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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 some bugs with the new plunder system.

    3/31/03

  • New Feature: After years of wanting to get this in, proper war plunder has finally been introduced. You now receive cash and research points for the buildings that are automatically destroyed when you conquer a zone. The amount is based upon how many people are currently staffing the building. This only applies to buildings that are auto-destroyed (10% chance for every building in a zone) NOT for buildings actually destroyed in combat. Commercials, Residentials and Research Facilities all give bonuses based on population, while TC's give a whopping 100 point boost.
  • Units retreating off-zone into a zone with a battle underway will now only enter the battle if they are already a participant. Otherwise they will simply enter "Enemy Zone" and can engage the winning side once the current battle has completed.
  • Fixed a major bug where paradropped infantry which rout could under proper circumstances register as a victory, conquering the drop zone despite enemy units present.
  • New Feature: Gyro repairs are now coded.

    3/30/03

  • New Feature: Vehicle creation will now work in the following way: First it will take your best Driver and make him CO, then your best gunner will be made Gunner. If there are more crew positions that must be filled, it will REQUIRE you to have completely unskilled soldiers (8 skills except for infantry weapons) to fill these positions. This should help people spread their skilled people where they will be more useful.
  • Fixed a bug with attacking in war with battalions.
  • Looking at a mech's readout page will now update the unit to match the skills of the pilot.
  • We have received many questions regarding our offer of Donation Points if a link on your website brings in new players. Donation Points are only awarded to sites that consistantly (over several months) bring moderate numbers (triple digits) of new players to Neveron. While we greatly appreciate all the efforts of our players to inform the public about Neveron, we are not offering Donation Points to sites of smaller volume. Thank you to all our players who rep for us in forums, polls and media of all types.
  • Infantry replenishment now works correctly and has been made a little more clear.

    3/29/03

  • Some people have research buildings which are completed but show 0 jobs on their research page. The bug has been corrected. You may retool these facilities (even to the same tech) for $0 and upon doing to, the displayed jobs will correct.
  • A problem with completed buildings showing zero population has been corrected.
  • SRM-2 mark II weapons were, at least sporadically, not registering hits. This has been corrected.
  • Fixed a bug where vehicles who had not fired but were turret-locked due to a critical hit had their turret locked in "no" direction, making them unable to fire. Now, such vehicles which are turret-locked will be locked in the forward firing arc.

    3/28/03

  • War should work properly.
  • There are some issues with war that are being resolved right now. Please stand by while they are fixed.
  • New Feature: Engines have fully been implemented into the game. You can now salvage, repair, buy and sell engines like other parts. Gyros are next and will be completed in the next 2 weeks.
  • Fixed a bug that was not creating criticals properly when torso were compeltely destroyed from transferred damage.
  • Fixed a bug that was creating some conflicts during battles if you were trying to run more than one battle at once. You can still only run one battle at a time unless you refresh each window when you want to shoot/move in that battle.

    3/27/03

  • A level 6 was fined for arena cheating.
  • A level 1 empire was fined $1 billion for cheating in the arenas. 7 related empires were deleted.

    3/26/03

  • The map page has changed from using commas to slashes to denote the seperation between numbers of units and numbers of uncommissioned towers.
  • Help Session: Wayward Son will be holding a brief (30 minute) session on the Basics of Building Thursday, March 27th at 4 pm Arizona time (MDST or 11 pm Grenich Mean Time) in the #Neveron_Help chat room. If you use the Chat link on the Comms page, simply enter chat and then type "/join #Neveron_help" (no quotes). We will start promptly at 4 (by my clock, which is slow) and the session will be geared towards new players. Topcis will include how to start construction, what to build, and how income is calculated. Questions or problems with bugs or other off-topic items will not be discussed. If you have a bug please email Bugs@neveron.com or Help@neveron.com.
  • New Feature: To help people know when their buildings have been completed, the database has been altered a bit so that we can tell you when they have been done. Now you will get a small message (similar to the Private Mail message) below the empire stats when a building has been completed. You can then go to your Buildings section of your Land/Build pages and update the construction. We are unable to tell you in which zones yuor construction has been completed because the amount of lag would be excessive. Your easiest bet is to simply cycle through all zones with building crews in them, looking at the Buildings page for each one.
  • A level 5 empire was fined $500 million for cheating in the arenas. 6 associated empries were deleted.
  • The research page now lists how many research facilities (not including TC's) that are in a zone and how many are still underconstruction. Fixed a bug that allowed people to tool unfinished research facilties, often resulting in free tooling costs for the whole zone. Don't say there are no good bugs. Unfinished or damaged facilities will no longer be listed on the research page.

    3/25/03

  • Infantry troop replenishment has been temporarily disabled. It will be fixed by Monday.

    3/21/03

  • Replenishing infantry units will now ONLY take "unskilled" soldiers. Unskilled soldiers are defined as having skill 8 in all categories except infanty weapons. This is to prevent peope from accidentally placing their vehicle/mech pilots in infantry units and losing them forever.
  • A reminder to people to never EVER tell someone your password. All admins can get yoru password by simply having your login name, and so that is the only thing you should ever offer someone. If someone presses you for your password claiming to be an Admin, please notify help@neveron.com immediately. There are only 3 people who will ever legitimately ask for your login: Randy, Wayward Son and Chelly.

    3/20/03

  • New Feature: Uncommissioned towers can now be viewed and moved via the Map page just like normal units. Towers that have not yet been placed can be seen as the 2nd digit on the map, the first being units (as normal). Thus a 5 would mean 5 units while a 5, 4 would be 5 units and 4 uncommissioned towers. These towers may be moved to any zone on the map like you would from the Armoury. Once placed the towers show up as a unit.
  • Just a reminder that public Nevmails that are obnoxious or annoying (due to HTML or formatting) will be deleted and the writer may be subject to a stiff fine.
  • Help Session: Wayward Son will be holding a brief (1 hour) session on War tomorrow (Thursday) at 2 pm Arizona time (MDST or 9 pm Grenich Mean Time) in the #Neveron_Help chat room. If you use the Chat link on the Comms page, simply enter chat and then type "/join #Neveron_help" (no quotes). We will start promptly at 2 (by my clock, which is slow) and the session will be geared towards newer players. Topcis will include how to attack, how to prepare and how to defend. Questions or problems with bugs or other off-topic items will not be discussed. If you have a bug please email Bugs@neveron.com or Help@neveron.com

    3/19/03

  • Q & A: Wayward Son will be holding a brief (30-45 minute) session on Nukes, Enemy Zones, and retreating tomorrow (Tuesday) at 2 pm Arizona time (MDST or 9 pm Grenich Mean Time) in the #Neveron_Newbies chat room. If you use the Chat link on the Comms page, simply enter chat and then type "/join #Neveron_newbies" (no quotes). We will start promptly at 2.
  • Tournament: Planck of Vampyr Paradise is sponsoring a 1 on 1 mech tournament. All fights will take place in challenge arenas with a 1500 max BV single mech. No mods of any type are allowed. There is a $25 million entrance fee, 75% of which will go to the first place winner, 12.5% to second place and 12.5% to Planck for tournament coordination. This is a single elimination tournament, with each winner moving up the ladder to fight the next player. Battle times will be arranged through Planck, who can be reached at Planck23@hotmail.com. Interested empires should contact him via email with their empire name, and the information on the unit they are entering. This should include the UnitID of the mech, which can be located by the instructions on the Tournaments section of the Arenas page. Good luck to all contenders.
  • Upcoming Feature: The Neveron Intelligence and Communication Corporation (NICC) has announced plans to launch a new orbiting satellite such as Neveron has never seen. Armed with limited effect tactical nuclear warheads, the satellite will be capable of completely destroying everything in 1 zone (units, buildings, the whole thing). The satellite should be fully operational by March of 3227 (April 1st real time). The cost for such an incredible tactical tool is $50 billion (1 billion of which will go towards restrictions). Please note that this PERMANENTLY destroys a zone, setting the buildable spaces to 0. Not even donations will allow the zone to be built up again.
  • Research facilities that are captured in war and are researching tower designs are now untooled.

    3/16/03

  • You can now see the tower designs from the Armoury page, including captured towers from other empires (as long as you have one). You may only rename a tower type if you are the original designer of that tower.
  • The rename zones link should be fixed. You also no longer have to be the ZCO if you are the emperor.
  • Neveron was down last night for a couple hours due to issues with our ISP's DS3 connection.
  • It has come to our attention that several players are staging attacks upon friendly zones, and/or setting up challenge arenas explicitly for the purposes of training their units. While we will not mention names or penalize people for this behavior at this time, please consider this a warning. If you are caught in a landwar battle or challenge arena which is set up solely to take a shot and check for skill improvements all units involved will receive from +1 to +10 penalty to their skills as we see fit. Repeat offenders may face empire-wide skill degradation, fines, morale loss, or any other punishment we feel is appropriate.
  • DP cost changes for several mech types. The Nemesis is increased to 400 DP. The Pillager is reduced to 230 DP. The Fury is now 50 DP. The MAD-4A has been increased to 25 DP. All wasp variants have been reduced to 3 DP.
  • DP cost for "good gunners" has been reduced to 25 DP. There is no change to the cost of "exceptional gunners" which remains at 100 DP.

    3/15/03

  • After a bit of testing it has been decided that sensor towers are simply too powerful in their role as "speed bumps." It is unfair to think that someone should have to spend sometimes up to several real hours trying to pass through one silly zone. For this reason we are making a logical change to the sensor rules. If you are stationary and equipped with sensors, your sensor power will go up 1 point towards detecting other stationary objects each round. Moving objects will not become easier to detect in this manner, as it simulates the careful scrutinizing of the area within the range of the unit's sensors. This will not affect the unit's sensor RANGE, however. Additionally, units that are moving and in LOS of enemy units become much easier to detect, while stationary ones become much more difficult. We hope that this will add a more realistic approcah to motion and sensors/detection, as well as help alleviate some of the burdens of tower hunting. These new rules are currently in effect.
  • Level 0 empires should no longer be able to declare war.
  • As per a previous update, there are several donations that have improper or missing login names that we have been unable to process. If you have donated but not received your Donation Points after 48 hours, please send an email to Donations@neveron.com with your login name and the transaction ID of the Paypal money transfer. Thank you.

    3/14/03

  • If people are having problems with tower designs they donated for please write an email to Donations@neveron.com with your login name and empire name and it will be taken care of. Thanks.
  • Fixed a bug that was not allowing tower designs to be donated for properly.
  • Fixed an error with the map page.

    3/12/03

  • Significant rules change: you can now retreat off any edge of a battle (not arena!) into an owned zone, even if you do not own the zone. If there is a battle underway in the zone you are entering, you will join it. If not, and its an enemy zone, you will enter that zone with a location of "Enemy Zone". From here, your only option with those units will be to attack the zone. No movement, repairs, training, etc.. The player who owns the zone may engage those units at any time with all units he owns in that zone. No morale is affected by such a battle. Basically, you can now run through enemy zones without killing everything in it and into the next zone which you can then attack. In theory, you could cross any number of enemy occupied zones in this manner without firing a shot.
  • Because of extensive whining and badgering we have run exhaustive tests on our random number generator (a stock Microsoft product). We had it roll 2D6 twice in a row, immediately and without re-randomizing. If they were the same number it counted it. I looped that 1 million times, and ran that entire test 5 times. The results for consecutive same-numbers were EXACTLY what probability would predict. We also checked over half a million mech hit locations we logged, and those are again exactly on the mark. From these tests we have concluded that there is nothing wrong with the RNG system, though because hits and misses are grouped together in battle messages it is more likely to appear as though certain numbers were rolled in sequence when they were not. If you would like to see some raw examples of the RNG in action please visit http://www.neveron.com/rng_test.asp (500 random numbers from 1 to 100) and http://www.neveron.com/rng_test2.asp (500 2d6's).
  • If terrain has to be regenerated for some reason, any towers in that zone will automatically be decommissioned so that they may be replaced in the new terrain.
  • You can no longer jump out of buildings.

    3/11/03

  • I have noticed many people still have passwords that are the same as their login names. PLEASE PLEASE change these as we can not give you your login back if someone steals it and changes the email address associated with the account.
  • Entered some new logs of destroyed mechs to help with bugs. Caused some zombie mech problems in the process which have been fixed. Sorry for the problems. People who had arenas they ahd to abandon should reenter and claim their prizes as the evil undead minions have been vanquished from the database
  • New empire starting money has been increased to $5 million. And yes back in my day you only started with $1 million and AR's cost 18k a piece and there were no mechs and you got killed 5 times before you actually got anywhere and you kids have it so easy today and blah blah blah...
  • Deleted a level 3 empire from rampant cheating in the arenas.

    3/10/03

  • There are known bugs with the Land page not matching the amount of money actually awarded. The land page does not calculate your income, it only reports as best it can what the income procedure will be giving you. In some cases where you are very close to 0 income (either positive or negative) you will be making money when you should be losing money or vice versa. We will be auditing the land page very soon to try to match it with the actual income calculations as best we can. For now please assume that the land page is incorrect if you are not receiving the amount it says you should. Thank you.
  • Fixed a bug that was not checking for vehicle ammunition when reloading.

    3/5/03

  • I just wanted to introduce our new Forums Admin who will be acting as a "go between" for the Admins and the Forums. This is to give the Forums more of the attention they deserve and also fere up more of my time so I can focus more on correspondence and coding. Neveron_Liason is an experienced player who was chosen because of his depth of knowledge and even-handedness. He will be answering general questions, informing me of bugs and other problems and communicating information from us to the Forums crew. Please welcome him and cut him some slack if he doesn't get to your question or problem specifically. I have no doubt that he will be in relatively high demand. -WS
  • Hardware list updated on the Donate page.

    3/4/03

  • Heat for mechs is now listed on the Move page in battle as well as the Attack page.
  • Non-damaged vehicles have a 50% chance of being uncommissioned and replaced into your Armoury when scrapped now. The other 50% are stripped for spare parts. Damaged vehicles are also turned into spare parts.

    3/3/03

  • The restrictions for non-faction empires was mistated a few days ago. Simple empire restrictions DO still apply to non-factioned empires, however the higher level Faction Restrictions do not apply. Nothing has been changed with the way this operates since it was first coded, this is simply a clarification of the rules.
  • Fixed a bug that was creating an error instead of simply telling you that you had already submitted an application to a particular faction.
  • The Instant Repair donation option will now also correct most repair related modifiers (good and bad).

    3/2/03

  • Only 1 submission has been received so far regarding changing the name of an empire with HTML other than bold or italics in it. All changes must be received at info@neveron.com (or neveron_team@hotmail.com if that does not work for you) by Monday, March 3rd at 8 AM Arizona time (MDST). Requests received after that time will ignored.

    3/1/03