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Click to Vote for Neveron!
Earn Donation Points!
By recruiting players to the game with your Promo Code, you can earn donation points based on their success and how much they donate!
See the Promo page for details!

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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 a problem with the pirate program that was causing it to crash almost every night.
Fixed a problem with infantry units killed in the FFA causing primary key violations and often leading to a stalled phase.
Battlecoms in the FFA tourney will show empire name instead of emperor name when chatting from now on.
New Feature! You can now salvage unbuilt towers for parts. Click the obvious salvage button on the Towers section of the Armoury page
and the towers will be destroyed. Your engineers will recover what they can from the tower to be used in other projects. This will allow you to
reduce maintenance on unwanted towers that are just sitting in your armoury.
Changed some code on the tower creation pages that make creating towers much faster than before. There was some pretty silly code on there that
was slowing things down.
Corrected the "surrendered until" date to be the correct gametime the surrender will end.
Fixed a bug that was auto-changing an empires maintenance rate to 75% whenever they had negative money, even if they had enough income
to get out of debt within 3 days.
Average resource prices are now listed in the table near the top of the Breakeven page so you can compare against market lows.
New Feature: Percentage profit now updates when you change resource prices on the Breakeven page.
Upcoming Change Due to the willingness of friendly factions to orchestrate fake faction wars to receive 30 days of immunity from attacks
fairly cheaply, we are going to implement non-monetary consequences to losing a faction war. The first step will be defections. Any non-tower unit
in all empires of a losing faction will have a chance (likely 3% per unit) of defecting and leaving the losing empire. Half of these defectors will
join an empire from the victorious faction (yet another reward for winning wars, as if they're not profitable enough already!). One fourth of the
defectors will disappear never to return to Neveron, and the remaining fourth will join random empires. This change will be implemented very soon.
5/31/05
Fixed some laggy queries when deleting buildings and also added some small salvage when when you delete a building. You will now get cash and
research based on the size of the size of the the building that was destroyed similar to when buildings are destroyed in war.
Fixed a problem with marketholds not being ignored for lowest price on the parts page.
You may now place towers randomly even if terrain has not yet been created. This will save hard disk space and also reduce server demand for
placing towers in zones that nobody might ever attack.
Mercenary Score changes Mercenaries and employers have many new tools available for evaluating performance. You may now
change the score given to an employer or mercenary (0 to 100 scale) depending on how you rate their performance. These ratings are visible
to everyone. Furthermore the employer and mercenary may both make comments about the contract. These comments are also visible to everyone.
These tools should allow for much better evaluation of performance and be useful for determining which mercenaries you may want to hire in the future.
The list of empires that an empire has surrendered to now only lists the victorious empires 1 time each.
Fixed a problem with adjusting factory workers created situations where the game though that product should be delivered when it should not.
It now inputs a new entry and sets the delivered products number to 0.
Fixed a problem that was not showing all current faction wars correctly on the war log page.
5/30/05
Fixed a problem with adjusting factory workers for empires with doubled zones. This has been corrected.
Tower Exploit: A bug was fixed that allowed tower concepts to become immediately known to the empire that has been fixed. Empires that
discovered or abused this bug have two choices. You can open a bug ticket and let us know which tower designs you 'discovered' so that they can be
set back as designs or you can let us figure that out on our own. Those who let us figure it out on our own will probably not like the results
very much, so please, open a ticket and give us the tower design number. Thank you to those who opened bug tickets about this problem and to those
who knew of the problem and did not exploit it. The first person to report it has been awarded 5 DP.
5/29/05
The delay of 10 Nevdays after cancelling a treaty to when you can declare war has been shortened to 5 Nevdays and will most likely be
eliminated completely soon.
The resource market auto-removal code has been completed and items listed for longer than 1 nevyear are removed by NASI at a 5% charge to the
seller. Resources are put back in the seller's stocks.
Updated the email address on this page that was massively antequated.
New Features! The Breakeven page has gotten some upgrades. The new average market sales system has finally allowed us to rapidly
link market prices with the breakeven prices. The Breakeven page is now one stop shopping for information on what you should be producing and selling.
Additionally....since you knuckleheads have spent the past several years since resources were introduced ignoring our pleas to calculate your potential
for profit before choosing what to produce we have finally spelled it out for you. Next to each of your producable items is a profit margin. The
ones that are reddish and have a '-' sign in front of them are the ones that you will be losing money on. The lighter ones that do not have a '-'
sign are ones that are currently profitable.
IMPORTANT NOTE! The profit margins ASSUME that you are buying all your resources straight off the market! If you own a mine or have a cheaper
source for resources (like capturing Eggy's factory zones for instance) then you may still be making money even if the Profit column in negative.
The thing is that you would make MORE money by simply selling the resources than by producing and selling that product. You can still consider that a
'loss' since you are not maximizing your profit.
Imagine you counterfeited 5 $20 bills and it cost you $10 to make all 5. If you could make those
into a cool art project that people would want to buy for $200, then you are ahead of the game...you just took $10 and turned it into $200. If your
art project is only worth $50 on the market then you would have been better off spending the $100 even though you still technically 'made' money
because the bills only cost you $10 to forge. This is the exact same principle as Neveron's markets. If the stuff you produce is in the red you
are generally better off selling the raw resources. Oh...um...don't counterfeit...counterfeiting is bad, m'kay?
NevCon: Canada! This year the Canadian Nevcon is being held in beautiful British Columbia. Weird and his family
have been kind enough to lend us their mountain getaway for a weekend and we are taking over! See the NevCon section of the Admin page and
contact Weird in chat for more details.
New Feature: You can now mark towers as obsolete by clicking the obvious link on the Towers section of the Land/Build tab or on the
Towers section of the Research page. Towers can be unflagged as obsolete via the Towers section of the Research page. Yay!
Fixed some errors with sorting people by certain columns on the Tower section of the People page.
Set the default number of resources bought to the total number for sale in the lot you are trying to buy. This allows rapid market purchasing
without all the typing.
The product breakeven page now uses the average market price for resources instead of the current low market price. This should provide a much
more tempered and accurate idea of what resources are selling for and what the breakeven on products will be.
New Feature: You may now adjust how many factory workers are working on a project at a given time. This will allow you to more easily
customize your production schedule. Also greatly simplified some of the code related to production which will allow us to more easily change
production related code in the future and accomodate new features.
Deleted over 20 public mails that were non-game related. Please keep public mail for in-game postings. Thank you.
5/27/05
Fixed a bug that was sometimes moving units that retreat a battle on AI two zones instead of one.
Empire Mergers: Merging limits for empires have bene raised from 21 levels to 22 levels. You may merge any 2 empires for 1,000 DP so
long as their combined levels do not exceed 22 by opening a Donation Related help ticket from both emperor logins requesting the merger.
5/26/05
Added a small help link for faction wars on the general war log page. This explains very briefly the concept and mechanics of faction wars.
Pirates will no longer attack empires level 10 or higher that are in factions that have declared a faction war. The higher state of readiness
for such a large army engaged in faction war deters pirate forces from attacking.
5/25/05
Fixed an error with returning bets from arenas where you tried to enroll but your unit was not selected.
Clarified the pop-up message for mobilizing formations. If you mobilize a formation (lance, company or battalion) this will renew the 30 day wait
time for demobilizing any units in the formation that are already mobilized.
If you select a zone that does not belong to you while trying to move troops it now gives a proper error message instead of redirecting you back to
the page.
Added some code to ensure that cancelling an arena entry does nothing.
Free For All Update!: You can now earn Treasure Points as well as cash by fighting in the free for all battle underway on the Tournies
section of the Arenas page. TP are awarded randomly for destroying units. It is more likely you will earn TP detroying mechs than vehicles.
Credit Card Donations: There were apparently some problems with processing credit card donations yesterday but these have cleared up. If
you are still having problems getting your card card donation processed please open a donation related help ticket. Thank you for your generous support.
Level 0 empires are no longer unattackable. This was left over from long, long ago when they needed protections. The scaled attack costs
now prevent rampant noob annihilation and this change prevents people from surrounding themselves with unattackable level 0 empires.
Removed the 175% military maintenance training rate. Empires that had been set to 175% have been moved to 125% and can be changed from there
as desired.
Fixed a bug with units whose names ended in " were unable to be fired on properly.
Fixed another problem with explosions due to kicks only applying explosion damage to legs.
Fixed a bug that was not replacing infantry lost in duels.
5/24/05
Changed the war log to not double-list reciprocated FDOWs.
Fixed the displayed DOW-cancellation messages from FDOW declaration.
Removed the possibility of FDOWing with multiple factions against a single enemy faction.
Fixed a problem with infantry not giving rep from physical attacks.
Free FDOW! Faction Wars and faction DOWs (FDOW) are now free.
Fixed a problem with daychanges that was preventing some aspects (mines, research, all expenses) from being applied yesterday.
5/23/05
Fixed a bug that was allowing multiple FDOWs against a faction inappropriately. There are cases where you can get more than one fwar
simultaneously, but the one from last night (which we cancelled and refunded) was not one of them.
5/21/05
Infantry Routing Skill 8 infantry units that are in a zone where the amount of enemy BV spotted exceeds the total BV of all friendly units
in the zone by a large enough margin (based on empire morale) will now rout. They will flee the field of battle never to return (i.e. delete).
5/20/05
Removed the "swap driver/gunner" option on vehicle units because it is redundant. You can use the Optimize button which performs the same task.
New Feature! There is now a permanent free-for-all tournament that all players can enter. Go to the tournaments page (in the Arenas section)
and click the button. This immediately brings you into battle in a free tournament. You're given a random unit that you keep until it dies, then you
can enter again with another if you choose. Quit any time. Whoever has the highest rep at a given moment earns $100,000 per minute. This is a great
way for new players to learn how to fight and meet people, while getting a shot at some income.
NOTE: This is really laggy with so many players in it. We're aware of that and will be working to fix it.
Arena Change: Arenas now require challengers to bet on themselves when they enroll in the arena. No more waiting to see if you have a
good matchup to bet. You do not have to bet UNLESS the creator uses the new option requiring a matching bet on the arena. This is to encourage
the duelers to place large bets on the arena that they know will be matched. No more putting up 20, 50, 100 million and crossing your fingers to
see if the bets will make it worth your while. Remember, the old arenas REQUIRED a bet of $80-$120 million on assault duels and if you lost you lost
your mech completely (essentially another $200-$800 million bet in itself). There is no reason that duelers shouldn't be placing bets of at LEAST
the amounts of the old arena bets (they were called 'entrance fees' but they were essentially bets) on the current arenas.
Selling engine parts will now work though the code is not fully updated yet. This will be finished early next week.
Fixed some error that were cropping up on the general parts pages because of inconsistant entries in the parts markets. This has been fixed and
code with selling general parts, especially when there are none currently on the market, has been completely cleared up. The page now shows an Open
Market message meaning that there are none on the market and you may set any price for that item within the 70%-200% of market average range.
5/19/05
Fixed an error that was preventing the minimum market price on mech armor to be displayed on the Parts page.
Fixed some errors on the general parts marketplace that were preventing purchases.
Here are the new language guidelines for playing Nev: Don't use offensive language. If someone does use offensive language and it bothers you,
tell them to stop, assuming it is minor. If they stop, DO NOT SEND IN A TICKET! If they don't stop, send in a ticket. If someone says
something that is way out of control, over the top offensive, send a ticket. If you make a complaint and we see offensive language logged for you, you
get the fine. Frivilous or tattling tickets will result in fines. The whole issue here is that we are trying to promote an environment where people
can enjoy playing the game without feeling offended or uncomfortable. Trying to turn the admins into babysitters will not be tolerated.
Added a "max skill" option on the lances creation page that will filter displayed units to only include those with at least the designated
skill.
5/17/05
Selling general parts now works properly.
Removed restrictions on selling items by relating price to the current market low on markets with market average restrictions coded.
Fixed some serious issues with files being in the wrong places for arena creation.
5/16/05
Fined Wishkah for swearing in battle chat.
5/15/05
Fixed a problem with the resource market not looking for market holds and thus printing an inaccurate market low price on the mines page.
Some AI issues have been fixed. AI is now running on multiple servers and should be more reliable.
5/13/05
Sped up the movement section of the Parts page slightly.
Made a couple changes to the movement parts markets that significantly increased loading speed of those pages.
Golly....the general parts page now has wonderful yellow clicky selly things and average price restrictions. Isn't that grand?
New Feature: Added the battle orders option to attack a specified target. When this order is given, units will move to their ideal range of the speficied
target and make it their prefered target. Please note that AI units may attack other targets on their way, or even once at the ideal range, if
better targets look more appealing.
Sped up AI substantially.
Added the average pricing and click selling to the weapons section of the Parts page.
Cleaned up the ammo section of the Parts page and implemented average price restrictions as well as click selling. Joy.
Took the sales sections off the bottom of the infantry and vehicle armouries since you can simply click the current market price to sell.
Made some more thrilling upgrades to the infantry armoury.
Fixed a problem with current faction wars that were not displaying the percentage surrendered properly.
Sell infantry weapons now properly checks for zone being sold from.
TWAC Crew Change: Thanks to those of you who actually ASKED about this instead of making giant assumptions and writing us ranting
help tickets about what you lost and how we suck and blah blah blah. TWAC crews have changed from 8 to 6 soldiers but that does NOT mean that your
existing crew members have been deleted. Existing people are still sitting in their TWACS and nothing has happened to them. Existing TWACS
will simply have 2 extra crew members until they are scrapped or destroyed.
5/12/05
Got rid of the 225% maintenance rate level. Everyone who had been at 225% has been changed to 175%. This does not count as a recent change,
so you can feel free to change it again if you like (such as to 200% if desired).
Changed the TWAC crew to be 6 people, not 8.
Fixed a bug that was generating high phase force times in some battles.
Fixed a broken link for infantry units on the arena betting pages.
Fixed a problem where sometimes battleplayers would not have weapons available to fire.
Removed the "may battleplayer for faction" login permission for non-emperor logins. There is too much room for abuse, since you have
no way of knowing what logins other empires in your faction may create, and who they may give them to.
You may no longer disband a faction that is involved in an unresolved faction war.
AI units in the same hex as you will now always hit the front side. This is a change, as previously they would hit a random side.
Fined the empires Řu†€ä§†, WISH BONE, and 7†h Nev €om © for inappropriate/vulgar language.
Fixed a problem where prone mechs were able to fire at units they would not normally have LOS to because of being prone.
Fixed an error that was preventing some people from preplacing units when attacking zones.
Fixed a problem with the GRD-1 and GRD-2 mobilization costs.
The infantry armoury now properly uses average market price limitations as per earlier updates.
5/11/05
MPOGD Voting! Thanks to everyone who voted last month at www.MPOGD.com and has voted so far this month to keep us in the top 5. Your
support is much appreciated and $15 million or 15 Nevdays income has been handed out to every level 1+ empire in the game.
Faction War Bug Fix Made an important fix to declaring Faction War where DOW's that were not from empire in the faction you were declaring on were not properly
being cancelled. This has been fixed and declaring Faction War should now properly cancel all enemy DOW's on your faction unless they are in the
faction you are declaring on. We understand that there was some loss due to this error yesterday and we ask that those who were affected please open
detailed help tickets and you will be addressed over the next couple days.
Fixed a problem with sending money between empires.
Fixed a problem with fdow where if two reciprocal wars ended in the wrong order, one would remain active.
Fixed a claiming problem with units in battle.
Lowered the amount of buildings destroyed (and plunder gained) when a zone is conquered to 5% from 10%. This will now happen every time
a zone changes hands.
5/10/05
Fixed a problem with sending empires in your faction cash if they were having some login problems.
Fixed a problem with instant mech repairs not working for some people.
Instant vehicle repairs have been updated to be extremely fast. They were often timing out.
Many lag updates from this weekend and new equipment is being looked at to speed up harddrive access which is currently the largest source of
lag in the game.
5/9/05
Removed a major lag source in battle.
Added another web server to alleviate some lag. This is still rather experimental but so far tests look promising.
Neveron was down for 5 minutes or so while some major updates were made to the battle code, which has resulted in noticably less battle lag.
Sped up another query which should help with load times when clicking on world map zones.
Sped up AI attack resolution for the primary player in each battle.
Fixed a slow query in the process_attacks process that was creating needless lag when committing weapons attacks.
Sped up the loading of the empire intel pages which had been creating significant overall lag.
Fixed some slow queries related to empire level and surrender for empires with stabled mechs. While it may not sound like much, this
will reduce lag during active wars tremendously.
Fined the empire kronus 15 mil for swearing in battle chat.
5/6/05
Faction war updates When a faction war starts the level of every empire in the faction is recorded. All those levels are added together
and the total is recorded as well, and this value is displayed on the top of their faction page as Original Levels. If new empires join
the faction during the course of the war, their initial level is recorded as well but their level is not added to the Original Levels total.
When an empire surrenders to its fwar opponent, its initial level is counted as surrendered for purposes of a faction victory. The total
of initial levels surrendered is displayed as Surrendered Levels. The percentage surrendered is displayed as a simple calculation of the
two values above it. Please note that if empires join a faction that is at war, they are generally hurting it by giving the opponents one more target
with which to reach their surrender total needed for a faction victory.
5/5/05
Fixed a problem with pirates sometimes being unable to take a zone.
Fixed a problem where damaged units were able to enroll in arenas as part of a lance.
Deleted 10 of 57th Blake Guard's units for having obscene names.
Corrected a few mech type problems, such as incorrect crits and typos in descriptions.
5/4/05
Mechs which explode due to a kick will no longer have all their explosion damage applied to the legs of nearby units.
Fixed a problem with negative money not properly setting the maintenance rate to 75%.
Fixed a problem where physical attacks and partial cover shots at a mechs back would hit LT and RT instead of their rear counterparts.
5/2/05
Free DP! Everyone with quality, active articles in the help database has been awarded DP. This is a periodic event to thank and reward
players who have contributed to the game by writing good articles. Remember than anyone can contribute an article and earn DP. Thank you to everyone
who has been helping us, and we look forward to reading new submissions in the coming months.
Free Billions! Awarded income for promotional code use for new empires. Thank you everyone who encouraged people to sign up using their promotional code.
Remember that anyone can create a promotional code on your Manage Logins page (in Empire Settings). If players sign up using your code, you can
earn nevcash for up to 6 months. The more players you sign up the more you will earn. Empires must be at least level 2 to generate income for
their promo code creator in this manner. Multiple players are getting in excess of $1 billion a month now for signing people up.
Đark Đemons, level 6, was selected as the winner of the April 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 6 winner was selected. Congratulations Đark Đemons and good luck to everyone in may!
5/1/05