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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
Arena Adjustment:Your attacking force must now be valued at a minimum
of 50% of the defending force.
Fixed a Bug where vehicle weapon crits were not being properly repaired.
Fixed a Bug that was not allowing resources to be removed from the market.
Added parts needed lists to the tower creation page. Will NOT work for weapons currently, but ammunition and everything else
needed is listed if you are short on parts.
Stopped occasional DP mech repairs from timing out.
New Policy: Recently we have had several requests to fix unit names that were unsuccesfully altered by players.
This is not something we should have to do. Any future fixes of this sort will now cost the market value of the unit.
Fixed a bug with the new complete research donation option. It should work properly now.
5/31/03
Clarification: research workers for untooled facilities do not add tax income! There have been several bug emails lately about
income dropping mysteriously. At least one of these cases turned out to be idle research facilities. Please check for untooled research
facilities before sending emails about base income changes.
Fixed a problem with newly built factories. They were not adding their workers into the available worker pool. Loading the buildings
page now verifies all factories in that zone. If you have, or suspect you may have, not enough factory workers please view the buildings
page in each zone with new factories in it. This will update your available factory workers if there was a problem.
Fixed 232 people who were mysteriously stuck in units which had been destroyed. This was, among other things, often preventing
folks from claiming a full 12 characters.
Clarification: there is some confusion as to what undefended zones may be claimed from a level 0 empire for $200,000. Any zone of a level
0 empire may be claimed by another empire for $200,000 if there are no units present and no buildings. Theoretically, if a level 0 empire has no
units and no buildings anywhere, the entire empire could be claimed for a $200,000 per zone.
Fixed a bug where when some weapons were critically hit and subsequently repaired,
their ammo would not display during the attack phase until that weapon ran out of ammo.
5/30/03
Neveron Tips: Issue #1 of the new Neveron Tips mailing list has been sent out. The topic was a lengthy, but shallow, overview
of war. Enough was covered to give people, especially newer players, a decent grasp of the war system and some important points about basic
defense (which is sorely lacking in many empires). I will be archiving these posts in the forums, and I will also be enlisting veteran players
to compose tips on various topics. Please note that this list is completely spam and advertisement free. If that changes we will promptly
change venues. There is a signup on the Comms page.
Reformatted the tower creation page a little bit and added an ammunition needed section which was clearly missing and confusing some
people.
5/29/03
Fixed a bug that was displaying an incorrect cost to attack arenas.
Arena adjustment. Again, due to abusive player exploitation (see a trend here?). Your attacking force must now be valued at a minimum
of 65% of the defending force. This will prevent people from dumping a company of jeeps into a mech arena, losing, and still coming out with
a huge profit on the 70/30 split.
Fixed a bug associated with making a new empire.
5/28/03
The gerneral parts market now offers a faction discount.
Removed the additional money you could charge in arenas. This adjustment no longer served any purpose other than an additional tool cheaters
could use when self-dueling. It was also buggy, and as it would serve no purpose if fixed, it was removed.
5/27/03
Reformatted the tower creation page to show whole numbers instead of fractions.
Fixed a bug that was charging 10 DP to fix the new Orion variant instead of 3.
New Feature: There is a new donation option for completing research. This will let you use DP to complete a current project for a
prorated amount of Donation Points. Please see the Donate page for details.
5/26/03
New Feature: A great new little feature: you can preplace units before attacking. On the map, click the zone with the mobilized attacking units in it.
There will be a new option to click a letter corresponding to each attack direction (N, S, E, W). Clicking this will call up a map of the
adjacent zone which will be black but for the first 4 rows of hexes. You may pre-place your units in these hexes. Then when you attack, their
starting positions will be those that you set.
Fixed a bug. I'm not sure exactly how it was happening, but there were reports of a battleplayer targetting another battleplayers
units during the attack phase, and damaging it with both weapons and physical attacks. Although I could not replicate this, I feel very
confident that a change I made this morning will prevent that from ever happening.
Fixed a bug where battleplayer mechs were improperly going to "enemy zone" when retreating into friendly territory.
Fixed a bug which had been allowing certain large battles controlled by battleplayers to overrun stacking limits.
Fined an empire $1 billion for using and not reporting a beneficial bug. Apparently in certain situations stacking limits
are ignored. This will be fixed today. Please, if you find a big which helps your empire, DO NOT abuse that bug. Instead, report it
to bugs@neveron.com. The person who reported this bug was awarded DP, while he who abused it was fined.
5/25/03
Fixed a bug which had been preventing vehicle internal structure from being repaired.
5/24/03
Fixed a bug where infantry riding inside an APC could be spotted and thus targetted. Infantry inside an APC will always be hidden now, until
they disembark.
Broke down the arena standings into four categories, by empire level. Awards will be given for the top 10 finishers in each category, with the
higher level categories receiving the larger prizes and the lower level empires receiving smaller prizes. Note that you may place in multiple
categories.
5/22/03
Fixed a bug which was preventing some players from claiming their emperor
Again, we are asking folks to please keep discussions about out of game materials (particularly game mechanics or policies) to
the Forums. There is a link on the Comms page for just such discussions, and the threads are monitored very closely by Neveron
staff.
Policy: A recent situation has come up in which an empire was attacking another empire and the two sides entered into
negotiations. The attacker began making demands that they be given payment in return for a ceasing of the attacks. The payment was
said to be made in Donation Points, with the defender donating in the name of the attacker. This is an unacceptable mutation of the donation
system that the Neveron staff can not support. The donation system was intended to be used by players excited about the game and wanting to
help support its further development and continued availability. There are in game means to make payments for in game actions, including land
transfers, market sales and money transfers and these should be utilized to make such demands of other players. If we find situations of players
extorting donations out of other players, we will take severe action against the offenders. This is a war game and we are land war's strongest
supporters (we made it, after all) but such things should be kept in game. In this case the offender was fined $500 million, which will be leniant
compared to the punishments given to future offenders.
Expanded the price range for weapon sales.
Arena earnings limits will be going in today. This cap serves several purposes. First, is to prevent empires from relying solely on arena
income. The increases prizes make arenas much more lucrative than before and while the intention is to reward people who actively play the game,
we do not want every other economic aspect to become irrelevant. Now, there is reason to build your empire to higher levels, for when you reach
level 6 and up, the threshold at least doubles each level. Without this limit, a small or midsized empire could easily make billions of dollars
in a month, more than the largest empires in the game. Alternatively, empires were able to rely entirely on arena income as it overshadowed
any other income source possible. The new limits will help encourage players to develop more rounded empires. Equally importantly is that
arena cheaters will not be able to exploit the system as baltantly as before. If cheaters want to make billions off staged arena fights,
they will need high level empires, which are higher profile, take time to build, and when caught and deleted will hopefully drive them away from
the game for good. We don't need cheaters. The limits prevent experienced players from catapulting a new empire into the billion-dollar club
by judicious use of their favorite dueling mech against other low level and inexperienced players. The limits prevent small and midsized empires
with skilled dueling players from getting virtually unlimited funding during times of war by dueling. Large empires (level 10+) are virtually
unaffected by this, which is fine with us, as they are not prone to cheating (would you risk losing your level 10+ empire over a thrown duel?)
and their infrastructure income always far outweighs their dueling income.
How the limits work: the cap, or threshold, is the value which when exceeded during a 3 day span (30 nevdays) locks you out of dueling until the
earnings from the last 3 days drops back under the limit. For example, if you are a small empires (level 0 to 5) and duel a light mech, making
60 million profit (your threshold is 50 mil), unless you have had recent losses to offset these winnings, you will be unable to duel for the next
3 days. On the bright side, $60 million for a small empires is an incredible boost, probably enough, if used judiciously, to move you up a level!
5/21/03
Arena attack costs and prize payouts have been corrected in accordance with the new updates.
New Feature: A new tips mailing list has been started. Click the Tips link on the Comms page to sign up for this spam/ad
free mailing list. Every week or so veteran players or staff will provide a lesson or advice on how to better play the game.
Downtime: Neveron will be down for at least 1 hour at 10 PM Arizona time (5 am GMT) tonight for routine server maintenance.
Gauss ammunition has been returned to the market.
Big changes today. I'll try to present this all in a way that makes sense. First, arena prizes were revisted. Previous prize values were
established before player mech production was possible, and while player vehicle production was a minor side-note to the vehicles market. Now, with
true supply and demand market pricing in effect due to the introduction of resources and the production system overhaul, vehicle prize values were
in need of adjustment to reflect their true value. This resulted in a relatively minor adjustment of vehicle arena prizes.
Next, mech arena prizes. Comparing the production values of mechs and vehicles it became blatantly apparent that mech arena prizes were far too small
to cover mech replacement costs when priced reasonably in comparison to their resource and production costs. Thus, mech arena prizes were increased
dramatically to bring them up to a point where dueling mechs at a fifty percent win rate would yield a small profit if mechs were priced in
accordance with their resource and production costs. Entrance fee and arena creation costs were adjusted accordingly as well.
Mech market pricing. Neveron Arms Sales, Inc. (NASI) mech prices are way out of line with the mechs value in regards to mech unit production
costs, comparable vehicle values, and now the corrected mech arena prizes. In fact, they are nearly exactly one-half the price they should be
in order to bring all three mentioned criteria into line. The economics of the game are, impressively, incredibly self-consistent with the
exception of NASI mech prices which are largely beyond player control and thus outside the rest of the free market forces at work. Accordingly
NASI mech prices have been doubled. Mech prices will still be affected by player demand and market availability but the current price-point has
been doubled. Absolute price fluctuations will be larger now, but as a percentage of the active price will remain approximately unchanged.
Small empire subsidy has been increased dramatically. For a new empire it will be increased from $150,000 per NevDay to $250,000 per NevDay.
Most empires will receive the bonus all the way to level 4 now, and even some level 5 empires may receive a small bonus. Most empires level 1-3 will
see roughly double the total income because of this change. This has many reprecussions. First, mechs remain just as affordable to small
empires as before the other changes made today. Secondly, it will be possible for smaller empires to build much more quickly and get to
the more exciting higher levels. Thirdly, the higher amounts of available cash for small empires make dueling and warring more accessible as a loss
is a much smaller setback than before. The potential for abuse should be rather low as the new 5 empire limit is almost universally being respected
and violators are reguarly being banned and deleted. People creating small empires just to milk this larger subsidy and/or inflate their main empires
will be deleted as they are found.
The amount of cash per DP has been increased twenty percent to $6,000,000. This small extra incentive to convert DP to cash partially offsets the
additional income gained by the lower level empires as a result of the subsidy increase.
Fixed a bug where in certain empires the emperor was not reclaimable after unclaiming him.
Fixed a bug where repair facility technician levels for mech repairs were wrong.
5/20/03
Fixed a bug where pre-placing units on the map before clicking "engage enemy" was not working. Pre-placement should now work in any situation.
Deleted and banned more cheaters. Please don't cheat -- if you suck so much that you can't get anywhere without cheating,
go find an easier game to play.
Downtime: Neveron will be down for at least 1 hour at 10 PM Arizona time (5 am GMT) Tuesday night for routine server maintenance.
New Feature: The Market Prices section on the Factories page is now customizable. You can type in your own prices for various resources. This is important,
as the default settings blindly look for the lowest market price, which may be artificially high or low based on market behavior and you access to mines and trade alliances.
You will want to adjust these prices to get a good estimate of how much it would cost you to produce an item. If you want to compare these directly to the market, you should
simply open a new browser and open it to the applicable market. Currently, listing market prices on this page is not possible.
Fixed a bug which had been preventing damaged vehicle internal structure from being repaired.
Increased the maximum number of claimed people to 12.
New Feature: Added a new rank: colonel. This rank designates the owning player of each empire. When the empire is created, the creating player
has his initial maximum claimable rank set to colonel. All existing emperor players have had their max rank set to colonel as well.
A rank of colonel cannot be attained through increasing max rank, nor can it be reduced by decreasing max rank. It is permanently fixed.
This effectively marries an empire to a player, so that a player can never lose control of the empire. You may still unclaim the emperor,
and another login may claim him if you so choose. This will not affect gameplay in any way, but will allow us to more easily determine
who owns an empire in cases of lost passwords, empire hijacking, or where all claimed characters are killed or unclaimed. Actually, there
is one new aspect which does affect gameplay. The owning player, with max rank of colonel, can claim any character in the empire,
up to the 12 person limit, regardless of whether or not that character is claimed by another person. Thus, if someone else claims (or has claimed)
the new emperor of an empire when the old emperor is killed or unclaimed, said emperor may be reclaimed by the maxrank colonel player at any
time, thus returning control of the empire to the original player. If you wish to permanently transfer control of an empire to another player,
it is highly advised that you give them the owning player login, because in any and every case ownership dispute we will rule in favor of the
player with the owning (colonel) login. Please have controlling player email addresses resolve to actual mail accounts so that in the event of
dispute or problems we have a way of contacting the owning player.
Fixed a bug where weapons which were partially repaired, and then were critically successfully repaired later, were not receiving their
to-hit bonuses.
Fixed a bug in the tutorial that was causing new players to get an error.
5/19/03
New Features: Another button has been added to the Factories page which provides a quick calculator to determine the "breakeven" price for produced goods
based on the lowest current resource market prices. It will be improved tomorrow when I will enable you to plug in your own numbers and adjust the prices. This will make it
more obvious to those who haven't been doing the math to see that certain products are not currently profitable and shouldn't be produced or should be removed from the market
and sold at a higher price. As resource market prices decrease the cost of production will also decrease.
New Feature: A new list of how many resources you need to produce your producable items is available on the Factories page. Simply click the button
labelled "Required Resources" near the Start Production section.
5/18/03
A new section on Donating has been added to the Neveron Tutorial.
Fixed a bug that was allowing people to remove more resources than they had from the marketplace.
If you haven't noticed yet the private mails have been changed to more clearly show when you have been sent a message directly versus when you get one that is
a mass mailing.
Hardware list has been updated on the Donate page.
Fixed a bug with that was not showing many different vehicletypes in the armoury.
Fixed a bug where SRM2 mk II were not scoring damage against vehicle units. They now do proper damage to all unit types.
Fixed a bug where scrapping damaged vehicles were often returning the vehicle, undamaged, to the armoury.
Buying mechs will now look for unassigned pilots based on the following parameters (in order of importance): gunnery skill, piloting skill, rank, reputation
5/16/03
The mech and vehicle marketplaces now show items your active person can not afford in white instead of the normal colors.
Fixed a major bug on the Income page that was showing improper income for some empires with zone doublers (it was artificially high). This has been corrected and your real
income should match your Income page more closely now.
5/14/03
The infantry armoury will now allow you to use the 'create multiple' button to create a single platoon if you haev 1 unassigned soldier and $270,000.
5/13/03
The new links will now work as they did before with a double click.
New Feature: As you probably have already noticed we have a new menu list function on the main page. This should both significantly help with server and bandwidth load as well
as make the game faster and more conveniant for players. Big kudos to Yossarian for yet another outstanding interface improvement for Neveron.
5/12/03
The list of currently help treaties will now list in alphabetical order.
5/4/03
Many changes were made to unit BVs. Most empires will see their BV affected by one or more of these changes. The changes reflect
dueling standings over the past month and a half. The most significant changes to mechs were the SDR-5D which increased sizably, and the VLK-QA
which dropped dramatically. Vehicle BVs were also adjusted, with the JED-Flam increasing the most and the TX-SRM dropping the most. We monitor
duel results closely and adjust BVs approximately once per month as needed.
5/2/03