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  • Much thanks to Shadowmaster for his updates and what not these past couple months.
  • Donation Subscriptions: Active subscriptions from this month have been processed. I realize that there are many that are behind. Make sure you have ONE and only ONE recent ticket open about your subscription with "DP" in the subject and I will get to it as soon as I can (this week).
  • Kicked the training program back into action after an error and you should see all the results from any battles/training you've had or done.
  • Arena sim reported as down but appears to be working ok to me. Please report further problems.
  • Fixed a long standing but overlooked error with heat sinks being partially repaired.

    5/11/2009

  • Fixed the arena cancelling refund. It will now be normally 90% - 100% of what you paid.
  • Added the option of donating to repair mechs. Only when the mechs are at home.
  • Fixed the fact that actuator repairs and ammo reloads were not showing on the repair history pages.
  • Corrected RP costs of some vehicles that were improper.
  • Sped up training calculations significantly which will reduce neveron lag noticably.

    3/30/02

  • The donations page just got a heck of a lot faster to load for large empires.
  • On the donations page, it is now possible to click a button to show which zones you have doubled, and when the doubling expires.
  • Fixed a number of bugs on the battalions page.

    3/28/02

  • Fixed sensor crits. There was a type in the code which was causing sensor crits to add more than +2 per crit to target numbers. This has been fixed.
  • Fixed a minor bug whereby zones were being listed as having buildings in them even though they did not. This affected nothing other than the display on the zones page.

    3/27/02

  • Hmm, looks like I've been slacking doesn't it? Not so, I've fixed several small bugs that haven't been worth mentioning, and made a few game-balance adjustments to several things such as production times of weapons (decreased) and vehicles (increased). A new vehicle type was added as well, the 55-ton Monash. And in case you never noticed, an 80 ton wheeled vehicle was also added not too long ago, to give you all a reason for researching up to 80 ton wheeled vehicles movement concept. There is also improved logging of which units fight and die in arenas, which will allow me to monitor W-L records of the various vehicle and mech types and if needed adjust BV of some units accordingly. It is my belief that a lance of light mechs will generally be destroyed by a well-played single heavy or assault mech which matches their BV. I will let you know what the results show -- I am hoping that is not the case, I would like to encourage people to fight lance and company duels as they are a lot more fun, so I need to ensure that the lance will generally have a very slight edge.
  • Building effects in battle have been revisted. You can now target buildings without error. Missed shots at units in buildings will damage the building. Damage to any unit in a building is reduced by a percentage equal to the the building CF (max 100%). The damage the building deflects from the target unit is applied to the building. Infantry can enter or leave buildings with no penalty. Vehicles can not enter a building under any circumstances [this will change in the future]. Mechs can enter a building but with an added MP cost of 1, plus 1 more per 25 CF the building has. A mech that attempts to enter or leave a building must make a successful piloting check, modified for the buildings CF in the same manner as MP. Failure does not affect the move in any way but does do damage to the mech equal to the mechs tonnage/10. Regardless of the piloting check outcome, the building will also take damage from the mech entrance equal to tonnage/10. Jumping over buildings does not require a piloting check, but a jump which begins or ends in a building requires the check and damages the building. Note that if you jump out of one building and into another you check twice, once for each building. If you walk or run through a building you make two checks, one for entering and one for leaving. The MP penalty applies when leaving buildings also. If you run through several buildings you must make several checks.

    3/26/02

  • To encourage the more exciting lance and company mech duels, the NGC has reduced the entrance costs for high BV arenas. All arenas created with over 2000 BV have a 20% reduction to both creation cost and attack cost, while the prize remains unchanged (i.e. very high!). Arenas created with over 5000 BV have had their costs reduced by 50% (again, with prize unchanged) and arenas created with over 10000 BV are now free to create and free to attack, with potentially well over $1 billion in prize money for a mech company duel!

    3/22/02

  • Fixed a display error on the empire income page. Empire income displayed and empire income received is still not 100% accurate, though it is now much closer. The displayed values were too high. Please realize that your actual income has not been changed at all, and the the displayed income should be more accurate now.
  • Fixed the damage locations of physical attacks. In some cases they were incorrect, most noticably some punches from units in the same hex were hitting legs.
  • A physical attacks help file is up in the Arena Help files. You may also access it by clicking on the Comabt Help link during battle.
  • On a critically hit mech unit page, each crit will now only list once, even if it has been hit multiple times.

    3/21/02

  • Physical Attacks are now possible! If you are in a mech, and at range in the same hex or adjacent hex as your opponent, after selecting your weapons to fire you will see an additional menu where you can select a physical attack. Help files on physical attacks will be forthcoming within a few days.

    3/20/02

  • You can no longer run (mechs) or move flank speed (vehicles) in the same movement phase that you moved backward. You may still mix foward and backward movement in one phase but only at your walk/cruise speed.
  • Fixed a bug that wasn't allowing empires with only 1 company to move their company via the Companies page.
  • Added the ability for NBC bankers to let people know why their transactions were denied.

    3/18/02

  • Critically hitting weapons on mechs is now a little different. First, if you roll the exact same crit location roll that was previously hit, no additional damage is done. That is, if there was a medium laser in your right arm which is damaged by a critical hit, the next critical hit to the same laser will do no additional damage, and in fact will not be displayed as a critical hit on your battle readout. Not that some larger weapons have multiple critical hit locations because of their bulk, and thus can be hit multiple times even though the first hit will render the weapon inoperable. Secondly, if you have multiple energy weapons in the same location, and one is destroyed, the others will still be operational. For example a single medium laser crit to a JVN-10Fs right torso (which has two medium lasers in it) will only destroy one of those lasers now.

    3/17/02

  • Changed infantry weapons stores substantially. They are no longer empire-specific, thus when you capture enemy zones with infantry weapons you will immediately have access to those weapons.
  • Sped up the loading of the Land & Buildings page, just slightly but noticably.

    3/16/02

  • Bug fix: if you select a jumping move for your mech, then click remain stationary, you were being charged 3 heat for the jump anyway. That has been corrected, remain stationary now always adds no heat.
  • A new walkthrough has been added. Check it out under the help section if you're interested.
  • Fixed arena terrain generation. It wasn't always giving you what you wanted. Now, it does.

    3/15/02

  • Now when a person dissapears due to an incompleted mech purchase he will be returned within 24 hours, usually when you next log in. He will be returned in no unit, though often with the money he had been given to make the purchase with.
  • Fixed an uncommon error that would give a vbscript popup error when you selected your target during an attack phase. Note that this was not preventing you from attacking, but was slightly annoying nonetheless.
  • Corrected another bug related to the addition of two days ago to prepare for better crit coding. This is always the way with new stuff, make a small change, spend a few days debugging. This one was causing battles to lock up if a mech shut down due to high heat, and whatever related problems that may have caused (such as mutliple attack phases, perhaps?). Remember if your timer window dies and you want to send a bug report about it there IS information in that window! you just need to scroll down to find it. That info is vital to identifying and fixing the bug.
  • The speed of the login process, loading the main empire page, and as a result all of Neveron has been dramatically increased.
  • The number of research jobs in your empire as displayed on the main page is also now only updated once per day.
  • Population rank and income rank also updated to once per day.
  • BV rank is now also only calculated once per day. Soon, all ranks will be calculated once per day with the probably exception of cash-on-hand, as that fluctuates most dramatically.

    3/14/02

  • Mech repairs are enabled again. They were broken as a result of the changes I mentioned yesterday preparing for weapon crit changes. Note that mech weapon repairs are still not working, but all other mech repairs are, and the page even loads more quickly now as a little bonus.
  • I have found that it is much more efficient to process some Neveron calculations in a simple stand-alone VB application which can be scheduled to run at various times throughout the day. The first of these is the calculation of your empires Research Rank. Instead of being calculated when you log in, it is now calculated at approximately 2:30 am (Arizona local time) when system stress is at its lowest point. The benefits are obvious (less lag when you log in, and indeed less lag when anyone logs in) and the only drawback is that your ranks are now only updated once per day. I don't expect this will be a big deal for folks, but if it is let me know.
  • You will no longer receive messages when your players improve skills due to training or battle. The largest single source of lag and deadlock in Neveron has been the training programming, and the message generation accounted for approximately 50% of the training program's running time. If removing the messages does not measurably help, they will be reinstated.

    3/13/02

  • Units will no longer appear outside the borders of an arena. If they do, simply reload your map and they will be moved to hex 1,1 in the upper left corner.
  • Drastically reduced the frequency of arenas in which more than one empire is allowed to attack. If the attack is truly simoultaneous this problem may still occur, but it should not be frequent anymore.
  • Engineering Vehicles will no longer auto-mobilize when you declare war upon another empire.
  • Now Neveron checks for your longest-ranged weapon when listing targets in the Attack window. All in-range enemy units will now show up in the list, even if some may be too difficult to hit or not have LOS.
  • Changed the database structure to allow for the storing of additional mech critical hit information. This will allow, among other things, a critical hit to destroy a single weapon in a location without necessarily destroying all of them. If no new bugs arise because of this structure change I will try to start working on the aforementioned weapon issue in a few days.
  • Increased the JED-LAS BV by 10% and reduced the DRL-1 BV by 10% in an effort to make them more in line with other vehicle units
  • Fixed a bug which had several varied bad effects when trying to sell ammunition for the same price at which you already had it on the market. This should no longer be problematic.
  • Fixed the bug that was occasionally not recognizing completed research, forcing you to begin research on that item over again.

    3/12/02

  • The BattleMaster criticals were found to be inaccurate. This is due to Dante's General Form of Aussie Incompetance and has been corrected. (apologies to any Aussies not named Dante)
  • Well .. I can't be sure but I made some changes to attack processing which seems like it should eliminate the double-fire and double-heat phases. Now after each attack is resolved the attack data is deleted from the "Pending Attacks" table so if any error occurs, a reload (or retry) will pick up from where the attacks left off, NOT from the beginning on the firing phase. It is conceivable that a single weapon may still double fire but even if that happens only one weapon per broken attack phase would be able to double-fire which is a very minor bug even if it does occur (which is uncertain at this time).
  • Removed a bug which was causing severe combat errors when a unit was killed due to an ammo explosion -- often resulting in double-fire phases or double-heat phases.
  • Unit maintenance costs have been increased 25%. This is because amount income, Neveron-wide, generated by the morale bonuses was 52% greated than the amount lost through maintenance, and still increasing daily. This maintenance adjustment is an effort to balance expenses with income. Note that the net result of (morale income - maintenance costs) is still a very large increase, which I see as balancing with the increased frequency of wars.

    3/11/02

  • Resurrection is once again working properly.

    3/10/02

  • Minimum arena size is now 10x10 hexes.

    3/09/02

  • Confirmation added when selling parts
  • It has become obvious that while BV is a very accurate measure of a units relative worth in a duel, it fails to account properly for extreme movement. As a result, the UrbanMech has had a 5% reduction in BV to make it more competitive, while the Mongoose has seen a 5% increase in BV for the same reason. These mechs represented the worst and best (respectively) dueling records for the various mechtypes. Hopefully the BV changes will help equalize these models.
  • Added repair log details for everyone who has fixed units at your repair facilities, including updated accurate measurements of repair part costs. Remember that is the part value only, it is suggested that you charge empires many times the listed costs to reflect the value of your techs and facilities.

    3/08/02

  • Vehicle units which have their turrets locked in battle now display that information, including the direction of the lock, in the unit data window if you click the unit id from the appropriate forces list.
  • Fixed a minor bug which caused an error page when trying to buy infantry weapons after someone else bought them first. Now, it will simply kick you back to the marketplace.
  • Fixed a bug involving donations where if you got additional vehicles of the same type through the donations page without first buying the original free vehicles, two free vehicle entries would appear but buying one would cause both listed entries to decrement resulting in a loss of free vehicles.
  • Fixed a bug that was causing all RT internals to sometimes disappear when a mech's RA was destroyed.
  • Fixed a bug that was making money disappear when transferring between people you control in rare cases.
  • Limited the vehicle market to 10 entries per vehicle type.

    3/07/02

  • Added weapon salvage for destroyed vehicles, same as mechs (below).
  • Added weapon salvage for destroyed mechs. Every undamaged weapon on a destroyed mech has a twenty percent chance of becoming salvage. Note that there is currently a major problem with weapon stockpiles in that they do not transfer to new empires upon zone conquest. Thus, you will only gain weapon salvage of mechs you lose in duels or mechs that are lost in landwar in a zone that you already control. This is a known bug and will be fixed in due time.
  • Corrected a bug that was awarding double the displayed mech armor and internal structure as salvage
  • Fixed 17 mechs with "phantom weapon crits" as described below. Many other mechs may be so affected but they are unfortunately unrepairable. If the same weapon is critted again in battle it will then be repairable. Only mechs with other listed crits as well as the phantom crits were not fixed.
  • Fixed a bug that was not always repairing mech weapons at repair facilities, even though it said the weapons were fixed, sometimes they would still be listed as destroyed in the next battle!. This has been corrected.
  • Corrected the unit skills of those mechs, and others, which had been victim of pilot errors.
  • Corrected 105 mechs which had been affected by the bug mentioned below, which has been corrected.
  • Fixed the bug that was not setting the new mech unit CO when the original pilot left by buying a new mech unit for him/herself.

    3/05/02

  • Fixed another minor combat bug where clicking your unit id in the friendly units list did not display the data properly. Now, it works.
  • Fixed a minor bug where level 0 terrain and several unit icons were not showing in the data window during battle.
  • Fixed the bug that takes the challengers money when an arena is cancelled after it is attacked but before the battle actually starts.

    3/04/02

  • Untested double kill arenas should no longer auto-delete, so they'll stick around until someone checks in on it which will trigger the 50/50 split.
  • If you are quick, you can now collect the prize in double kill arenas where you and your opponent are both killed on the same round. Simply return to the arenas page and click on your fight. You will be redirected to an updated arena list which no longer includes your arena, which was closed. Return to the main page and you will see your prize. Prizes are split evenly between both participants in a double-kill situation. If you do not collect your prize right away the empty arena will be deleted and the prize lost forever.
  • Infantry units are now created with a base, skill 8, battle value (BV) instead of with a BV of 0. Hopefully this will cut down significantly the number of bv=0 units in the game.
  • Added a button on the research completed page to validate the integrity of your empire's research. The only commonly known event which this button will correct is when you capture enemy cities which are researching a technology that you have not begun research on. In this case, clicking the button will display the new research progress properly on your research page.
  • Added a link on the bottom of the factories page to validate the integrity of the production in the active zone. This is not the same as the research button, above. That checks the entire empire, whereas production is zone-specific. Again the only common event triggering an inconsitency in production data is when you capture enemy factories producing equipment you have not been producing. The reason I have added these links and buttons instead of trying to institute a proper "fix" is that for unknown reasons inconsitencies in the database can occasionally occur, likely due to page errors when setting production or research. However these errors occur, the new button and link will allow players to attempt to fix the problems themselves if they are struck. If you have factories not producing as they should be, try the new link.

    3/03/02

  • Its a new month! If you enjoy neveron please vote at www.mpogd.com
  • The Total Annual Income listed on your Land page now properly reflects the morale adjustment
  • Dueling points are now lost when you lose duels
  • A total of $10,000,000,000 has been awarded to the top ten dueling empires.
  • Dueling Points have been zeroed
  • Over a dozen star league caches were awarded in zones claimed during february.
  • Bug fixed which had been preventing some vehicle factory caches zones from producing properly.

    3/02/02

  • Changed the world maps. You can no longer look at the worldmap page source to determine where and how many enemy units are present, or which types of buildings are in each zone.
  • The time it takes to download the worldmap pages has been reduced roughly fifty percent. Unfortunately the time it takes to actually draw the map on your computer has been increased. Basically, some of the work was shifted off our systems and on to yours. Level 1 and 2 maps will load faster on all computers. If you have a fast computer and slow internet connection you will notice much faster level 3 loading as well. If you have a slow computer and fast internet connection you may find the level 3 map will take more time to load.

    3/01/02