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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

  • Betting change as a precursor to some rather significant arena changes (see below), you may now only bet on one duel at a time per empire level. Thus, a level 1 cannot place a second bet until the first duel he bet on has completed. A level zero may not bet at all, unless on himself. This will drastically cut down on abuse and is also a critical part of the upcoming changes.
  • You may now bet on yourself in arenas.
  • The bet payout to winners is now 90% of the losing bets, up from 80%. This means a total of 111% of the losing bet totals get paid out, broken down as follows: winning betters (90%), arena winner (10%), high ranking division leaders (10%), the NevLord, owner of zone 0,0 (1%).
  • The amount you may bet on any given duel is limited by empire level.
  • Dueling Prize Change This change has been primarily inspired by the rampant and uncontrollable cheating in the arenas. Hopefully this new system will be much less prone to abuse. From now on there is no NGC Prize added to the winners purse. Instead, that amount is an NGC Bet. This bet is randomly assigned to one of the contestants at the close of regular betting, when the actual fight begins. This is a huge change, as it means the big money is made by betting until bets reach well over 5x the NGC Bet on each side. If the NGC bets on the winner, the bet is cancelled. This means that the NGC will never take a share of the losing bets, it is ONLY a bonus payout to people who bet on the winner and against the NGC.
  • Enrollment Bonus Empires now receive money upon enrolling in an arena. The amount of the bonus is a random amount between $1 and 10% of the current NGC bet. So, clearly, the earlier you enroll the higher the bonus will be.
  • Fixed a link error with vehicle types on the arena enrollment page.
  • Deleted a level 5 empire Zoogle Tech Inc. for posting a slanderous and vulgar public mail. There is nothing wrong with disagreeing with the Neveron staff but overly crude, libelous, and extremely offensive public mails directed our way are not tolerated.

    3/31/05

  • Fixed a problem where mechs were occasionally falling upon entering an arena after a previous arena replacement.
  • Added a selection of short/medium/long for the length of time duels will remain in the betting phase. While shorter lengths will begin sooner, they will also give people less opportunity to bet and will result in smaller prizes.
  • Vehicles and mechs will now always begin a duel facing toward the center of the arena.
  • Fixed a problem with physical attacks to the back of a mech not always doing rear damage. If you notice the wrong damage arc reported from a physical attack, please send a help ticket and include unit IDs, time of the fight, the zone (or arena) it happened in, the hex coordinates of both units, the facing of both units, and the type of physical attack.

    3/30/05

  • Fixed a problem where mechs that were being auto-repaired after a battle were losing their weapons. If you dueled a mech in the past day, please check that it has weapons. If it doesn't, please send a General Help ticket about it and be sure to include the unit id.
  • Fixed a problem that was preventing mercenaries from receiving payment from killing pirate infantry units.
  • Closed a lot of help tickets that were old. While the generic "outdated" message may not apply in all cases, tickets that were closed contain information that pertain to bugs that have been fixed, or that we are already aware of.
  • Fixed a bug that was overpaying people for high arena rankings.
  • Fixed a problem where prone AI units were often firing the wrong weapons. They will now be able to fire weapons just as prone player mechs. This prevents them from, for example, firing leg weapons while prone (which they had been doing).
  • Empires with negative cash on hand will have their maintenance rates automatically changed to 75%, to save money. If it was not already at 75%, you will be notified of the change.
  • Fixed multiple problems with mech weapon repairs when there were multiple identical weapons in the same location.
  • Fixed a bug where occasionally tech centers would initially require too many workers.
  • Removed outdated code from the research page which will speed it slightly.

    3/29/05

  • Fixed a major cause of units not repairing after duels when they should. Its possible the fix will correct every case from occurring, although its possible some problems will remain.
  • Fixed a problem where mechs with movement damage and a move speed of 1 walk/2 run could not stand to face in certain directions.
  • Deleted the empire Treal for cheating in the arenas by dueling himself regularly, particularly with the empire Alsteria (who was already fined).
  • Can you believe it? More people are cheating in the arenas. Sarna Command Sword was fined $3 billion for using a login he had in Chosen Highlanders (fined $250 million) to set up and throw a fight against himself. As you can see here, if someone with a login to your empire cheats, your empire is not fully blameless. Please be careful who you give logins to!
  • Deleted 74 empires belonging to an arena cheater, who was throwing fights and fixing bets. While most of those empires were junk empires, several were quite real. His main empire, a level 4 named Kilmore Assault Forces, was fined $500 million.
  • Fixed a bug where unclaimed (AI) infantry units being carried by an APC would unload themselves. Carried infantry will only unload themselves if specifically directed by a player (either by claiming the APC, or the infantry unit, and making the appropriate move). They will also unload, of course, if they survive the destruction of the APC.
  • Fixed a bug where infantry units which are being carried by an APC were not leaving battle when the APC retreated. Now any carried unit will retreat with the carrier.
  • Fixed a bug where infantry lances with their assigned APCs were not beginning battles loaded onto the APCs. Now it works correctly, where infantry will begin battles loaded whenever possible. The result of all these changes is that you can now quickly move infantry/APC groups to the battlefield and attack. The infantry will begin in their APCs and remain in their APCs until manually unloaded, and will even retreat with their APCs. Since you no longer need to waste turns loading infantry, and you no longer need pilots to claim both the APC and infantry, these forces are much more usable and effective in battle.

    3/28/05

  • Fixed overland movement for infantry units travelling in APCs. This applies to lances, companies and battalions as well. For example if you have a company of 12 foot infantry, each assigned to an APC which is in the zone with the infantry, moving the 24-unit company will happen at APC move rates.

    3/27/05

  • Deleted the empire WereWolf Ville and fined the level 4 empire Alsteria 500 million for dueling himself, as both empires belong to the same player. I'm not sure how to make this more clear. If you duel yourself, you will be deleted.

    3/26/05

  • Ok, after a warning yestreday and some fines this morning people still aren't getting it, so this time we deleted two empires that were owned by the same player, who was dueling himself. DO NOT DUEL YOURSELF. Empires were MerchantMan1 and bigguns1.
  • Fixed a bug that was allowing people to attack with over-BV'd lances.
  • Fined the empires Flower_Shop and Yavin 4 each 500 million (level 3 and 5) for dueling himself.
  • Fined the empires TF-2ndPhase and TF-3rdPhase (level 1 and 0) each 100 million for dueling himself. Both empires belong to the same player. You may not use the arenas to set up free-income situations for yourself. The idea is that you fight a different player, and you both try to win.

    3/25/05

  • Just to clarify here, IT IS NOT OK TO DUEL AGAINST YOUR OWN EMPIRES IN THE NEW ARENAS. From this point on people who do this will be fined.
  • Removed the "Able to train date" from the list of units at the bottom of the training page that cannot train due to battles fought. The date was not too meaningful as the timezone was unclear, and the generation of those dates was causing a lot of lag. We may end up removing the unit list altogether and replacing it with a simple count of exempted units.
  • Lances eligible to enroll in arenas are no longer automatically listed; only individual units are listed by default. If you wish to check lance eligibility, you can click the appropriate button. This will reduce lag significantly.
  • Fixed a rare problem where scrapped units were giving unlimited salvage.
  • Sped up the mech readout page significantly which will reduce game-wide lag.
  • Removed some lag from the login process related to the nuke messages.

    3/24/05

  • 5 empires have been nuked, removing all active empires from a player who was illegally accessing enemy empires. Please remember that if you give out your password, and it is used against you, that is not our problem. However in this case the perpetrator was illegally hijacking logins to give himself access to enemy empires, and this is strictly against the rules (if not against the law) and will be punished. The largest empire nuked (in essence, deleted) was level 11. All units in the nuked empires were relocated to the capitol before nuking. All other large cities of note in the offending empires were nuked as well, although you only see 1 message per empire.

    Remember, anyone can buy a nuke for $50 billion by contacting the admins. Nukes do 150 damage to every unit and building in the target zone, as well as reduce the "max buildings" to zero in the target zone.

    3/23/05

  • Fixed a bug that was removing the wrong class level points in certain cases of level loss.
  • Fixed a problem that was allowing shut-down units to fire in arenas.

    3/22/05

  • A day change problem with research has been fixed.

    3/21/05

  • Current nevtime added to the movement page.
  • Logins and Passwords: Since people continue to not understand our policy regarding logins and passwords, we will continue to beat the drum. The only thing that shows that you are the one who has supreme control of an empire is knowledge of the login name AND password of the primary login. Not Donations, not 'everyone knowing it,' not IPs, not ANYTHING gives you the ability to claim an empire as 'yours' except knowledge of the password to the primary login. This is why you should NEVER give someone your primary login/password. If you believe that there are players who know your password, EVEN IF YOU TRUST THEM, you should immediately change your password and update your email address to your current address. If a player knows your password and decides to change it you are pretty much completely out of luck. DON'T BE THAT PLAYER!

    We have asked in the past for suggestions on abilities that secondary logins need to help give them more control within an empire. In the past few months we have gotten almost none. If you have some please open a ticket and we will be happy to add them as we can.

  • Cockatrice vehicle design now requires heavy vehicle electronics.

    3/17/05

  • Scrapped mechs/vehicles now show in the destroyed units log.
  • Implemented new icons for the Zues, Thug, Warhammer, Sentinel and Atlas that are a little snazzier.
  • Changed the "Technical" link on the front page to only contain relevant information.
  • Stopped the annoying and now meaningless settings popup from coming up every battle for [NOOB] faction members.
  • Fixed a purely visual bug that was reporting LC movement cost as higher than it actually was.
  • Moving a single unit will now properly redirect to the proper section of the units page.
  • Enemy Zone Escape: The new movement system required that this be recoded in a different manner. You can still attack out of enemy zones assuming your attack options are not restricted by terms of surrender. You may also instantly transport your unit to your largest city if 30 Nevdays have passed since that unit has been in battle. Click the unit name of the unit in enemy zone for details.
  • Big Change! This is not a gameplay change, but a technical change to the system itself. Neveron no longer needs to be a trusted site. Some changes to how battle maps are created, stored, and recalled on the client (player) computers has removed the need for site trusting. This has several important ramifications. First, you can all remove Neveron from your list of trusted sites, and if you wish (it won't matter if its not trusted) re-set your custom level settings to require prompting for activeX downloads from trusted sites (the default IE setting). This removes a big stumbling block for a lot of new players who have trouble loading the battle screens.

    We had become aware of a potential security hole that would allow a hacker to pass malicious scripts through Neveron game mechanisms (such as mail or treaty requests) and potentially damage a players computer. We have looked through our logs exhaustively and found no indication of any use of this hole. I would like to thank the person who brought this to our attention, as he was very helpful in testing and fixing the problem. The scripting hole has been fixed and even if you leave Neveron as a trusted site, there is no longer any possibility of passing a script through our system to another players computer. Nevertheless removing the need for trusting the site is a great comprehensive fix that adds some extra (now redundant) security.

    The new setup removes the need to store temporary text files on your desktop. If you still have NeveronE.txt, NeveronW.txt, and NeveronB.txt on your desktop (or elsewhere) they can be deleted. A great side-effect of the change is that you may now have multiple battles active in multiple IE sessions without any map crossovers. Each session will remember its own map. We were also able to reduce some overhead on both the client and server, so battle performance will improve slightly.

    3/16/05

  • Several empires made several billion because of a bug last week. Please be patient while we track and fix this. Your money WILL be removed if you got it because of a bug so you are advised not to spend it lest you suddenly find yourself with several billion of debt.
  • Single unit movement has now been brought into the same system as the formation unit movement as described yesterday. There were some errors as this was implemented. Please do not open help tickets.
  • New Feature: You may now train units via a button on the unit readout page. Simply click the unit name on the Units page and click the obivous train button. All normal rules apply.

    3/15/05

  • Upgraded Feature: Troop transport has been completely overhauled and cleaned up. Formations no longer move as one whole group but are split up based on their starting zones. If you move a company that his units in 5 different zones, all the units will be moved but they will move at different speeds and arrive at different times depending on how far away from the target zone they are and the slowest unit traveling with that subgroup. Before commiting the move you are given a readout of where the units are coming from, how fast they are moving and what time they will arrive. All formations (lances/comps/batts) have been upgraded in this manner. This fixes an assortment of bugs from paying for troops transport that you did not get, to instant movement bugs to simply being unclear about which units are not moving and why.
  • The Assassin 101 had its weapon and ammo crit locations reversed and have been corrected.
  • Arena repairs and donation repairs now properly correct vehicles for targetting computers.
  • Delete about 30,000 entries from some login attribute tables that should help speed things up a bit.
  • To save on server load the pirate log has been shortened to 30 Nevdays from 1 Nevyear. Thanks to DSA for the idea.
  • REPAIRS: This was glossed over below so let us trumpet it a bit louder. Repairs have been working in a way that they take place simultaneously at the same repair bay instead of concurrently since repairs were coded. This means if you fixed 5 units they all were fixed at the same time. Now if you fix a unit at a repair bay, all the other units you fix have that unit's repair time added on to theirs. This means repairs will take longer if you are using the same repair bay since there should actually be a line of units waiting for their turn to be repaired. You will want to prioritize your repairs in war time so that units that you need quickly are done before other units. Quick repairs should be done before long repairs so that other units aren't stuck waiting for them. Again...this is a very intentional feature NOT a bug so please stop opening help tickets regarding it.
  • Fixed an error with repairing mechs.

    3/14/05

  • Pirate War Log: A modified version of the war log has been implemented for pirate attacks. This only shows pirate attacks on members of your faction in the past Nevyear. Result of the individual attack and player attacks on pirates are not shown.
  • Harriers now properly show in the vehicle armoury.
  • Took steps to speed up the movement parts marketplace. It is still very slow, however and more steps will be taken to reduce load time.
  • Fixed a bug from a bug fix of vehicle repairs.

    3/11/05

  • Added mechs to the research tree, including ANH, CN9, ENF, HBK, and MON.
  • Fixed some rather interesting issues with mechs punching to their rear flank hexes.
  • Fixed a problem with repair facilities, which were not properly taking time to repair some units.

    3/10/05

  • Better late than never! Soe´s Warhammers, level 7, was selected as the winner of the February 200 DP prize drawing. As always, the empire with the highest monthly war rating (as recorded on the 1st of the month) from each level is entered into a drawing, and this month the level 7 winner was selected. Congratulations Soe´s Warhammers and good luck to everyone in march!

    3/9/05

  • Vehicle Movement Change As some of you have noticed, for a long time now vehicles on AI only spend 2 MP to go downhill while player vehicles had to spend 3 MP, just as if going uphill. Well, thats finally been fixed. Going downhill, being much easier for a vehicle than going uphill, now only takes 2 MP for player units as well. Going uphill still takes 3 MP for both player and AI units. Vehicles can still not change more than 1 level of elevation per hex travelled regardless of whether they are going up or down.
  • Fixed a problem that was keeping the arenas from closing last night.

    3/8/05

  • In tournaments, if you leave early or otherwise are forced to place your unit on AI, you cannot win. AI units in tournaments will no longer fire and only serve as targets for participants.
  • Fixed a bug with mine expiration that may have been preventing uncommissioned mines from expiring as stated.
  • Fixed a bug that was preventing the scrap vehicle page from redirecting back to the map unit list as it should have been when scrapping units from the map.
  • Fixed a bug that was preventing the -2 bonus to hit for gauss rifles and other weapons when they were being auto-repaired in the arenas. There was also a temporary bug today where winners of arenas weren't getting repaired at all. If you had this problem please open a help ticket with the UnitID. If you try to scam us we will fine you $1 billion.
  • Updated 3 Awesome variants that had 1 usable hand, which was a bug. AWS have no usable hands.
  • Resaving the same unit to the hex it already occupies when preplacing units in a zone no longer gives an error.
  • Removed some checking and various updating code from regularly scheduled processes pertaining to old arenas in order to reduce lag.
  • Fixed a bug that had caused daychanges to fail this past weekend. Also added code to check for and automatically fix any recurrance.
  • Corrected the chat/update links on the pop-up menus as well as the main link so that they open in different windows.
  • Removed life support crits until they do something useful.

    3/7/05

  • Update the Champion icon to reflect its status as a heavy mech.
  • Some BV adjustments were made to reflect dueling performance. More changes will be made as needed.
  • Fixed a problem with arenas not ending properly.
  • Fixed a problem where level 7 empires were occasionally getting hit by pirate forces that were much too large.
  • Fixed a bug where patrols were not setting from cities without civpop.
  • Chat and update windows should now open in seperate windows when clicking their links.

    3/1/05