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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
Deleted almost 200 entries from the surrenders table for empires that have been deleted. From now on when an empire
deletes you will no longer gain surrender income from it, nor pay surrender income to it.
Sped up, dramatically, the loading times for lance and company options when attacking an arena with a larger empire.
Updated some improper text on the vehicle armoury page regarding skilled people.
Some pages were showing MGs and Flamers as doing 2-12 damage against infantry, while others listed the damage as 4-14. All pages have been
updated to correctly show 4-14 damage.
You can no longer retreat out of a battle into an empty zone. Claim it first.
Added more to the surrender FAQ.
5/31/04
Added a question to the surrender FAQ.
Fixed some exceptions on the fire skilled people page.
Fixed 27 people that were improperly unassigned.
Fixed an issue with one of our hard drives overloading due to a failed maintenance procedure.
Fixed an issues that was sometimes allowing people to generate multiple war log entries for attacks that didn't happen because there was still a
battle in progress.
5/30/04
Fixed another typo on the fire skilled people page.
Limited tower construction log list to 1 nevyear.
Addded a link to the mech marketplace explaining why the mech market is so screwed up.
Fixed a typo on the fire skilled people page.
5/29/04
Cleaned up the factories page a little bit and added some more info at the bottom.
Made corrections to the factory breakeven page. The breakeven price for Radioactive and Neveronium resources were improperly stated. The
proper numbers are $40,0000 and $80,000 respectively.
Removed some remnants from the old 'distance to neearest city' feature on the map.
Fixed a problem where new empires were being sent to a full screeen vehicle armoury.
There is now a verify zone flag option on the map to correct for improperly flagged zones. Simply click the Verify Flag link.
Deleted 2 empires with color html in their names.
Pirate Info to help clarify some of the mystery of pirate attack frequency, size, and the effectiveness of paying bribes, a lot of
information has been added to the Pirates page, which you can access in the War Room.
Fixed a problem with requesting treaties from the map.
If for some reason your war level is not set properly when viewing the "Evaluate Military" section of the Empire Stats page it will
automatically update the entry.
When you load either the tower placement page or the unit preplacement page any old entries for preplaced units/towers that are no longer in
the zone will be deleted.
Had to do a quick restart to correct a problem.
Rank is now not as heavily weighted when determining an infantry platoon CO when using the create single platoon button.
Fixed a rare exception that was not preventing people from selling vehicles from a zone under attack.
Morale for towers is added when the tower is CONSTRUCTED, not when the tower is placed. Several people have inquired about this.
Destroyed about 100 units with offensive names. Using offensive words in any name is forbidden. If you have units with offensive names or
curse words in them you would be wise to change them now before stiff fines are handed out.
The infantry, vehicle and tower armouries now list skilled and unskilled people based on criteria specific to that page. Skilled vehicle people
are people with vehicle weapons or driver skills of less than 8 and may have mech skills of any level. Skilled tower people have vehicle weapons
skills of less than 8 and piloting/gunnery skills of 8. Skilled infantry people includes anyone with skills of less than 8 in a vehicle/mech category.
Firing people will use the criteria of that page to do so. This means firing all skilled people from the infantry page will fire ALL unassigned people
with a skill of less than 8 in any mech/vehicle category. Firing skilled tower people will ONLY fire people with a vehicle weapons skill of less than
8 who also have mech AND piloting skills of 8. Firing skilled vehicle people will fire anyone with a vehicle skill of less than 8, regardless of
their other skills. That means that a person with a vweapons skill of 7 and a gunnery skill of 4 will be fired while a person with vehicles skills
of 8 and will not. The criteria is spelled out in the pop-up box that comes when you hit the fire button.
Unskilled people on all pages are defined as having ALL vehicle and mech skills of 8.
If you have towers that you did not design you may now view their design readouts so long as you have one commissioned or in your armoury. You used
to be able to capture enemy towers in war.
If you have a zone flagged that does not belong to you attempting to make it your active zone will now delete the flag.
5/28/04
Surrender FAQ Today I answered a huge number of surrender bug
tickets, almost all of which were not really bugs at all but caused by lack of
information about how surrender works. A few of the tickets I rephrased as
questions and posted the answers on a new Surrender FAQ where I think the info
can help reduce a lot of the confusion about the system. Please read both the
help file on surrender and the new surrender FAQ before submitting bug tickets
about the surrender system. You can find a link to the FAQ at the bottom of the
main Help page, by clicking the big HELP tab in the top right corner.
New Feature: You may now cancel transit for units that are waiting for LC pickup. You will not be refunded any money. Click the unit
name to view the unit readout and use the obvious button to cancel transit while the unit is still in the 1 nevhour "waiting" period.
Surrender Update as some of you have found out, if you have
surrendered and retreat your units out of an ongoing battle into an enemy zone
and do not subsequently click the enemy zone link to return them home, they
may be engaged!. Again, it is supposed to be impossible to save units from
certain death through surrender if they are already in battle. I realize that
clicking the enemy zone link on the the units listing will enable you to retrieve
units if you've surrendered, and this may be changed in the future. Please don't
send bug tickets about your units that were in enemy zone and engaged after you
surrendered. Thats perfectly ok. Your empire was not attacked and thus its not a
bug, its basically an extention of the fact that ongoing battles will continue
until resolved.
The Troops page now lists mobilized units from the first to be mobed to the last.
Help Ticket Reminder: IF you have an open help ticket that no longer needs to be addressed PLEASE cancel it. This saves us an enormous
amount of time. Thanks you.
Corrected 11 mechs with unknown critical damage.
Ravens now properly have medium laser crit slots in their right arms not their left arms.
5/27/04
Put a $1 million cap on all ammo prices.
Added code to esure that zones with building crews are not unclaimable.
Vanishing Parts: The reason for missing parts has been discovered. When you require multiple repair parts (movement, weapons and ammo)
to fix something and have less than you need (but at least 1) it will try to fix all the parts anyway and it will use the parts necessary. This
results in a negative number of parts in the zone, meaning that when you ship new parts to that zone it only fills the deficit. People's zones
have been updated to 0 but will not be from now on. The bug that creates the deficit will be fixed this week.
Corrected manticores to create with proper ammo locations.
Fixed 1900 Manticore-0AX's that had ammo locations of NONE instead of BODY.
Corrected some inconsistancies with the new transfer/allowance limits.
Increased cash plunder by 25% for building destruction when conquering a city.
Added to-hit penalties for physical attacks against units in buildings. Unlike weapon attacks, physical attacks against targets in
buildings do full damage when they hit. However they are now less likely to hit.
Jumping into buildings has been fixed.
Game Rule Update: Creating links that access function oriented pages in the game or any site will result in the IMMEDIATE banning of your
IP from the game and crippling fines on all of your empires. Links added to the site may link to INFORMATIONAL pages ONLY. Additionally, you MAY NOT
add a link to any name (person, zone, empire, unit, lance, company, faction, etc...) in the game. Links may only appear faction
descriptions.
5/26/04
Allowed you to preplace units for a future attack out of the zone while they are currently in battle.
Tower People: A new section of the People page has been introduced that lists people designated to towers under construction in your
empire.
Tower Bug Correction: The tower creation process has until this morning been using improper people many towers. If you placed towers in
the past week you may want to use the correction button found on the new Towers section of the people page. This will put the properly designated
person in the tower and update the tower skills/bv. If you do not use that button the person that had been designated will remain invisible in your
empire and still partially attached to that unit, useless.
Finally found and fixed a rare but bothersome bug where an arena would start with enemy units already in it, usually with extremely
mismatched BVs.
New Feature: You can now choose to number vehicles numerically when creating them so that they have more unique names. Making 4 jeeps
named "Jeep Master" and choosing to number then sequentially will result in a "Jeep Master 1", "Jeep Master 2", "Jeep Master 3", etc...
5/25/04
Quest #1 has been reinstated. This ongoing light vehicle tournament may still experience difficulties. If you win but are not
awarded your prize, or experience other troubles with it, open a help ticket with all pertinent info.
Fixed a bug that was causing pirate groups to occasionally begin a battle all stacked in the upper right corner of the map.
Pirates who take every zone of your empire will still delete, but they will no longer delete all your zones. They will simply vanish
leaving your cities there for you to retake when you get around to it.
Cheat Reporting: If anyone uses a loophole (previously known, accidental, whatever) that allows your units to escape from
a situation where your zone(s) are surrounded, you must report it as a bug immediately. The ONLY legal way get your guys out of such a situation is to
wait 10 minutes for a LC in a zone you control that is not under attack, or move them overland when you have a path of friendly zones back
to a safer area. If you don't inform us of these cheats we can't fix them, and we will fine you.
Fixed an obscure escape loophole where you could retreat units back into a zone you owned where there was an ongoing battle
and then reset them to no-battle so that they could move (or attack) out of the zone. From now on units that retreat into a zone
of yours that is currently in battle they will remain in enemy zone until the battle ends.
Fixed a problem with pirates engaging mechs in your armoury.
Fixed a problem with pirates engaging towers that were still under construction.
Fixed a problem with pirates double-attacking empty zones when multiple groups entered undefended zones before ABR recognized a victor.
5/24/04
Removed a frequent source of deadlock from the my_people.asp page.
Empire funds transfers should work at the new limits now.
5/22/04
Fixed a bug that was generating an error (which was harmless) at the end of each arena match.
Fixed a bug that was letting people instantly repair units.
If an empire has no population, but does have zones, the empire intel page (through the factions directory) will now list
a random zone of that empire. No hiding by not having cities!
When a surrendered empire lists as fully restricted, you can now see how many hours remain until the restriction ends.
Fixed a bug where MIXED lance/company/battalion moves were being incorrectly treat as OVERLAND or, for company/battalion moves, occasionally
LANDING CRAFT. Mixed movement is now working correctly, which is to say units will arrive together after 30 minutes, and you will be charged
for those units that could not move overland.
Ok, here is another change. If you have units in transit to a zone, and that zone is conquered, your units will NOT automatically
jump to the nearest friendly zone. Instead, they will remain in transit to the destination. If you retake the destination zone and are holding
it when the units are scheduled to arrive, they will arrive normally.
When the time of arrival comes, if the zone is still in enemy hands they will
return instantly back to their zone(s) of origin. If the zone(s) of origin is ALSO in enemy hands, the units
will still return to it, and will immediately enter enemy zone there.
If there are enemy zone units in a zone that is under attack, and the attack succeeds, enemy zone units from empires other than the victor
will now remain in enemy zone. This was another "free ticket home" loophole that has been closed up.
You can no longer unclaim a zone if there are any units that are in transit from that zone. This ensures that you can't make your
"nearest" zone be far away if you make a quick 1-zone move and then drop on the destination zone after unclaiming the one you left for a free
ticket home.
If a zone is under attack and other units of the owning empire move into the zone and are subsequently awaiting LC transport when the zone
falls, they will no longer keep waiting for the LC, they will now immediately enter Enemy Zone where they can engage, or be engaged, by those
units that took the zone.
If a zone is conquered, and there are units in the zone belonging to a third empire (neither the attacker nor defender) those units
will now go to enemy zone instead of being relocated to the nearest friendly zone.
Enemy Zone Units after Surrender: Simply click the Enemy Zone link of the units in question and they will be put back into your zones.
Fixed a bug where towers under construction were improperly showing in the active zone units list.
Bug Tickets: Because of work on other parts of the game, there is a large backlog of bug tickets. We will be sorting through these over the
next work week. ALl will be answered so please be patient. Thank you.
Empires that have surrendered by no longer claim zones until their Full Restriction period has expired. This should curb abuses of
players placing restricted empires near combat zones to have safe retreat areas.
LC Movement Change: You may no longer fly units into or out of zones where a battle is underway. You may still move units into
and out of zones with an ongoing battle using OVERLAND movement.
Fixed a problem with pirate units not showing up in battle when attacked.
DP Instant-Move: The instant move option has been removed. We are making an effort to eliminate the possibility of
saving your forces from certain death by a variety of means, one of which was by surrendering (see previous change) and another was
DP instant-moving. There are several other methods which will, hopefully, all be covered soon.
Surrender Change: When an empire surrenders, current battles will now continue. This is a big change, as previously
battles would instantly end upon a surrender.
5/21/04
Fixed a bug that was showing zones with unconstructed towers in them as defended.
Fixed a bug that may have been allowing units waiting to fly out to escape from battle if their zone was attacked.
Pirates are breaking all kinds of redundant checks and still managing to attack 9999, 9999 where all your unassigned people 'live.' A manual
correction for this has been added to end the battle and move the pirates on to bigger and better things. If you see a war in the Land of Disposessed
simply make an unassigned person active and click on their War link as if joining the battle. There will be some lag and then the battle will have
ended and the pirates moved to a different zone. This will have to do until a more permanent prevention system can be devised.
Fixed a battle in the Land of Disposessed
5/20/04
Just in case there are any problems with bugged towers in battle, ABR is your best way to get rid of them.
Empire Name Policy: Empire names may NOT imitate that of another empire. It seems to be the latest rage to make an empire name that
looks like that of an empire in another faction. This is fair warning to change these empire names immediately or they will simply be deleted.
I will give people until Monday to comply. Empires with improper HTML (that means ANYTHING other than simply formatting changes like, bold, italics
and superscript) will also be deleted. Empires with colors, images, moving bits, or html tags that make your name invisible or otherwise mess up
the formatting of the game will be deleted. This is fair warning.
Fixed a bug on the Units page.
Fixed a bug with the Infantry Armoury.
Final Tower Update: The new tower system is in and operating. Took a long day but everything looks good so far. All the admin
test have proved negative and while there were a few problems during the update nothing has been found since the project was finished. As always
please open a bug ticket if you have any problems.
How it works: Place your towers like normal. Once placed the towers are given a completion date (7 Nevdays per 25 cf) which can be viewed by going
to the Towers section of the Land/Build tab. There is also a log of recently completed towers there. Once the construction time has lapsed the
tower placing programs kick in and automatically place your tower. There are 2 of these running and should easily be able to keep up with the load
so towers will be placed within a few minutes of their completion date. Note: Towers placed until about 20.30 pm PDST were accelerated so that we
could see their effect and watch for any bugs. Towers placed after 20.30 will have to wait the standard time.
Incompleted towers will be destroyed if the zone they are in is taken in battle. If the zone is attacked but not conquered the towers will have
their completion time delayed for the duration of the battle.
People designated to towers will appear to 'vanish' until the tower is completed. A page will be put up to see these people in the next couple days.
Please remember that the new Random Placement feature places ALL towers in the zone and uses only UNSKILLED people that it automatically hires and
charges you for. If you have large towers in a zone you will want to handplace those first unless you like your double range PPC towers to wind up
in holes on the edge of the map with skill 8 greenhorns in them.
Skilled tower creation now properly avoids mech pilots in all cases.
Tower Creation Update Part II: Placing towers from the tower battle map will now queue up your towers as per the below update.
Tower Creation Update: The random tower placement feature has been implemented but it will only place units into the construction queue.
It auto-hires UNSKILLED soldiers and places ALL TOWERS IN THE ZONE.
Fixed a process that was checking for battles that were nearly complete when someone was looking to attack the zone. Battles with 1 empire
left in the battle will end much more quickly now if nobody is piloting the units.
Tower Creation Changes: Towers are a very powerful tool in the game of Neveron. They can take an immense amount of to find and destroy,
and are capable of doing large amounts of damage over great ranges and various terrain types for a very cheap creation cost. We believe their
easy creation and cheap cost make them a much too powerful short-term tool. Zones that have been otherwise cleared of enemies can be retaken and then
have towers constructed nearly instantly. For this reason towers are now being given a construction time based on their size. Each tower will
require 7 Nevdays per 25 CF. This means that 25 cf towers will now require about 15 real hours to construct and 150 cf towers will take just over
4 real days. This makes them a more permanent structure used by empires who are planning ahead. To defend zones recently taken you will now want to
use small vehicles and infantry units instead of creating tower perimiters.
To help facilitate the placement of sensor towers we are also implementing a random tower placement option that will not necesitate the loading of
a battle page which will save lots of player time as well as a lot of server/bandwidth use. This feature will be implemented once the tower
creation process has been altered which will be happening over the course of today and tomorrow. It will place an unskilled person in any towers
you wish to place in that zone.
Please stay tuned for further updates.
Made some changes to the Finance page to allow you to see exactly how much you are losing/gaining from faction taxes. Also corrected what appeared
to be a mistake at some point on the page that was showing income/expenses as incorrect, even though the bottom line was adding up properly. You will
notice that your Daily Net Cash Flow * 365 will almost exactly match the Total Annual Profit. These are different because of rounding.
Surrender Update: Changed surrender income. Your share is no longer based exclusively on whether or not you participated in the attacks on the loser. It is now
based 50% as before (all attackers get equal shares of this half) and the other 50% is divided up based on how much was spent attacking.
5/19/04
Sped up the mail notification check, which had been the second largest source of lag game-wide.
Sped up the empire-only war log page, which had been the largest source of lag game-wide by far.
Credit Card Processing Fixed: Received a new beta version of some of the account services software that appears to have fixed the error
problem that we were experiencing. We will be monitoring this closely for future problems, but it is fixed for now. Thank you all for your patience.
5/18/04
New Donation Feature: You may now see the details of any donation that has Donation Points being allocated to your login. It will only
show the amount being given to your login. This is so that people may properly verify donations not being made by them before the donation is
sent. Once a donation profile is proccessed and the Donation Points allocated we do not make any changes. If there is something incorrect you need
to contact the donator prior to the processing of the donation so that the proper changes can be made. The information can be accessed by clicking
the Donate link on the Donate page and then click the "Other Profiles" button. Thank you all for your continued support.
Credit Card Processing: There is a known problem with processing that has been happening on and off. Tech support for their system has been
contacted to obtain a permanent repair for this issue. The problems that we thought were causing it on our end turn out to be unrelated. We are sorry
for the inconveniance that this has caused and we hope to have it corrected by the end of the day. If the credit card processing results in an error,
please feel free to use Paypal which is processed several times per day. Thank you for your support.
5/17/04
Corrected a problem with units being able to repair while in transit.
Fixed a problem where uncommissioned salvaged mechs were entering battle when
their zone was hotdropped on.
5/16/04
Fixed a loophole where DOWing a surrendered opponent could enable you to be
eligible for surrender income from that empire even though they had already
surrendered.
Fixed an issue with surrendered units who are bumped to enemy zone
immediately upon surrendering, where they now return automatically to the
largest city in the losing empire. This will prevent them from being
subsequently engaged because they lie in enemy zone.
Added a surrender help page, accessible from a link on the Wars page in the
War Room in the surrender section.
Rules Reminder: Accessing Neveron with 3rd party utilities for any purpose is strictly forbidden. We will be reviewing our logs and looking
for suspicious activity. People violating this rule are subject to large fines, deletion and/or banning. Please read the Rules section of the
Admin page to be current on all game rules.
Credit Card Processing: Fixed an error with sending the information to the processing center. It will work properly now.
5/15/04
Deleted 3 empires with inappropriate words in their names.
5/14/04
Fixed a problem with the zone limitation loophole that was preventing some allowable attacks inappropriately.
Found another place where pirates were surrendering and corrected it.
Fixed a bug that was improperly showing a zone as undefended if all units in the zone were in battle.
Morale was still being given on one of the infantry creation processes and has been corrected.
Fixed a problem that had been preventing former pirate salvage units from attacking zones.
Made sure that pirates attacking an empire that has surrendered are still attackable.
Made it so that zoneless empires still receive their full subsidy income. This had been reduced because of players who would unclaim their lands
and then safely hoard cash, but with the $25 million limit for zoneless and level 0 empires, this will not be an issue.
Added additional surrender checks to ensure you cannot still take zones of an empire you surrendered to (or who has surrendered to you) via a
third party.
Made it so that you cannot unclaim any zone that has belonged, during the past nevyear, to an empire that is currently in a state of surrender.
Doubled the amount of money a faction leader can send to empires in his faction.
Deleted an empire with a very offensive name, and fined the players 5 other empires $1 billion a piece.
5/13/04
Updated the ABR programs to more actively support each other if one has a backlog and the others are idle.
Donation Profiles Expiring: There seems to be some confusion with the update regarding this. Donation Points never expire. A donation
profile is the instructions on how to process a donation (where to put the Donation Points). If a donation profile is made but not used (the money
is never sent and the instructions not carried out) it 'expires' so that it isn't cluttering up our logs. You may simply create a new one if you wish
to donate.
Tripled the processing power of ABR by splitting up the load between 3 different ABR programs. We recently noticed that there would sometimes
be backlogs of ABR battles even though there had been no downtime and no errors. The new ABR programs should ensure that backlogs rarely if ever
happen.
Updated the instant move page to fit with the color scheme of the rest of the game.
Repaired an old feature that allowed you to choose whether you wanted to load the battle map or not. This is to help facilitate people who want to
put uncontrolled units into battle for battleplayers or ABR.
New Feature: Added your Total Daily Net Income as well as the average Net for empires your level on the Empire Stats page under
"Economic Stats."
Fixed a temp bug on the map.
The messages pop-up will no longer come up blank if you do not have any messages when going to the map from certain links.
Fixed a bug where pirates were surrendering in certain instances.
5/12/04
Removed that stupid resizing link that changed the formatting of the screen when clicking the Neveron logo on the main page. If you were one
of the 4 people who still intentionally used it......tough.
Thank you to Necigrad for his first ever donation. Thank you for your support after all these years.
Added an "update unit list" button to the unit placement page so that you may more easily see what units have been placed. A return to
empire button was also added.
Fixed an exploit that was allowing people to decommission towers without scrapping them. The reporter was give some Donation Points.
Fixed a problem with certain people being booted from the infantry readout pages.
Made a change that should allow zones zones with battles that have just finished to resolve much faster if there is no one logged into the
battle. This could often take up to 20 minutes in the past but should resolve in about 5 minutes.
Fixed an error that was booting certain people from repairing vehicle turret locks.
Restarted the web server several times while fixing some errors. Neveron is up and stable now.
Fixed another problem with instant credit card processing. This should be permanently fixed.
5/11/04
Update a half dozen or so surrender amounts that were incorrect. If your surrender income/loss changed, it is because it was incorrect before.
Fixed a problem with surrender payments not being the proper size.
Units that are sent to repair with no repairs chosen will no longer be sent anywhere.
Upgraded the below feature to include an exclusionary number so that zones with less than a certain amount of an item will be collected but
stores above that number will be ignored. This will allow you to have multiple storehouses but still collect small amounts of parts scattered
around your empire (armor salvage for instance).
New Feature: Coming soon to all Parts and Armoury pages is a "collect" button that will allow you to gather all items of that
class to your active zone. It is a blunt tool and will be selectively useful. It has already been implemented on the General Parts page
and will be soon added to all the applicable pages.
Fixed a map error on zones of surrendered empires.
Found and fixed a bug that was preventing surrenders from giving income to
all conquering empires. If your income loss due to surrenders increases, it is
because you had not yet surrendered to all eligible empires because of this bug
and the correction fixed it.
Fixed a problem where surrendering empires that are not in a faction were
not giving income to conquering empires not in a faction. It was treating them
as both being in the same (null) faction and accordingly not giving the victor
benefits.
5/10/04
Word of Blake became the third mech producing empire with the discovery of
the HNT-WOB Hornet mech. This mech is the old 151 variant which has been renamed
as it is now exclusively a Word of Blake mech. Congratulations!
When an empire surrenders, there might be many units in enemy zone from any
empire involved in the surrender. While that empire is fully restricted (3 real
days for the first surrender w/in 1 nevyear, 6 for the second, 12 for the third,
24 for the fourth) clicking the "Enemy Zone" link of any of your units will
check all your enemy zone units and move them home for free to your
largest city if they are currently stuck in a fully restricted zone. If you are
the empire that surrendered, your units will be shipped home from any and all
enemy zones when you click the Enemy Zone link. The link appears on the default
my_people.asp page when you have any such unit claimed.
Added a the most comprehensive surrender checking code to all attack pages
to ensure that empires are properly surrendering in lieu of reports of empires
not surrendering at the proper time. I still have not been able to confirm any
of these surrender problems and every example I have seen shows that surrender
is working correctly. Nevertheless I will leave this additional check in unless
it is proven to be too lag-intensive.
5/09/04
The credit card instant donation option has been corrected and should now work properly. Please open a Donation Related help ticket if you
have any further problems.
There is a known problem with the Instant Donation Credit Card system and is being worked on. Thank you for your patience. Please
use Paypal if you continue to get errors.
Added some self-correction commands to a rare error when determining company permissions.
Put a $500 cap on direct (instant) credit card donations for the next few months. Larger transactions can be made if you contact us beforehand
or simply by using mail or Paypal.
5/08/04
67 zones changed hands because of surrenders currently in effect that were
not properly handed over when the surrender occurred.
Surrendering now returns all land held by the victor at any time during the
past nevyear to the victor. That is, if the empire that surrendered is holding
land/cities at the time of surrender that the victor had previously held, those
are handed over as part of the surrender.
Surrendering is now properly ending every non-arena battle that the
surrendering empire is engaged in. In each case the defender wins.
Scrapping vehicles/towers from the map now redirets you back to the zone unit list instead of the standard Units page.
Updated 14 mechs that had shipment intervals of greater than 500 Nevdays to have intervals of 500 Nevdays. There were a few mechs that were
only dropping every real year or so and one Hoplite variant wasn't scheduled to drop until 3269. These mechs will now be left to find their own
drop times as market demand indicates.
5/07/04
Added surrender expenses/income as appropriate. If someone has surrendered
to you, or you have surrendered, you will see the income/loss on your finance
page. Remember if the empire who surrendered to you is more than 2 levels
smaller than you are, you will not receive surrender income.
A level 3 was fined 70 Nevdays of income for improper language in Nevmail.
Addressed a problem of empires not surrendering when they are supposed to. If your empire does not surrender when it should, AFTER YOU READ THIS,
please let me know in a bug help ticket. Don't bother notifying me of problems that occured earlier today or before, as the problem was not corrected.
Added an update to the login process to keep mech reputations more current.
Fixed an error with donation profiles for logins that had spaces in them.
Coded the longer periods of full restriction for secondary (or more) surrenders after the initial full-restriction period expires but before the
full nevyear has passed (that is, while you're still paying reparations).
You will now receive notification when your opponent surrenders, or you surrender to him.
Put in full surrender checking every time a unit or zone is lost in landwar to non-pirates.
5/06/04
Fixed a division by zero error on surrender checking.
Instant Donation Processing: Instant donation processing can now be made with any MasterCard, Visa, Discover
or American Express card via a secure credit card processing service. Create a donation profile via the Donate page and follow the instructions.
When you get to the section about choosing a payment method, pick the credit card option and enter your information. If your card is approved
your donation profile will be INSTANTLY processed and the donation points will appear on the logins that you specify. This means that you
will no longer need to wait for an Admin to manually process your donations if you use this new credit card service. Any problems should be
reported with as much information as possible (no credit card numbers please) on a Donation Related help ticket.
We are glad to be offering more conveniant services for Neveron players and thank all those who have helped us to create an ever more exciting and
challenge game.
Please note that credit card numbers are NOT stored on our system and not logged in any way by Neveron. We will also never share any of your personal
information unless required by law. Your email address is simply so that a receipt may be provided to you and will not be used to send you advertisements
of any manner.
Fixed a problem with hotdropping that was introduced this morning.
Surrender Update: The old restriction code has been fully replaced with the new surrender code. Please understand that the surrender coding
is far from completed. However the portion relating to restricting empires from being attacked because of surrender is complete and working correctly,
and as been implemented and the old restriction system removed accordingly.
As more of surrender is implemented over the next few days there will be periods where some aspects are working and some are not. To ensure no
one is overly adversely affected we are first coding all the restrictions of surrender. That is, empires that have surrendered will not be attackable
(and may not attack) for 3 days or more (depending on if its their only current surrender or not) and will be restricted against their particular
opponents for the 1 nevyear period.
Neveron was down for a while last night due to firewall troubles. Updates were installed on all the servers and ABR is currently off
for several hours so that people can have time to get back online. This means that most pirate attacks will be stalled until ABR is brought
back online.
Cinco de Mayo! Taco flavored kisses!
5/05/04
Sorry..forgot to mention that the new ABR flagging feature can be found on the Battleplayers page.
New Feature: You may now flag your pirate battles to go to ABR if you have units in the battle. This will keep you from having to
wait the 30+ real minutes for ABR to kick in and resolve the battle if there are forces in the battle that are not capable of fighting. Please
note that ABR will NOT start instantly for these battles, as other battles may need to be resolved first. Flagging them will bump them towards
the top of the list though, and they should be resolved within a few minutes in most cases. If someone logs into the battle before (or while) ABR
kicks in the ABR will be reset and you will have to flag it again.
NevCon: Canada!! For those not already in the know, Queltis has been organizing a NevCon: Canada event for
August 30, 31 and Sept. 1 of this summer. Currently known details are posted on the Admin ->Nevcon page. There is also a registration form
if you plan on attending that will help event organizers plan for your arrival. Previous NevCons in New Hampshire, Germany and Michigan have been
well attended and a lot of fun. Game creators/administrators Randy and Wayward Son are going to try to make it to Edmonton for this event, but can
not commit as of this time. If you have any questions please contact Queltis in chat or at his email address on the Admin->NevCon page. People
who had previously registered must please reregister as new fields have been added and your registration was erased.
Increased the liklihood of gaining a treasure points from each pirate mech kill dramatically.
Donation profiles older than 30 days now expire if not used.
Fixed a primary key violation for mech salvage purchase with newer units.
Surrender Update: if the empire who surrenders to you is 3 levels or more lower than you, you will not receive any income from
it (although it will still suffer the income loss). If it is 2 levels lower you gain only half the income you would normally receive.
If it is 1 level below you (or higher) then you receive the full income. This should cut down on people creating small farming empires
to self-surrender and offer incentive to go after people your own size. Remember its quite possible your target will drop a level
before surrendering so if you hit someone 1 level below you and he drops to 2 levels below you by the time he surrenders, you'll only colect
half the income you would normally collect.
If a level 0 empire surrenders to you, you will gain nothing from it regardless of your own level, although the level 0 will suffer the
proper income loss.
5/04/04
Initial surrender help information available in the form of an edited transcript of this mornings session. Please note, as it states, that
the morale effects should be replaced with income effects as described. The transcript is available here.
A lot of the surrender framework is in place now and tomorrow I will begin coding some of the surrender effects. Please set your
surrender levels to a point you're happy with.
New Feature: Cleaned up the code and reimplemented the auto-winning of undefended zones. If a zone is undefended you will be
kicked back to the map without having to load the battle page. This will save everyone a lot of time and loading. Please report any problems
as I suspect there will be a couple things here and there that will not show up in tests.
Creating infantry units no longer add morale to your empire. Morale can be gained by winning battles or arenas, or creating
vehicle and mech units.
Added Recent Growth to the Empire Intel page (by clicking an empires link on their faction listing page) which reflects gains or losses
to BV and Population over the past nevmonth.
Held a informational and Q/A session on upcoming Surrender rules in chat. You can set your surrender rate on the War Room -> Wars page.
Information on what this means will be forthcoming soon. Surrender rules will be coded over the next few days/weeks and information will
gradually be added all over the game describing the causes and effects of surrender. Surrender will be replacing the existing restiction system
entirely. Although aspects of surrender will begin appearing immediately (such as setting your rate) surrender will not go into effect until
the entire system (or at least the bulk of it) is fully coded and tested and at that time the restriction system will be removed. Check this
updates page regularly as progress and ETAs will be posted here as they become known.
MPOGD: Thank you to everyone who voted last month. MPOGD has updated their format so that only the top 5 games are shown. Since it
is much more difficult for us to be shown on the top 5, the reward system will be changing to something a little more dynamic and a little more
rewarding. Actual numbers have not been worked out yet, but it will be based on how many days we actually spend on the top 5 list. If you want to
support Neveron and earn some money for your empires, CLICK HERE and then click the
"Vote" link under the top 5 list.
5/03/04
Deleted an empire in the newbie faction that was impersonating an admin empire and making false statements in faction mail.
Added another tank, the DEM-IDF which is a simple retrofit of the standard demolisher replacing the twin AC20 with a single IDF-20 and
marginal sensors.
Deleted an empire for an extremely vulgar, insulting, racist, and inappropriate nevmail and fined his main (level 5) empire $1 billion.
5/01/04