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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
The Comms page now features a subframe that shows messages. This will allow you to compose a message while scrolling through both public,
private and sent mails, or even switching between them.
11/30/05
Fixed a bug that was allowing mechs to fire at vehicles while prone behind terrain that blocks them, because it was improperly calculating
their height.
Fixed a problem with faction wars that ran the full 30 days and renewed, where they were resetting the surrendered levels to 0. This has been
corrected, so that any progress made is not lost.
Added additional logging for merc pay for ended contracts so we have better info to troubleshoot any future problems in that area.
Empires surrendered solely to FWAR mercs have not been displaying their levels toward the factions total losses. They have been correctly
counting for purposes of surrendeding the faction, but not displaying on the faction details page. This has been updated.
Fixed a curious bug where some FWAR contracts were ending prematurely when other faction wars ended.
Remember that the most important factor in determining at what range an ABR engagement is fought is piloting skill. If a battalion of 8/2 hunters
attacks a skill 4/4 newbie jeep lance, the jeeps will have a very real chance of winning because they combination of being much faster and having
a much better piloting skill will mean that ABR is resolving the battle at their ideal range of zero. In that case the odds will still favor the
hunters, but should it be a company of jeeps at 4/4 (or better yet, 2/4) the jeeps will probably win. Do not neglect driver skill when assembling
forces to use with ABR!
Added some additional logging to prevent a very rare and complex situation where very small empires with armies in one zone, who had not
logged in for over 3 days, not recently fought, and not lost zones, would not surrender until the first zone was lost regardless of unit losses in
that zone.
11/29/05
City Destruction If you are eligible to delete buildings in a zone, you may alternatively destroy the entire city. This will earn
quite a bit of money, which is displayed on the buildings page in each zone. As with building deletion, you may not destroy a city that has been
attacked by anyone (successfully or not) within the past nevmonth, while surrendered, or if your losses (including other building deletions) exceed
20%. Essentially its a way of deleting all the buildings at once instead of one by one as you would do now, and for drastically improved pay.
Cancelled previously forced faction wars.
Added a mercenary help page that should answer a few of the more commonly asked questions. More information will be added as needed.
Surrendering while in faction war will now reset your recorded initial size, so that you do not automatically re-surrender if the war is
still going on when your restriction is up.
11/28/05
Redid the update yesterday about destroying fractions of resources. The code done yesterday had been overwritten by new updates.
Corrected a problem with research and mines not producing for the past 9 Daychanges. The 10th worked properly and we just ran 9 udpates
to catch people up.
Technology Complexes now require the research of a couple more prerequisites. You must research Industrial Complexes 1 as well as Technology
Complex. These can be found under the Infrastructure section of the Tech Tree. This places an important threshold on getting TC's, as they are
a powerful research tool and were too easy to get to previously. This also gives heft to the 50% off research facilities for the Research classes
and there will be more ways for small empires to get necessary research when Autoquests are implemented in coming months.
Recycling Icon Constest: Thanks to everyone who entered! Two winners have been chosen and the icons are now in the game. ALL
of the icons we received were excellent and we strongly urge everyone to submit future entries for other contests which are undoubtedly coming up
soon.
Promo Money: No announcement went out but Promo Cash was handed out a few days ago. Thanks to everyone who has used their promo
code to recruit new players to the game.
Significantly sped up the market log by limiting the default view to 30 Nevdays instead of a full Nevyear. You can still sort columns
and everything and also view a Nevyear if you wish, but since most players are looking at recent sales reducing the default view will hugely
alleviate server loads.
Fixed a problem in some empires with claiming people from the page showing training results.
11/23/05
You may now destroy fractions of resources.
Fixed a problem where soliders in training were being updated to not appear in training anymore thus allowing you to train more soldiers
than you should be able to.
Defector Update: Units that have defected will now auto-relocate to your largest city by simply clicking on one of the defector's
unit names.
The optimize crew function has been removed due to obsolesence
Added an autocorrection for some soldiers that defected but did not have their empireid update properly.
Fixed some inconsistancies in the lance/comp/batt movement on the map to ensure that you are redirected back to your current zone for ease of
use. Sometimes one of the zones the units were coming from would be active, which was incorrect.
Sped the Mines page waaaaaaaay up by making the resources the default item that shows and the commissioned and uncommissioned mines optional.
In large empires viewing the mines is very laggy and the majority of the time people just want to see their resource stockpiles.
You may now destroy buildings if you are surrendered but not during your full restriction period.
Rearranged some things when a zone changes hands to reduce to number of problems when there is an error destroying buildings.
Fixed some redirection errors when conquering cities in war. They weren't causing any real problems, just inconveniencing and confusing players.
Corrected a bug that was not ending FWAR contracts appropriately.
Fixed a sorting by date problem with public mail.
11/22/05
City artillery defenses will no longer fire if there are no completed, undamaged buildings in the zone.
11/21/05
Fixed a bug where empires surrendered solely by faction war mercs were not counting toward the surrender of the enemy faction.
Fixed a problem with faction war mercs, who were not getting properly paid.
11/20/05
Fixed the problem with instant donations that has prevented new profile creation for the past 48 hours.
Fixed a problem with repairs that started yesterday.
Fixed a problem with building that started yesterday.
11/19/05
Fixed some problems with accepting mercenary defense contracts.
Training unassigned soldiers now adds a training time modifier instead of a cost modifier for class point penalties.
Faction war loss restriction length The mandatory full restriction period for all empires in a losing faction has been increased to match
the faction leaders Surrender Length period.
Fixed a production error with engineering vehicles.
Fixed a temporary problem with assigning build rates to already commissioned buildings.
Fixed some visual errors and inconsistancies with some of the new building features.
11/18/05
Fixed the buildings page so that it will udpate the proper number of buildings in your zone in certain places where it might be incorrect.
Some people were having problems unclaiming zones because of this. If a zones won't unclaim, view the buildings page in that zone and
you should be all set (unless it won't unclaim due to surrendering or some such thing).
Fixed a frequent error on he vehicle creation process when using existing soldiers. This was a side effect of deleting non-active
crew members from the game and now works properly. Thanks to Dag for helping to put the pieces together.
Fixed a visual error on the vehicle creation console about low level empires and creation delays.
Hopefully fixed a frequent error with vehicle creation.
Changed the order of some queries when buying a mech for a pilot already in a unit which will prevent timeouts in certain cases from
messing up your whole mech purchase.
Completed Buildings Updates: When buildings are complete and ready to be updated as such (updates are manual to reduce otherwise massive
server lag) you will get a notice at the foot of your Empire Data page just like before. Click the line with the associated coords and the
buildings will update.
Fixed some errors sorting buildings on the Buildings page.
NevCon: New Hampshire Some vague details have been posted on the Nevcon section of the Admin page for this event in Concord, NH on
December 27th. Hosted by Chetter. Contact him for details or stay tuned.
Engineering vehicles have all been moved to a new table where they will be unaffected by anything in the game. You may still purchase ENG's
off of the market and you may still make them, but they are no longer sellable. They will go back into normal function once they have been repurposed,
which likely be some months.
11/17/05
YES! Double Building Points still work!
Capped the complete existing buildings feature at 100 buildings. If you use the 'check all' setting it will only select the top 100 as well.
More than that would lag your computer like crazy and also created some odd errors.
Building Construction: The change is essentially completed. There are some minor problems with some of the sorting options on the
Buildings page. Tech Complexes are now listed in the dropdown list of building types along with everything else.
Incomplete Buildings: Of particular importance is that you can now complete buildings that were under construction but did not migrate over to the new system because
of problems with building crews not being in the same zone as the buildings. A lot of people were affected by this. To complete construction
on your buildings, go to the Buildings page and either click on the "Incomplete Buildings" link in the Zone Summary or select "Incomplete buildings
only" from the drop down menu in the Buildings in zone list. Either one will bring you to a page where you can select buildings that need to be finished
and assign BP/Nevday rates to them. They will then complete like normal buildings. You may use the checkbox in the column header to select or unselect
all of the buildings.
Building Crews: All building crews with the exception of Engineering Vehicles were bought back from your empires this morning and then
destroyed. EV's currently do not do anything, but you are not being charged maintenance for them either. EV's will play a crucial role in an
exciting new feature we hope to implement in the next 2-3 months. More information will be forthcoming when we get closer to actually putting it in
the game.
Costs: As stated yesterday, costs on the low end have been reduced significantly. Our figures yesterday were incorrect and the cost
formula was tweaked today so that lower end building is much cheaper. Breakeven with old costs will be around 20 Bp/Nevday. Building at a very
rapid pace is significantly more expensive than it once was on a per Nevday basis, but with hiring costs and idle time between projects the
old costs were higher than they seemed.
We are very excited about this new system because it is much simpler and cleaner than the previous one. We were able to eliminate numerous
laggy updates and are also pleased to not be answering the plethora of help tickets that we used to get about the old system regarding crew priorities
and the like. It was also very difficult to diagnose problems because of the inconsistancies. This new system is very clean and very straightforward
and will help empires favor a slow, measured growth pace while also allowing a greater freedom of building options for those that want them. You
are no longer locked into a few set speeds, but can instead select them as you need and can afford.
For those of you who need help figuring out how to finish your buldings that are listed as 'Under Construction' but do not show up as actively building.
Go to your Buildings page and click the link as shown here:
You will then be shown a list of buildings in that zone which can be completed. Select the desired buildings and then input a build rate. Click
the button and you will be charged for the crews and the building process started. You will not be charged for commissioning the building, only the
building construction.
Fixed a problem where prone mechs were receiving inappropriate firing opportunities at vehicles.
Fixed an error that was allowing mercenaries to accept FWAR contracts even when they exceeded the maximum level for the contract.
Fixed an error that was not ending mercenary FWAR contracts at the end of a faction war.
Fixed a bug preventing some empires from having battleplayers.
You can no longer declare war on yourself through mutual war declarations with a defense contractor mercenary.
11/16/05
Building Construction Updates: The Buildings page has gotten an overhaul and Crews are being totally phased out. Why? Because they
are complex and buggy. The new system involves simply choosing and paying for a set rate per Nevday at which your building will build. It gets
a lot more expensive to build fast than it does to build slowly, but most empires will find their overall building costs have decreased significantly
because your building crews do not sit idle and you don't have hire them in the first place. This reduction in cost and ease of use will
allow us to do more with building destruction in the future.
Existing buildings that were under construction have been given a build rate based on how many building crews were in the zone with them. If there
weren't any crews in the zone, they were given a rate of 2 BP per Nevday. Buildings that were missed because they didn't have an entry in a certain
table will be given build rates tomorrow when this feature is fully done.
This change is not yet completed! We still need to integrate EV's and allow you to repair damaged buildings, as well as some other minor
details such as the builder class benefits. The bulk of the system is in now and is available for use.
Critical Update Information: READ THIS
We are working hard to limit significant game changes to the first week of every month. Accordingly we will strive to announce the changes for
the upcoming month on or about the 15th of the preceeding month. This pertains to what we perceive as impactful changes which affect the way the game
is played. Here are the changes to take effect in early December:
Forced FDOW Removal Since the annoucement of forced faction wars 1 month ago, we have started 3 such wars. Two of them have yet to fire a shot,
and it is clear that the forced wars are not working as planned. Accordingly the two ongoing forced wars will be cancelled and no new ones will be
started. While the actual forced wars have been shown to be ineffective, as you may have noticed the amount of player vs player combat has spiked
dramatically to all-time highs. This is clearly and directly attributed to the threat of a forced war as players have shown themselves willing to
choose targets of their own volition if there is good reason to do so. This willingness to play the game as intended has encouraged us to temper
the forced nature of faction wars and replace it with a system that encourages war and eventually mandates that players choose their own targets.
Faction War Rewards Empires in a faction war will no longer pay military maintenance, regardless of maintenance setting.
They will still pay OMT if applicable. Additionally, at the end of every month that a faction participated in and finished a faction war, all skill
multiplies of all soldiers in all empires of the faction will increase by 20%. Skill multipliers are directly related to the chances of success
while training or making other skill improvement checks resulting from combat or maintenance training. In other words, after you troops have been
in a faction war, they all start training more efficiently.
Peacetime lethargy Conversely, soldiers in factions that have not been fighting recently will begin decreasing their skill multipliers
for all skills. This represents the complacency of troops and the subsequent failure to train effectively. If you have fought a faction war in
the past 3 months there will be no detrimental effect on your multipliers (there will of course be the aforementioned multiplier increase after the
first month). However if, at the end of a month, your faction has not fought a faction war for over three months all skill multipliers will
decrease by 10%. This is not cumulative, meaning if it has been 4 months or 40 since your last faction war, your troops will still lose the
same 10% monthly. Unfactioned empires and factions that have never been in a faction war will be subject to the 10% decreases.
For example, lets say that on January 1st your faction declares faction war. At the end of the month, your troops will all gain +20% to their skill
multipliers. Assuming you fight no more wars your multipliers will remain unchanged at the end of February, and unchanged at the end of March. However
at the end of April, they will lose 10%, and another 10% at the end of May. So 6 months after you declared faction war, your skill multipliers are right
back where they started. At the end of June, should you still not have been in a faction war, your soldiers will be worse off than they were on the first
of January. This is clearly a massive and game-changing bonus for players who actively fight, as their skill multipliers will steadily rise (and
skills consequently steadily improve). It is not in and of itself a reason to encourage those idle factions to war once or twice a year. However when
coupled with the following change, it will be.
Maximum Maintenance Rates For the month of, and the two months following a faction war, empires may choose from all available maintenance rates.
3 months after the end of their last faction war, empires may no longer choose the "exempt" maintenance rate. After 6 months of peace, you may not
choose "very high" and after 9 months you may not choose "high". If you have not been in a faction war for a real year (10 nevyears) you may not choose
any maintenance rate other than "low." Unfactioned empires and factions that have never been in a faction war will likewise be capped at "low"
maintenance rates.
We expect that these changes taken together will be widely embraced by the community as they fulfill three important goals. First, the threat of
forced faction war is removed and everyone has the leeway to choose their own targets and attack dates. Secondly, players who are participating
in faction wars with any regularity are generously rewarded with improved skill multipliers which will result in all troops becoming better skilled.
Finally, there is still strong pressure for all factions to plan and execute wars at least once a year, and more likely once every 6 months to stave
off eventual skill reductions.
Looking forward, we are expecting more adjustments to be needed in January once we see the effects of this change. Ideally by then the game culture
will be one of more war and the only changes we will be announcing will be those to facilitate the actual fighting and to put more money into the hands
of those who have been fighting frequently.
Mercs We also expect to fix many bugs with the mercenary system on or before December 1st and finish the merc class level 3 by the end of
December.
Gentle reminder We have had several players lamenting consecutive attacks on their empires while they have their restriction period set to
3 days. Please remember that you can set your restriction period anywhere from 3 to 15 days, and the longer settings are appropriate for many players
who wish to have a longer enforced peacetime between attacks.
Capped BP scores at 100,000.
Factions may no longer declare faction war on factions over twice their size, or less than half their size.
11/15/05
Fixed some visual bugs on the Buildings page.
11/14/05
Faction War Changes: While we having ben discussing and will continue to discuss changes to the current systems, nothing will
be announced until at least the 15th and nothing will change from its current form in a substantial manner until Decemeber.
Timeouts: -Last 24 hours: 258 -Daily Avg Last 30 Days: 741 -30 Days prior: 1202
There are certain days when late at night there will be a sharp increase in timeouts and lag because of database maintenance procedures that run.
These are on Wednesday at 01:00 and Monday at 00:30 hours Arizona time. Performance has greatly increased over the past 2 months and we are looking
forward to hooking up a RAID soon that should help things even further. It is very en vogue right now to complain about lag, but it seems like an
issue that things have gotten so much better that when pages don't load within the first couple seconds, or even instantly, people start griping.
Players are also not taking into account the size of their empires, or the potential for general net latency. We often see people gripe about
lag and then get messages from people about how fast things are at the same time.
All told the game is running faster than it was when we first bought our current server and we have MANY times more soldiers, units, zones, buildings
and heaps more features and whatnot in the game than we did back then. We are going to keep improving things as we have, and all that we ask is that
people take a moment to notice the improvements. Neveron as a browser-based, database-oriented game will never be someting that loads instantly
every time. Lag is an unfortunate part of the system that we all need to accept to a certain degree, including the associated losses of battle moves
etc...
Fixed an inconsistancy with chaging your surrender rate via the Wars page.
Added some auto-corrections to the unassigned soldier training pages to ensure that everything is running smoothly.
Dropped training facilities to 750 build points from 5,000 that they were improperly set to.
Fixed a factory page problem occurring in some empires.
11/10/05
Resource stockpiles now show fractions to the thousandth.
Added options to recycle weapons, vehicles and general parts.
Doubled vehicle armor and internal structure salvage now that you can recycle these products.
Mercs and employers are now given DR treaties automatically upon acceptance of a contract.
11/9/05
New Feature! Recycling parts is now an option. Any empire with a repair bay and idle factory workers can recycle items
via the Armoury and Parts pages. Simply click the obvious Recycling icon and you will be prompted to enter how many you would like to add
to the recycling queue. Go to the Recycling section of the Land/Build tab and you will be given options. The process should be self-explanatory.
You can use factory workers to unmake an item, similar to how it was made with a percentage of the resources being reclaimed in the process.
Repair bays are very inefficient while empires that research Recycling Centers (3 different levels) as well as Recycling Efficiency (15 levels)
will find greatly increased levels of resource extraction. Using a level 3 Recycling Center with level 15 Recycling Efficiency, an empire
can recycle almost all the resources from any given part. Higher level facilities and technology also provide for quicker recycling, allowing
you to unmake something in a fraction of the time it was made.
You can only recycle items in a zone containing a repair bay or recycling center. Recycling Centers are immense structures and destroy
buildable spaces in a manner similar to Technology Centers, but on a much smaller scale.
Currently, ammunition is the only item available to be recycled. Other pages will be coded tomorrow.
This feature has been heavily debugged, however as with any complex new system there are bound to be problems. Please report anything in a
help ticket and it will be taken care of promptly.
Now that the vehicle decomission option is in place, all scrapped vehicles are destroyed. Sorry for the delay of this post.
11/8/05
New Icon/Button Contest: We are now taking submissions for a new building type and button icon. These are two distinct contests.
The first is for a new building that will represent a resource extraction center where parts are recycled for their resources. Use the new
training facility icon as a reference for size and dimensions:
The icon *must* be under 5k in file size
and contain the hex seen in this icon in the same dimensions.
The second contest is for a recycling icon to be used as a button throughout the game. It should be no larger than 10x10 pixels and 5k or
less in file size. It should imply resource extraction or reuse of some kind.
Please submit all entries to NeveronContact@hotmail.com The winner will be chosen by the end of next week.
Training Facility Icon Contest: Thanks to everyone who submitted entries for this contest. A winner has been chosen and the icon is
now in the game. The winner was Archers Avengers! Congragulations and thanks for your work!
Fixed a bug where vehicles were able to fire foward-facing weapons in any direction.
Corrected for some instances when you shouldnt be able to decommission a vehicle but were able to.
Mech kills in the FFA once again generate rep for the killing player.
Fixed some rare errors with training unassigned people.
You may now sort soldiers properly on the unassigned training page.
The number of empires of each level is now shown on the table on the evaluate military stats page.
11/7/05
Training facilities are now counted properly on the total number of buildings in zone on the Buildings page.
11/6/05
New Feature: You can now see a list of unassigned soldiers currently in training and when they will be released on the Training tab.
Faction Wars The forced faction wars have begun being phased in. The process has not yet been automated, and we are still manually
checking and validating each war and carefully watching their progress to ensure everything is running smoothly. Although the pages state a
10% chance per faction per month of launching a faction war, please understand that initially we are progressing very slowly and carefully and the
actual chances for war will be much lower for November, and perhaps much of December as well. There have been two wars forcibly started at this
point and we will not be starting any more during the weekend. There will probably be less than 10 wars, certainly less than 15, forcibly started
during the month of november.
Faction War Faction Leader DOWs: If you are a faction leader, and another faction declares a faction war against you, you now have the ability to declare war upon the attacking
faction leader even if he is a lower level than yourself.
Removed the lag from new pilot login creation for larger empires.
Fixed an error on the conquest page for cases where you surrender the enemy without taking the zone.
Changed the FFA terrain so people can no longer start in holes they cannot move out of.
Fixed a bug that was deducting the 10% market fee twice from salvaged mech sales.
Fixed a bug in the ABR system for handling zombie units.
Faction War Loss: As we hone the faction war system, a few changes have proven necessary:
-First, the double punishment for surrendering and then losing troops as defectors is a very severe blow. Accordingly, if your empire surrenders
during a faction war you will no longer lose any troops to defection af the end of the war.
-Secondly, faction leaders *must* participate in a significant way in their faction wars. If they do not and they lose, their troops will think
them cowardly and defect in a HUGE way to other empires. By significant participation we mean generating a war rating of 5% of their empire and by
huge defections we mean 25% of all infantry and vehicles and a normal 3% of mechs. Towers are fixed and do not defect.
If you are a level 10 faction leader with a combined Civpop and BV of 1.5 million, you need to generate a war rating of 75,000 (5%) to avoid massive
defections. To put that in perspective the winner of the level 6 war rating category is often between 60,000 and 70,000. 5% is not a difficult goal.
War ratings can be seen on the Top 100 lists.
Although we are striving hard to not make any changes to the game until December, we feel that these two are needed immediately to lessen the
loss to players of a losing war while discouraging faction leaders from losing intentionally without ever participating themselves.
11/4/05
Optimizing crews no longer tries to fill empty seats with real soldiers as per the crew change yesterday.
Empire losses will no longer reset when a counter-fdow is declared.
11/3/05
Hardware Wish List: The hardware wish list on the Donate page has been updated as per player request. It's all stuff we need to
take the game to next level.
The vehicle update was completed with a short period of downtime. There are now a heap of unassigned soldiers in the game that were in vehicles.
These unassigned people *are new people* and you will be paying an increased Military Supply cost for them on your Finance page.
Fixed a bug preventing people from selling some rare weapons.
Vehicle Update: Vehicles will now only have 2 real 'people' in them similar to towers and infantry. All the creation methods
will remain unchanged but any skill 8 people put in the non-active parts of a vehicle will be erased from the database. Existing vehicles
will have their extra people unassigned sometime this evening or early tomorrow morning. This change will free up about 20% of the People
table, and should make things run much, much faster. It will also greatly increase performance on the vehicle creation page.
Fixed a bug that allowed someone in a faction war to declare faction war against a third faction.
11/2/05
Random Faction Wars: There is a very simple and easy way to avoid being forced to fight a certain Faction and it has been repeated
many times by us in chat and the forums. Simply pick a target who is not an ally and declare faction war. You have a full month to complete the
war before there are any penalties (renewal costs) and once the war is complete you have a full 6 months before you need to worry about a random
declaration. If the game admins seem less concerned than you think we should it is because we saw a worse reaction when pirates were implemented
18 months ago, and now most players love pirates. Ultimately this will make Neveron a better, more fun and more dynamic game for us all to enjoy.
Those of you who want this to fail simply for the sake of being right should seriusly check their motives. Those of you who are interested in making
this work as a positive addition to the game are welcome to submit input from their experiences with war and how to make it more fun and more interesting.
Lance Disbanding: As previously announced, disbanding a lance now give a 50% chance of skill loss in addition to the reputation.
Training Unassigned Soldiers: Costs for training vehicle-related skills have been cut in half for unassigned soldiers.
Training Update: As previously announced, training vehicles now only trains the active people in their active skills. Soldiers in 'jump seats'
will no longer train and gunners will only train VWeapons, pilots only the Driver skill. This will help reduce the number of highly skilled
vehicles in the game, and give mechs a bigger advantage.
Help Articles 184 DP was awarded to various players for their contributions to the Neveron Help System. Remember than anyone can
write articles for inclusion in the help system, and if yours is accepted you will periodically receive DP. Thank you to everyone who has
written valuable articles. New articles and updates for old articles are in high demand!!
November Mech Special: The Charger CGR-1A5 assault mech will be just 10 DP during the month of November. This is the first in a series
of monthly mech specials.
Fixed an error on the buildings page related to the new training facility.
Fixed an exception occurred error on attack_zone_data.asp line 193 which had been plagueing a few people.
Fixed an error with creating new empires using promo codes.
Made a change to vehicle creation which should drastically cut down the PK violation errors people have been receiving (24 in the last day alone!).
Promo Money: Handed out $8,372,500,000 in promo cash for people who have reruited new players with their promo codes. Thanks to
everyone who has gotten other to sign up for Neveron! A special thanks to Ace Mercenaries 2 and Gàidhealtachd for their hard work attracting
so many new players.
Fixed a bug where damaged tanks could sometimes be decommissioned improperly. The reporting party was given 5 DP.
2nd Nev Com Royal Guard©, level 12, was selected as the winner of the october 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 12 winner was selected. Congratulations 2nd Nev Com Royal Guard© and good luck to everyone in november!
Sped up a laggy query with training unassigned people.
Fixed an error on the training unassigned people page.
Fixed a laggy query on the lances page.
Fixed an error that was not giving drive parts for destroyed or scrapped 100 ton vehicles.
MPOGD: Thanks to all who voted on MPOGD.com last month. $15 million or 15 Nevdays of income were handed out to all level 1+ empires
in the game for our time spent on their top 5 list.
Fixed a problem with using the starter package on the secondary webserver.
Fixed the cost per zone amount for level zero empires. Level zero empires with land management levels researched were being charged an amount equal
to their discounts.
Reduced the [NOOB] faction tax rate to 0%.
11/1/05