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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!

Join Neveron on Myspace!
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 major security conflict that was causing an INSANE amount of lag at certain times. This should speed the game way up.
Live Help: Added some Live Help links to various pages in the game. They are simply links to the chat client where you can /join #neveron_newbies
and get help from veteran Neveron players.
You may now set patrols from any city, not just any city with civpop.
Builder Class level 1+ empires now have their +25% BP bonus applied to EV (engineering vehicle) construction as well as ordinary crews.
Improved logging for infantry kills.
Max prices have been removed from the weapons market.
You may no longer flag critted units as uncritted to prevent arena abuse.
Fixed an error on the conquer market page.
Cleaned out a stack of junk login attributes which should make some processes slightly faster.
Fixed a bug that was allowing clever players to view the locations of unspotted units in arenas.
11/30/04
Mercenaries now destroy unbuilt towers found in pirate zones belonging to their employer.
11/29/04
Fixed a bug where the back button on the Enemy Zone info page wasn't working.
11/26/04
Corrected an error with new logging on spending/removing class points.
*gobble gobble*
11/25/04
Fixed a bug where Gauss Rifles, Swords and IDF-10's were not showing properly on the Parts page.
Emperors may now scrap claimed vehicles.
Fixed a rare PK error when scrapping mechs.
Fixed a bug when viewing arenas as a spectator where you could see the coords of units even if they were not spotted.
NevCon: New Hampshire Registration!! Fixed some bugs with the registration and it is ready to go. Please register if you are planning
on coming (even if you live in the area). It will help us plan for a better event. We are expecting big numbers and want to make sure there is
enough food and games for everyone!
Fixed a bug that was moving units in the dueling stable that were attached to a company or battalion out of the dueling stable.
Fixed a highly exploitable bug that allowed mechs to be put in the dueling stable while in battle. You may now only stable units that
are at rest (home). The reporter of this bug was given some DP.
Reinstated 50% transit time for vehicles sold to empires with Trade Alliances. The code had been overwritten by other changes and was not
working properly.
Performance enhancements from the past week have reduced timeouts by about 70%.
Fixed a bug where hatchets weren't getting the option to be moved, sold, etc on the parts page.
When Pirates are listed on your "Empires who have attacked you recently" section of the Wars page, clicking on the link will now provide some
information instead of an error.
11/24/04
NevCon: New Hampshire Update: A registration form is now up and running for the 3rd Annual NevCon New Hampshire. Registration is
free and helps us get an idea of how many people to expect. There is also information on directions, food, lodging, etc on the page as well as
contact information for the infamous Chet, who is actually a really friendly guy and is in charge of many of the logistics. Call him if you need a
place to stay, a ride from the airport or if you want to take part in the new "Free Punch on Planck" game that we will be having. Thank you
to Planck for donating his left arm to this event.
Automatic Vehicle Market Removal: This has been fully implemented and will slowly be expanded to include all other markets. Items
that are listed for more than 365 Nevdays will be removed and the vendor will be charged a 5% fee. The items are placed back in the Armoury of the
zone they were sold from. This first run removed over 200 entries from the vehicle market that had expired.
Fixed a rare bug that was rarely preventing people from surrendering in rare instances, sometimes.......occaisionally. (not often)
Changed the ammunition location on a Griffin-1s from the right torso to the left torso. Also corrected a bug with it that was probably making it
immune to ammo crits no matter the ammo location. Expect these mechs to pop more often.
New Feature! You may now issue orders in battle. You can tell the AI to remain stationary or to retreat off any edge of the map. You may
also clear orders, which will allow the AI to resume its normal activity. Units will not retreat off the map into a zone unless you own the retreat
zone. Units that are told to hold their position will not move for any reason, including facing changes.
Any unit may give an order to itself. This
can be useful if you want to order a unit to retreat or hold still. You may subsequently turn on autopilot or unclaim the unit and the AI will carry
out the order. Lance commanders designated with a # in the friendly units list and with a green outline of their unit in the person bar may give
orders to any unit in their lance, or give a single order to the entire lance (including clearing all orders). Company commanders, with ## and a
blue outline, may likewise order any unit in their company and any lance in their company, or the entire company. Battalion commanders, with ### and
a red outline, may of course order any unit, lance, or company they command or give a single order for the whole battalion.
Orders have a hierarchy.
Orders the AI gives itself to carry out routine moves, searches, and attacks have the lowest priority.
Orders given by a unit commander (given to itself) have priority over any AI-given orders. Orders from a lance commander will supercede orders
given by the AI or the unit commander, etc, all the way up to battalion commander orders which have top priority. Its important to remember that
orders only affect units on AI (autopilot). If you are actively piloting a unit you will be able to see what orders you have, but you may make
any move you wish as the orders are meaningless when AI is not moving the unit.
Orders are not mandatory. If you do not give any AI orders, units will move to the best of their ability with the limited decision-making
capabilities they possess (generally being, run toward the enemy and keep shooting).
Found and fixed a bug that was allowing, very rarely, certain units (the Mercury for example) to continue firing some weapons even after losing a
leg, and the right torso.
Changed the wording on the button to end a mercenary contract. It was "Cancel Contract" which was misleading, and has been changed to
"End Contract."
11/23/04
Fixed a bug preventing some merc attacks on pirates belonging to empires you have a trade alliance with.
Fixed a bug where the ABR Flagging buttons were showing for non-emperors. They wouldn't work but they did show.
Fixed some code that would sometimes result in PK violations while getting new people.
11/22/04
2004 Convention Mech Unveiled: A special convention mech has been added to the game. It is not available through any means, including donating. Only players in attendance
at any of the three sanctioned NevCons this year will be given a mech. The last NevCon of the year will be held in December. See yesterdays update
for details. The mech is a 55-ton mech, the Convention CNV-2004.
Updated the AI to support following orders: stop moving, resume moving, and retreat off map in a specified direction (N, S, E, W).
Units will only retreat into friendly territory. If the zone they are ordered to retreat into is not in friendly hands, the units will move to the
appropriate edge and wait there, checking each turn to see if the retreat zone is controlled and retreating as soon as it is. Please note that these
improvements are to the AI program and there is no way to give these orders in battle yet!. This update is just to let you know that progress is
being made in this area and hopefully there will be a system in place soon to allow players access to these new orders.
11/21/04
Transit Change: it has come to our attention that units in transit to a zone which is captured by enemy forces were immediately
being placed in "enemy zone." This was allowing an abusive exploit by allowing players to ship units to a zone, take the zone with a friendly
empire, then immediately retake the zone with the original empire thus enabling the in-transit forces to arrive instantly. Now, any units that are
in transit to a captured zone are re-routed to the nearest friendly zone and will arrive there on schedule.
Corrected a bug that was preventing mechs from taking falling damage the same turn a leg was blown off. Losing a leg will always
result in falling damage.
Updated 48 TCs which were requiring too many workers.
Fixed an inconsistancy in the number of workers required for a TC. All TCs now require the same 108 workers.
Changed the double-punch damage from a WSP-1D to be 4 points.
Fixed a minor bug where mechs using the "all units do not move" button were not resetting their charge damage to zero, so if you had moved
the previous turn, and by chance someone then moved on top of you next turn, you were still able to do charge damage.
11/20/04
NevCon: New Hampshire! Always fun, always well attended...the 3rd Annual NevCon: New Hampshire will be held
at 5.00 pm on Monday, December 27th at Hinsdale Racetrack in Hinsdale, N.H. It will be catered and there is a cash bar. This is a fantastic
opportunity for players to meet each other, meet game admins Randy and Wayward Son and have a ton of fun. As always there will be a prize of the
yet-to-be-unveiled 2004 Convention mech awarded to each attendee, a raffle for many different and VERY exciting prizes, games and just all around fun.
We have bene told that there will be players flying from as far away as Texas and England and driving from Virginia to attend. There will be places
to stay provided at local players' houses and rides from airports can be arranged. More information will be posted in the next couple days as well
as a registration feature. Please talk to Chet in the Neveron chat room if you have any other questions.
Defender Class Level 1 Defender Class has been added. This gives the benefits of Land Mines and City Artillery Defense.
These will be powerful tools and may be adjusted in the future, as the rest of classes, if deemed too strong. You must have land mines
researched for them to be deployed. The mines and city artillery are both automatic if you have at least 1 point in defender class, there
is nothing you need to do to use them.
There are some significant updates occurring right now which will lag the game for an hour or two (2-4pm EST)
You can no longer push when both arms are destroyed.
A bug was fixed that was preventing Pirate and Arena Battles from resolving properly.
11/19/04
Successful pushes now give messages. This had been confusing people who had been pushed, because they were often falling down for no apparent
reason.
11/18/04
Changed the "win DP" contest from yesterday. Players brought up a very good point that it would be almost impossible for low level empires to
win the prize, so we have decided to change it considerably. Now, the winning empire of every level will be entered into a random drawing at
the end of each month for a 200 DP prize. There is no automatic prize for winning, but each level winner gets an entry into the drawing.
Updated the combat map to remove certain information in the source that was being used by nefarious players to identify positions of unspotted units.
Fixed a bug where some crit successes on vehicle movement were giving units 20/30 MP.
11/16/04
Win 100 DP! A new default top 100 list has been added, "Empires by Monthly War Rating." Score points by killing enemy units
in war. Towers don't count, pirates don't count, and arenas don't count. Score the most points for killing mechs, although a lot of
vehicle BV will count a bit also. At the first of each month whoever is #1 will get 100 DP.
Corrected a display bug that was showing old costs for hotdropping even for Warrior class empires. The figure you see now correctly
reflects the cheaper cost that is charged.
Fixed a problem with the top faction pirate exemption. There should be no new pirate forces attacking the #1 faction now.
Added destruction battle messages for infantry units.
11/15/04
Increased the maximum benefit of remaining stationary when detecting enemy units. If both you and the enemy are stationary, you
may now get up to 4x effective sensor power by remaining stationary for very long periods of time. The maximum benefit begins
to take effect after both parties have not moved for a number of turns equal to 6x your base sensor power rating. This extra power
does not replace the previous benefit of +1 effective power rating per turn up double your base power rating. That fast sensor improvement
still occurs, however there is now additional benefit to remaining still for very long periods of time.
Increased the ability of buildings to shield units from being detected with sensors.
Improved the AI ability to search intelligently for enemy units when none have been spotted.
Fixed a problem in the repair code which was allowing vehicles with crit failures to ammo bay size to retain ammo above the new limit.
11/14/04
Warrior Class Added the benefits and penalties of the level 1 warrior class.
Fixed a visual bug where it looked like it cost 10 DP to repair a Convention mech even though it was charging 3.
Merchant Class Added level 2 merchant class benefits and drawbacks. Please be aware that income figures only update once a
nevday, so you will not see immediate change. Set your class levels by clicking your empire level.
Changed the repair code on weapons with critical successes. The chance of retaining a bonus from a critical success when repairing
a mech weapon has been significantly increased. Remember that ANY critical success is temporary, and additional work on the item will
usually nullify the critical success. This includes multiple simoultaneous repairs on a single item. For example if you have 3 crits on a
PPC and get a partial repair, a successful repair, and a critical success, there is a chance the weapon will use any of those results as its
"final result." The single crit success does NOT indicate automatic improvement of a weapon when coupled with other similar repairs.
Fixed a problem where vehicles were receiving phantom skilldowns. Sometimes vehicles would see their skills drop many points in a
single battle incorrectly, only to revert to the correct values later. Hopefully this will no longer occur, or at least not as much.
Added text on the mech type pages to indicate that flamethrowers add +2 heat to targets they hit.
11/12/04
Fixed a serious error where empires with no civpop were getting charged massive OMT when they should not have been. Also exempted stored vehicles
and towers from OMT calculations instead of counting 50% towards OMT as they had been. This means virtually everyone with OMT will see a cost reduction.
Doubled the chances of getting movement and weapon parts from scrapping an undamaged vehicle.
Added a BV check as well as some error messages to the enrolling quest process.
Help Tickets: As many of you have noticed we are still working through a major backlog of help tickets. Openening tickets about your
help tickets only exacerbates the problem. If you have new information about your problem please add that information onto your existing help ticket.
Opening a help ticket saying "Look at ticket #122!" doesn't make us look at that ticket it simply wastes our time. Please close those tickets if you
have any open.
Similarly, tickets about issues that have already been resolved use up a lot of our time. If you read in an update something that pertains to your
problem or your problem has resolved on its own (research multipliers for instance or income that seemed problematic) PLEASE PLEASE PLEASE simply
cancel your ticket! This saves us a lot of time of having to investigate non-existant problems. Thank you all for your patience and support.
Empires that have login issues that prevent DP from being transferred to them now properly give an error message popup instead of a page error message.
Fixed a bug where using the instant cash donation option would give the money to the empire funds if you had the emperor active regardless
if you had chosen a different character to receive them or not. It now properly delivers funds to the person you select.
Dueling stable mechs may not be scrapped.
Deleted all three empires belonging to a player who sent an incredibly inappropriate, threatening, and slanderous help ticket.
11/11/04
MPOGD: Terribly sorry that we are late on the MPOGD money this month. We spent roughly 2/3 of the month on the Top 5 and so $10 million
or 10 Nevdays of income was handed out to all empires over level 0. Empires making negative cash were also given $10 million. Thank you all for your
support and keep up the good work. Don't forget that the best way to earn cash and support Neveron is to recruit new players and have them use your
unique Promotional Code. As they gain levels and continue to play you will receive nevcash every Nevyear! Open a Donation Related help ticket for
details.
11/09/04
Fixed an error when reclassifying help tickets once opened.
Took swords off the list of available tower weapons.
Convention mechs now are only 3 DP to heal using donation repairs.
The Zone Doublers section of the Donate page now shows all zones with maxbuildings of greater then 0 on the list of zones to double
build points in. Previously it was only showing them if they had 100 or more maxbuildings.
Fixed a typo on the Battleplayers page where the word 'minutes' appeared twice.
11/08/04
Fixed a problem where zones with less than 200 civpop couldn't purchase general parts off the marketplace.
Empire Names with Quotes: People were given a grace period in which to notify admins of names that needed to be changed. This lapsed long
ago. Empires with quotes in their names must be changed. There are multiple features that will not work properly if your empire name has quotes in them.
Updated some incorrect links on the Resources section of the Marketplace.
Research progress has been extended to 4 decimal places from 2 so that people making .0004 RP/nevday can see progress.
Added some extra checks to ensure that other players can not scrap mechs in your empire.
Help tickets are limited to 2000 characters per section. If you need to submit more than 2000 characters, please submit the ticket and then add to
it by selecting it under the Open Tickets section of the Help tab.
Made a self-correcting procedure that will fix infantry units assigned to APC's that no longer exist.
11/05/04
Added some checks to the dueling arena creation and attack pages to ensure that single units entered into battle have the correct BV. A few errors
were occurring while this was put into place, and they have been corrected.
Deleted 67 entries from the weapons market from empires that no longer existed.
Fixed a visual bug where commissioning buildings as a merc empire had the confirmation cost of constructing as not showing the 25% markup that
the actual cost gets.
11/04/04
Fined a level 11 empire $2 billion for earning over $150 million by porposefully losing a mech duel in a fight he arranged with a friend.
Units that are already damaged may no longer fight in dueling arenas. They may still fight in the betting arenas.
11/03/04
When mercenaries return cities to employers, the morale change associated with that city is returned as well. For example when pirates
take your cities you lose a lot of morale. If you hire a mercenary to liberate them, the mercenary will gain the morale for taking the cities.
Now, when the mercenary returns the cities to you, you get the morale back just as if you had recaptured it yourself.
Merchant Class Level 1 Merchant Class is completed. Level 1 merchants receive double the normal amount of plunder from capturing
enemy cities. They also carry the Level 1 disadvantage of double cost declarations of war.
11/02/04
Corrected an error in the tech tree for the APC-H1 Hover APC. It was incorrectly requiring only hover "10 ton" movement concept. The
hover troop carrier is a 15 ton vehicle and should require hover "15 ton" as a prereq. This was fixed, and the RP for the actual APC-H1 was increased
accordingly.
11/01/04