing abr if you had more than one battle going at a time. Thanks to the HOC crew for pinning down that one.
  • Moved a laggy query that cleans out messages over to a late night process.
  • Sped up the creation of infantry and also ensured that no people in training would be used to create them.
  • Fixed a rare error creating lances via the vehicle creation console.
  • Removed a very laggy and very unnecessary query from the battle pages related to messages which should greatly reduce related performance issues.
  • Altered a segment of many queries related to the newer messages table which should greatly speed the reading of this data. These types of processes are often among the slowest in the game.
  • Faction War Update: At some point in recent weeks (months) an option was removed that allowed faction leaders to declare on each other during a faction war any time that the opposing faction has declared FWAR on you. This means that higher leveled faction leaders CAN declare war on lower level faction leaders ANY TIME that the enemy declares FWAR on you. It doesn't matter who declares first. We did not intend to remove this option, which was a byproduct of changing some other war related code. There was also some miscommunication within the office as to how this was intended to work. This option has been reinstated.
  • Fixed a bug that was in rare cases handing over claimed zones on the Noob Island to brand new empires instead of grabbing an unclaimed zone.
  • Increased the number of Buildings that you can commission at once from 100 to 250. This should save some people some clicking. Also incremented the creation process so that if there is an error it will only charge you for the buildings that are properly commissioned.
  • Removed the double-listing of faction wars on the faction details page when reciprocal DOWs are declared.
  • Added the auto-corretion described below to many other areas that will update improper CF levels when viewed on many pages.
  • Added an auto-correction process to the Wars page which will corect for empires that have more Cease Fires recorded then they should. This occurs when two players run the cease fire procedure for the same loser at the same time. It will be rare but it will certainly happen.
  • Excepted some queries on the Wars page to prevent them from running when not needed and thus speeding up that page.
  • Updated numerous queries on many pages that were adding up your total BV. They should all run more quickly.
  • Fixed an error with ending battles after hitting 2 cease fire levels at once for empires that had no zones remaining.

    6/14/2006

  • IMPORTANT UPDATE As of July 1 all wars will be subject to time constraints. If a war is not won or lost within the time allotted, the attacker will automatically lose, having failed to acheive his goals. All soldiers in the attackers army will suffer a 1 point skill loss in every skill and the war will be cancelled. The number of days remaining in your wars is shown on the wars page. The number of days you have to win your war is level dependant, ranging from 10 days (level 0) up to over 100 days (level 14). This time constraint is long enough to not put any undue pressure on players, as all wars are currently ended much more quickly. However this will ensure people will not be perpetually at war with allies or be too eager to stage fake wars with no consequence.
  • Because of some issues cropping up with scrapping and what have you, all empires that were using the old 'peak' method because of a grandfathered war have been put on the new method which measures loss from beginning of the war. This will only affect empires that DOW'd before last week and may result in some empires surrendering sooner/later than they would have under the old rules. We are sorry for the change in the middle of things but it was simply creating too many problems.
  • Cleaned up some messaging problems with the difference between FORCING abr in battle and blocking any friendly pilots from piloting in the hope that a battle will go to ABR on its own.
  • If you are at war the Battles page will automatically default to the viewing battles option.
  • Massively sped up the Battles page when viewing battles in your empire. Also simplified the interface.
  • Replaced the "ERROR: Can not find any data for battle" message since it often confused inexperienced players and caused them to open help tickets.
  • Failed LC pickups no longer refund any money since none is charged.
  • Fixed a bug that was not letting empire cease fire properly. This includes some issues with zone conquering.

    6/13/2006

  • Fixed a bug that was incorrectly skilling down many vehicle pilots to skill 0 Gunnery. Corrected most of the pilots that had gotten this 'bonus.'
  • Performance Update: Things have been alleviated singificantly from earlier though there is still a long way to go. We linked up with an extremely knowledgeable tech guy who gave us some important information about how to best go about solving our problems and it looks like we need a hardware upgrade to a pretty serious RAID which will allow much faster disk access. Everyone we've talked to was shocked at the levels of use our database sees which is a testament to the complexity of Neveron and what we've been able to milk out of it so far. Any donations people may have been holding back on would be extremely welcome to help us cover the costs of this substantial new hardware, which we expect will make an extraordinarily visible impact on game performance.

    We also restarted the game a couple times to try to change some settings and install some security updates. Sorry for the unexpected reboots but we are pulling out all the stops trying to get this lag mess sorted out.

  • Patched a bug that was causing some surrenders to be 24 hours longer than they should. We are still tracking the cause since it isn't happening in all cases, but there is a band-aid fix that will prevent it from affecting gameplay.
  • Units over the unit cap (currently 19,000) now count DOUBLE towards both maintenance AND OMT!
  • The 10% and 20% surrender rates have been removed. Anyone who was set to them has had their surrender rate changed to 30%.
  • Fixed a bug that was using range 1 for all ABR battles.
  • Fixed a couple more bugs with forcing ABR.
  • Fixed a bug with hotdrop costs. hot drops now cost 2.5 million per unit plus the claim costs.
  • Sped up the new simulator cleanup program substantially, reducing overall lag.
  • ATTACKS ARE NOW FREE!!!!! Go forth and destroy! DOW's still cost standard amounts. Attacks after that are totally free. Hot drops still require a cost, but the attack cost portion is free.
  • Viewing the empire intel page will now update the target empire's stats if they have not been updated in the last 6 hours.
  • Updated some text on the Parts pages that wa stating you needed 500 civpop to ship parts. You actually need 1 civpop or a flagged repair bay to ship parts to that zone.
  • Added some more links. We are trying to make it so that anywhere an empire name is listed you can click it to get their empire intel page.
  • Fixed some issues with 0 parts being awarded from zone plunder.
  • Battle Auto-Resolution: This feature has been made available to everyone. If you have 10 times your enemy's BV in a battle AND their total BV in that battle is not over the force cap then you can instantly send the battle to ABR if you choose. The force caps are 500 BV for level 0-8, 750 BV for 9-10 and 1,000 BV for level 11+ empires. Any mechs trapped in a forced ABR will automatically retreat to an adjacent friendly zone. If there are no zones adjacent then they will be stuck in the battle.
  • Cease Fires: Cease fires have been made available to everyone. The default setting is "on" so if you do NOT wish to have you empire cease fire, you will want to turn it off. Please remember that battle has been very much sped up! Forced ABR nmeans that your enemies will be able to get to your cities and to your zones with significant forces in them much more quickly! Without your Cease Fire turned on you are putting your empire at great risk unless you are comfortable that either you or your allies will be able to pilot or otherwise repel an invader. You will also want to set your Cease Fire time, a time that is most convenient for you to fight. If you are Cease Fired, then the expiration of your Cease Fire will be set to this time ensuring that you have the advantage when it comes time to fight again.
  • Fixed a loop bug that was sometimes creating an endless loop when trying to correct for wars that should have automatically ended during surrender in some rare cases. This would have both contributed to lag and made it so that some people couldn't access their Wars page.
  • Removed a query that was calculating the SOI strength of any zone that was clicked every time it was clicked on the map. This is a very efficient process but it was beign done so much in this time of great war that it was quickly adding up to a substantial amount of lag. This process was shifted to be done every time a building is created (completed) or destroyed in a given zone.
  • Performance: Began our intensive performance overhaul as mentioned yesterday. New war rules allowed a new "Attacks in 24 hours" record to be set at about 6,800 last night. The previous record was about 4,200. The battles that are ongoing are also all significant battles instead of there being lots of stalling battles. This has all put a massive strain on the servers that it would not have felt during wars under the old rules. All efforts are being focused on correcting this issue so that all parties involved can fight effective and fun-filled battles unhampered by performance problems.

    6/12/2006

  • Sped up the empire intel page.
  • There are many places that were summing your total civpop, bv and zones that have been shifted to update only once every so often. If crucial places this is done automatically, regardless of time limits (such as when a zone is conquered or war declared) but other places (like in a battle or when attacking a zone) it only updates every 5 minutes. This should greatly cut down on the number of times that these stats are calculated and reduce overall lag significantly.
  • Shifted even more stuff from the stats page to the login page. Some stats will show as 0 until you next log in. This should reduce repetetive server requests for information that isn't all that important.
  • Reduced some more queries on the stats page that are loaded frequently and thus create lots of server load.
  • Fixed a problmem with the Wars page that was making the webserver peg and thus EVERYTHING to be hideously slow for a short time.
  • Fixed an error with the market removal program.
  • Performance: While great gains have been made in many areas there is still an overall issue which is obviously exacerbated by the immense war going on at the moment. Our priority this next week will indeed be performance. Ironically, there is a fair bit of lag caused by numerous programs that we have running that will significantly REDUCE lag in the future. These programs are cleaning out old logs and leftover data that is no longer needed. The current wars, combined with the new CF/ABR systems, have allowed a new record for number of attacks made in the past 24 hours. The ability to attack more zones more often and to get to real battles more quickly means that there is a heavier overall load on the system which we are all feeling.
  • Reduced the frequency at which surrender checks are run during battle which is likely causing a lot of lag. This may result in cease fires sometimes not occuring until a couple rounds after they should but will heavily ease performance problems.
  • Restrictions on building and such while at war should now take into account if you are only at war with a quest empire and not an actual war.
  • Fixed an error on the calling the surrender text info on the map.
  • Surrender Rates: Come Monday the 10% and 20% surrender rates will be eliminated for general use to be later put in as part of the Defender class. Anyone at the 10 or 20% rate that is not already at war will have their rate changed to 30%.
  • Added a simulator cleanup program that will ensure no simulator data will remain in the database once the sim is over, speeding overall performance and reducing the possibility of a simulator-related error. It will take a few days to clean up all the old simulations, at which point it will comfortably keep pace.

    6/11/2006

  • Put cease fire expirations in visible places so everyone can see. They are adjusted for your time zone as you have set it on the settings page.
  • Military Maintenance The maintenance cost on all units is now a fixed cost. You cannot change your maintenace rate, becuase the whole concept of "maintenance tranining" has been replaced with the skilldowns received from wars (see below).
  • Fixed an error with removing units from enemy zone when someone cease fires.
  • New Skilldown System The new skilldown system has been implemented as previously described. During battle units get instant skilldowns the moment they destroy enemy units. Additionally, each kill (friendly or enemy) adds to the "war skillchecks" that you see listed on your wars page if you're in a state of war. The moment the war ends, all units in your empire will earn additional skilldown chances equal to this number. Large empires may require a few hours to see the effects of all these skilldowns, as the program will spread our large batches to reduce lag impact. People will find that actively warring empires will be earning free skilldowns far, far more often than under the previous system.

    6/10/2006

  • Removed the Pirates page.
  • War Costs: Assuming that everything goes well this weekend with the new systems, war costs will be completely eliminated on Monday. There will still be costs to declare war, but after that all city and zone attacks will be free.
  • Undid a safety on the Auto-Resolve button on the Battles page that wasn't properly updated earlier today to allow people to force ABR from there.
  • Fixed a problem with FWAR mercs declaring war on their targets in the enemy faction.
  • Fixed a couple errors with forcing ABR due to some updates that were added this past week.
  • Fixed an error with giving messages to FWAR mercs that their contracts have ended.
  • Fixed a problem with cease fire attack protections not working correctly in some cases.
  • Fixed a PK error entering the FFA.
  • Fixed an error with damaging infantry.
  • Ideal Range: Ideal range is currently disabled and was thus removed from the battle page. We are moving to an aggressiveness rating that should be up and running in the next week or two.
  • Quests: Quests are back up and running. Sorry for the delay!
  • Fixed some errors with ending faction wars and cleaned up a faction war surrender gone awry last night.

    6/9/2006

  • Battle: Fixed a bag error that was not allowing people into many battles. We were distracted by some security issues today and so this went unnoticed for a long time. Our deepest apologies to those who were trying to fight today.
  • Added adjusted server time to the empire settings page.
  • Fixed an error getting into arena battles.

    6/8/2006

  • Created and fixed a short lived battle error. Sorry about that.
  • Overall things are running quite smoothly though there will likely be some residual lag while this unit creation log is cleaned out. It is taking a long time but the process is working very efficiently to save on server load.
  • Adjusted a bunch of the time zone stuff so that that people could compensate for these mythical 'half timezones' people keep telling me about and also for people who live in some place called 'Asia' and 'Australia.' Good one guys. Australia. That's funny. Someone please let us know what the timezone for 'Fantasia' is as well so we can help out people who play from there.
  • Autoresolving Battles: To force an autoresolution the numbers have changed a little bit. You still need 10 times the defending force but the cap was placed at 750 BV for level 9's and 10's and 1,000 BV for level 11+ empires. Additionally, any mechs that are in the weaker force will automatically be retreated to an adjacent friendly zone. If an adjacent zone does not exist, they will be stuck in battle on ABR. Forcing ABR begins Friday at noon and 274 empires have signed up to use it and the new Cease Fire system.
  • Unit Reduction Help: All empires that have over 10,000 units have been given an updated excel file on their my people page to help them reduce unwanted units.
  • Fatigue Update: Fatigue has been removed. Units will no longer fatigue while in battle. This system is being taken out because of pending changes that make fighting in general much faster and attacking much quicker. Upcoming elimination of war costs will also mean that empires have lots of extra money with which to replace losses. The fatigue procedures were also very server-intensive and their elimination will greatly reduce lag.
  • Cleaning out a giant unit creation log with millions of unneeded entries.
  • Corrected a rare PK error creating vehicles.
  • Sped up an arena related update. Looking for as many people-related things as possible to sped up since that is typically the source of a large amount of lag. The recent removal of the maintenance program went a long, long way to reducing that.
  • Sped up declaring war when there are defensive mercs involved.
  • Surrender Update: Beginning Friday, surrenders and cease fires will be measured from when the initial declaration of war was made instead of from peak. This means that when you declare war, your BV and civpop will be recorded as well as that of your target and your surrender and CF points are measured from there. If a DOW already exists then no new entry is made.

    Example 1: I declare war on someone and they are not currently at war. A new entry is made and their surrender/CF levels are based on that entry.
    Example 2: During the war in Example 1 another empire declares war on either me or my target. No new entry is made and our surrender/CF to any empire is still based on the same numbers.

    Existing wars will continue normally but any new DOW's made starting Friday will be subject to this change. This change heavily favors empires that attack first since you will no longer risk being knocked off your 'peak' and surrendered.

  • Added error handling to the messages pages so that if a timeout or deadlock occurs it will simply rerun automatically.
  • Zone conquering messages are important to have when you are fighting, but if you log in after the fact they aren't very important at all. They also account for about 75% of the messages that sit around unread and slow the whole game down. As such any zone conquering messages that are more than 24 hours old will simply be deleted. You can look at the war log and the map to piece together the important information about which zones were won and lost.
  • Things may be a little slow from 12 until 1 pm because we are cleaning out a lot of old messages on secondary logins that are over a week old.
  • ISP Service: Our ISP has been acting up a little bit lately and there are brief periods (a few minutes) here and there over the past week when service has been interupted. We are working with our provider to resolve the problem.
  • Added some more logging to try to track why some empires aren't getting their cash for burning cities when moving on/off the noob island.
  • Performance: Due to recent changes it apears that we have gotten the worst of the performance issues behind us for the time being. Please remember that performance is a cyclical issue. When things are running smoothly nobody notices and then once they start to get laggy it seems like everyone claims its the way it always is. We get things running pretty well and then add lots of new features that require increased server load, and your empires also grow inevitably larger which puts a huge strain on the system. Once things add up enough it results in very noticeable server lag and we have to focus on it alone.
  • Corrected some errors with some aspects of the new ABR feature appearing when they should not yet be available.
  • Fixed an error logging in to empires with that have no zones left.
  • Updated the messages when entering units into the scrap queue. As numerous previous updates have stated, the scrap/decommission queue may take update to 36 hours to process your requests if there is a large queue.
  • Fixed an issue with Quests where certain units were somteimes not getting cleaned out properly and creating problems for future questers. Quests are back online and working properly.

    6/7/2006

  • Cease Fire and Forced ABR: These hand-in-hand features will be implemented on a voluntary basis THIS FRIDAY. If you want to use this feature this coming weekend then sign up now! Come Friday at noon anyone who has signed up will be able to automatically resolve any battle in which they have 10+ times their opponent's BV and their opponent has less than 500 BV in the battle. This virtually eliminates stalling with small units. The system has been thoroughly tested and without wide-scale trials we will not be able to test it further.

    This also means that your empire will be able to use the optional Cease Fire system. If your Cease Fire setting is ON then when you hit 25% of your surrender level you will automatically request and be granted a cease fire with all of your opponents. This mean that they can not start any new battles with you, nor you with them until the CF expiration has elapsed. The expiration time is set by the loser. If two CF levels are passed in one go, then all battles will automatically be ended. Anytime a Cease Fire is declared, all units in the loser's zones that are in enemy zone are sent home, and the loser has all their units in enemy zone sent home as well.

    The settings for Cease Fire are available on your Wars page and you can turn it off if you'd like. If you attack or are attacked you will not be able to turn on or off the Cease Fire system for 7 Nevdays.

    If you are attacked by someone who has signed up to use these new systems and you have not, you can still sign up with the click of a button! See the Wars page for details! It is HIGHLY recommended that everyone sign up!

  • Important Changes In the coming days many significant changes will be implemented that will dramatically simplify maintenance rates and auto-training, replace the faction inactivity (dis)incentives, and shift the focus of army skill maintenance from faction war activity to empire war activity. Additionally, this will reduce gamewide lag (particularly early in the month) tremendously.

    Variable maintenance rates will be removed. All empires will be uniformly set to normal maintenance. The effects of faction war activity on skill multipliers will be removed entirely.

    Maintenance training will be changed. Instead of random skill-downs, your entire army is now rewarded for wars fought. On your wars page, you can see how many training checks each war has earned to-date. As units are killed on either side, this number will increase. When the war ends (remember, wars only end when one side surrenders) the losing empire is awarded the free training checks for every unit, while the winning empire is awarded twice this number of free training checks.

    All units will still feel the effects of aging, whereby over the course of nev-decades, skills and multipliers slowly decline.

  • Unit Cap: To further enforce the unit cap, beginning next Monday there will be significantly increased maintenance for any units above the cap. If your empire has more than the unit cap (currently 19,000 units), your most expensive units will have their maintenance doubled until you are below the cap. Only one empire is currently in harsh violation of this cap and we want to thank all of those players who have worked hard to bring their empires into compliance.
  • Building Creation/Destruction: As announced you may no longer create or destroy buildings while you are at war. The restriction on creating/scrapping units will NOT be implemented at this time.
  • Added an autocorrection process for units that are listed as in the scrap queue not actually in there. Click any of them as if you were going to remove them from the queue and it will update any that are improperly listed.
  • Mobilized towers can now be scrapped from the unit readout page in addition to the scrap queue. Previously only the scrap queue was a vaiable option.
  • Added a second scrap program so that in times of high volume they will go more quickly.
  • Fixed a visual error that made some FWAR related material show on the Wars page due to certain logs not being deleted after an FWAR.
  • Fixed a visual error with the sell resources buttons appearing on the Mines page when no resources are available.
  • There is a very large scrap queue and thus there will be a solid 24 hour delay if you add units to the queue.
  • Empires that are restricted may no longer declare war or be declared on.
  • Fixed an error with declaring war in some rare instances.
  • All Nevcon Vegas prizes have been given out. The convention mech 2006 will be given in the next week. Thank you to all that made the trip out to Vegas to meet us and support the game. It was a great success and hopefully we can do it again next year. Again, thank you for the support.

    6/5/2006

  • Cease Fire/Battle Autoresolution Testing: With the help of some fine players we did a bangup job debugging the upcoming Cease Fire and Battle Autoresolution changes. Everything is going more or less as planned and we expect to make these features available to the general public on a voluntary basis next Monday. There will be a larger, more detailed post of the changes to come made tomorrow, but they are all in line with what we have previously announced so if you are desperate for news read old updates, forum posts and talk to anyone who was at NevCon Vegas.
  • Fixed a bug where battleplayers on rare occasion were not able to see certain battles on their list of pilotable battles.
  • Fixed a problem with the map looping in an autmobilization loop when using an LC to transit units to a zone that has the garrison limit exceeded.
  • Messages older than 7 real days will automatically be deleted if they have not yet been read.
  • Fixed an error with ending FWAR's that caused the process to be run multiple times and resulted in excessive FWAR cash penalties. These are being reversed. Also corrected for the excessive surrenders accrued.

    6/4/2006

  • Scrapping/Decommissioning Units: As of Monday you won't be able to do this while at war either.
  • Fixed a rare problem accepting merc contracts.
  • Fixed an error on the unti data page in battle pertaining to mechs.
  • Creating and Burning Buildings: As of Monday you will no longer be able to build new buildings or burn existing ones while you are at war.
  • Limited Login Access: Empires at war no longer have their access counted and thus should not run into any limited access issues. This should facilitate the large number of pilots needed in war.
  • Empire Specific Messages: As previously announced we are slowly working through to make all the messaging empire-specific. It is a huge task and there are still many messages that are login specific only and thus will show whenever you log in, regardless of which empire it is in.
  • Corrected numerous surrender related messages to be empire specific and also much faster.
  • Fixed an error accepting merc contracts.
  • Outdated Help Tickets: 180 help tickets that had been set aside for further investigation but were unfortunately not gotten to have been closed. If you still require assistance please reopen the ticket with any new and relevant information. We are very sorry to not have gotten back to you in a prompt manner about this issue and have recently reworked all of our protocols to more quickly provide necessary assistance to our playerbase. Thank you for your patience.
  • Added a link to the faction details page from the empire details page.
  • The people storage option now will NOT store any soldier unless it has a skill of 5 or better. Other soldiers should be put into training, units or simply fired.
  • Changed some of the AI programs to drastically decrease downtime. Instead of waiting up to 5 minutes to restart, AI now waits a maximum of 20 seconds before restarting. Please understand that when there are thousands of units in battle, many moves may be missed (we are working on this).
  • Sped up som more queries on the zone info page, particularly when viewing unit info.
  • Made some of the info on the Empire Intel page optional to help speed loading.
  • Sped up an often run query on the map zone info page.
  • 19,000 Unit Cap The unit cap has been lowered to 19,000 units per empire. While you are over this limit, you will not be able to add units. This cap will continue to decrease by 1000 units per month for the forseeable future. There are only 4 empires that are affected by this change.

    6/3/2006

  • Arena Simulator Bugs: We are aware that there are still a lot of errors and bugs related to the Arena Simulator and as previouly posted, the feature is still considered in its early stages. Errors related to this feature are not a high priority but we are getting them cleaned up as time allows.
  • Cease Fires and other progress: Major progress has been made on this feature and it is in the secondary stages of debugging. We will be looking for players interested in carrying out a variety of playtesting ventures. If you are interested just hang out in the chat room this weekend and we will be popping in looking for volunteers. With the bulk of that coding out of the way we are beginning work on forced ABR, free attack costs, new DOW structures and the like. All of this will be tested thoroughly before implemented game-wide and more detailed updates are forthcoming once we have a better idea of what the exact numbers will be.

    Massive progress has been made catching up with help tickets and all recently opened tickets have been answered or traiged for further investigation. There are still a couple hundred tickets we will simply be closing because they are likely irrelevant. If you still require assistance with your reported problem you can reopen the ticket but we expect that at least half of them will remain close. New tickets have priority and we are doing a very good job with responding to all recently opened tickets.

  • Updated a laggy query on the scrap units program.
  • To reduce lag and eliminate a major source of timeouts the number of units in empire stats on the Empire Data page now only updates on every login. This created an error gamewide for a few minutes. Sorry about that.
  • The empire name on the Map is now a link to their empire intel page. The link to set the color for that empire on the map was moved to a seperate link below the zone coords. This should save a fair bit of loading and make more information acessible from the map.
  • Fixed a serious error with cancelling FWAR merc contracts and DOW's that had somehow slipped by for a while. This should correct numerous other problems with the ending of faction wars as well related to the fact that an error was preventing many other processes to run properly.
  • Added average cash onhand for your level to the Economic Stats on the Stats page.

    6/2/2006

  • Fixed some slow processes destroying mechs.
  • Corrected for a rare error with storing people. No data was lost.
  • Updated a procedure on the attack pages that is supposed to resolve battles that consist of only one empire. This will be much more reliable now.
  • Changed the "Zone Lost" message from war. The blue was a nice color but hard to see against our grey background. Also added the zone coords to zone plunder messages.
  • Sped up the process for aggregating money from your emperor to the empire funds.
  • Storing People: 225,000 unassigned soldiers have been successfully stored but there are still 500,000 to go! Please store your people today to help save on lag and to be ahead of the game when costs for unassigned people are added. One click is all it takes! See the Unassigned section of the People page for details.
  • Fixed a slow query on the zone data page.
  • Added the zone coords to the Friendly units list in battle to more easily keep track of battles.
  • Fixed a laggy query on the attack zone pages that often timed out when starting a new battle.
  • Removed a frequent source of timeouts from the Empire Data page.
  • Empires in a faction can now leave the Noob Island.

    6/1/2006