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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

  • Builder Class Level 1 builders now have DOW costs doubled. The level 1 builder class is completed, subject to future changes if needed. Remember, you allocate class level points by clicking your empire level on the stats frame.
  • Builder Class Level 1 builders now get the +25% building speed bonus.
  • New Feature! Added a "view duel" button for dueling arenas in-progress.
  • Fixed some text that has, apparently, been wrong for quite a long time. In the dueling arenas, your attacking unit must be a minimum of 90% of the BV of the defending force. The text had said 75%, which was incorrect.
  • Changed some code in the mech actuator repair process. Critical successes are now more likely to actually improve your mechs MP for a while. Please note that not all crit successes will do this! If you have, for example, multiple hits actuators which reduce your MP it is easily possible that a critical success will not increase your max MP.

    10/31/04

  • Level 1+ Mercenary empires now have +25% building costs applied. All the functionality (advantage/disadvantage) of the level 1 mercenary is done for now. Please understand future work on the mercenary class will improve the playability of all merc contracts and reporting.

    10/29/04

  • Employers can now specify minimum scores and levels of mercenaries accepting their contracts. They may also have multiple pirate killing contracts at once at level 2+ (1 per empire level). A lot more details have been added on various mercenary pages where applicable. Additionally employer and, if applicable, mercenary scores are visible on the empire data pages.
  • Employers can also cancel merc contracts. When an employer cancels the contract his score is calculated as below. The merc, however, will be given a maximum score of 100 with deductions only for excessive time taken (anything over 1 day) or employer units killed. A merc will not be penalized for holding zones or not killing all the pirates if the employer is the one to cancel the contract.
  • Mercenaries may now end their pirate-killing contracts at any time. When a contract ends, both the mercenary and employer are given a score. The mercenary score is based on how many pirates they killed, and how many pirates remain alive when they end their mission. Mercenary scores are reduced if the mission takes over 1 real day (the longer it takes over this, the lower their score). Additionally mercs lose a lot of score if they still hold any employer zones (remember its free to give them back!), even more if they hold any employer buildings, and they lose additional score if they killed any employer units. Employers are given a maximum score of 100 which is reduced only if, for some reason, they killed any mercenary units, for which they lose a lot of score.

    10/28/04

  • Mercs can now return zones they took while employed for a Pirate Killing contract. This transfer is free. You cannot give back zones if you have units in them.
  • Mercenaries! The beginnings of the Mercenary empire class is underway. Pirate Killing contracts are available. Here is how it works. If your empire has pirates, you can go to the Mercenaries page of the War Room and create a mercenary contract. If you are a mercenary empire you will see available contracts on that same page (if there are any) and you will be able to accept them. Once you accept a contract you'll be able move to the employer's pirate zones and start killing. Earn money and salvage! More details will be available soon as the system is improved. Click your empire level to set Class Points.

    10/27/04

  • The Mercenaries page in the war room is under development. Please don't send any help tickets about it. You will be notified here as progress is made. Initially the only contracts available will be for pirate killing, they may be functional as soon as tomorrow. Only mercenary empires will be eligible to accept contracts.
  • Fined a level 7 empire $2 billion and a level 2 empire $1 billion for arena fighting with his own empires. I'm not sure how I can make this more clear. If you put an assault mech in an arena and attack with your buddys empire with a lance of clints ... to collect a $400 million prize for the cost of entry fees and clints ... that is really abusing the system. I want to be very clear that the ONLY thing that can prohibit this kind of abuse is the removal of the non-betting arenas. I would prefer not to go this route, but if I see any other cheating like this, that is what will happen.

    10/25/04

  • The empire names on the war logs are now links to the empire intel pages.
  • New Feature: Added a "scrap mech" feature. The scrap mech button is located in the "critical damage" portion of a mech readout. Scrapping a mech destroys it completely, and may generate spare parts based on the mechs condition. The pilot becomes unassigned. Again, this feature destroys the mech, so don't use it unless you're sure you want to get rid of it. Only the emperor may scrap mechs.
  • Deleted an empire for an inappropriate nevmail. We all got a great laugh out of it, but it was still VERY inappropriate for nevmail because of its language content and the empire was accordingly deleted.
  • Tower ECM Changes: The ECM on all towers and tower designs has been reduced by 2 points. Additionally, ECMs now require significantly more tonnage than they used to to reflect their power in battle. This should significantly reduce the time people take 'tower hunting,' especially for smaller empires with less access to powerful sensors, but still provide adequate cover and protection.
  • Dueling Cheating Found a ring of dueling cheaters and fined them a combined $20 billion for staging fights between friendly empires and intentionally losing, often winning $2 billion at a time. Its possible the $20 billion does not even cover the illegal money that was gained. Rest assured that if any of these empires stage thrown fights in the arenas again, they will be deleted and will not be given the benefit of the doubt. Please keep it clean.
  • Fined 2 more empires for arranging a thrown fight. This time a level 4, and level 6, each fined $200 million.
  • Fined 2 empires (level 5 and 7) $250,000,000 a piece for an arranged duel in the dueling arenas. Please remember that dueling yourself is illegal, as is arranging matches between friends in order to throw a fight.

    10/21/04

  • Sped up the login process.
  • Removed the maximums from the vehicle market. Income caps have made these unnecessary. Vehicle market mins are still enforced.
  • Sped up the AI move execution, and also reduced the lag caused by searching for AI units needing to be moved.

    10/20/04

  • New indexes on highly used tables have been added to speed several routine processes that will affect the whole game.
  • Sped up the AI, and fixed a problem that was often leaving a few units unmoved.
  • Sped up a query on the vehicle armory page that was lagging the whole game briefly (but frequently).
  • Fixed a problem where clicking "do not move" or "do not attack" at the very last second could cause you to miss the following phase as well.
  • Greatly improved the database performance which has been causing some lag recently. This will be an ongoing project as it takes time to isolate the slowest lines of code in Neveron and work to speed them up.

    10/19/04

  • Credit Card Donations: Since the instant processing of donations has been implemented it has become much more common for donations to come from players who are using a credit card without permission from the cardholder. Please know that if you do this your empire will be deleted and you will be banned. These cost us a lot of time and money and we do not have much of either to waste on this kind of thing. Please, donate with your own money. It is both immoral and illegal to do otherwise.
  • Changed the Log Error text on the destroyed units list to "Unknown" since people were still failing to click the Log Error link and read the information there about what that actually means. As per that page:

    Log Error

    When this unit was destroyed there was an error when logging what empire it was victim to. This may have been due to an error on the attack page or perhaps a double kill. In any case the unit was PROPERLY destroyed, simply the information on who destroyed it was not recorded properly. This is NOT a reason to open a help ticket.

  • The help system has been totally rewritten and is back online. No articles were lost or affected.

    10/16/04

  • Fixed a rare bug that was happening on the finance page for empires missing certain key entries.
  • Fixed an error creating multiple vehicles.
  • Created an auto-correcting system for units that become permanently mobilized because their entry in the table that records when they can demobe is deleted. This was a very rare bug and you will never see it's effects again.
  • Classes: Yes, you can spend points on empire classes by clicking the Empire Level link. NO, THEY DO NOT DO ANYTHING! Classes will see significant alterations and a very slow implementation and could be scrapped all together. Do NOT wait for classes.
  • Fixed a rare exception when creating mutliple vehicles.
  • Paypal Donations: Performance issues at Paypal have made it nearly impossible to process donations over the past several days as well as (we assume) very difficult to make donations. People are encouraged to use the credit card donation method if they are having problems with Paypal. In addition to actually working, the donations are processed instantly. Thank you all for your generous support.

    10/12/04

  • Units claimed by ABR now are marked properly on the Battleplayer page.
  • The zone coords in the title of battles on the battleplayer list of fights in your empire now links to the map centered on the zone.
  • Resolved an issue with Combustibles being sold out on the market and people having problems selling more.
  • The TRB-1 icon has been altered to have a transparent background like all the others.
  • There was a problem last night preventing battles from resolving. This has been corrected.

    10/11/04

  • Fined a level 10 empire $10 billion, and banned the players IP address, for threatening to hack the game. We take hacking and threats of hacking EXTREMELY seriously. Also deleted the public nevmails that threatened such activity.

    10/10/04

  • Login Abuse: Since the dust has still not settled on this let us (again) restate our policy on this matter. If you give out your login and password and it is used against you it is not against any rule. The login/pw is the only way that we can verify who has legitimate use of a login without implementing some very rigid rules limiting what IP's players can log in from and the like. Your login and password are sacred and you should guard them closely and change your password often.

    Since Will is still sore about being deleted I will reiterate the circumstances in which it is not ok to use a login. We have stated repeatedly that if Neveron servers are hacked, code manipulated or there is some problem on our end that provides access to a login then it will be treated as a violation. In the case in which Will's empire was deleted and many others were fined or deleted a player had hacked the game and set everyone's passwords to blank. This became quickly known throughout the game community and before we could stop it many players had accessed logins that they should have had no place being in. Will was one such person and he did a large amount of damage to the empire(s) that he accessed. He was rightly punished. Bringing this up again and again only shows the lack of learning that was gained from this experience on his part.

    Our position on this matter has always been consistant and clear. If you give out your login/password or make it easy to guess (same login/password for instance) then you are on your own. When there are security compromises we take full responsibility.

  • New Battleplayer ABR Flag: Emperors may now flag certain battles for ABR so that Battleplayers may not enter them. View ongoing battles in your empire on the Battleplayer page and you can flag battles as you see fit. Flagging them will evict anyone currently piloting in that battle and prevent them from reentering unless you remove the flag. This will allow emperors to let battles go to ABR without other players accidentally entering the battle and thus delaying the activation of ABR.
  • Tower ECM: With recent rule changes and coding changes to AI and battle, we have gotten many complaints that tower hunting has gotten significantly slower. To offset this we are dropping the base ECM on all towers from 5 to 3. All tower designs and actively commissioned towers will have their ECM rating dropped by 2 points. This change will go into effect on Monday, October 18th.
  • The lances page now properly shows when units are in war, a quest or an arena.
  • The new war log now subtracts BV lost in the past 30 Nevdays from the Total Gains.
  • Donation Pool Change: Beginning the first of November, the maximum DP bonus award will be reduced to the $1000 level, or double DP. It was never our intention to change the culture of donations to become pool-only but that it what has been happening. Double DP will still reward pools, but should make us less reliant on them.

    10/9/04

  • Fixed a bug where empires that hadn't conquered any civpop weren't being listed on the new war log. Now if you simply attack a zone (or are attacked) your faction will be listed.
  • Deleted 95 vehicles that were unrecoverablly bugged. Many of them were very old and probably overlooked by their owners.
  • Fixed a bug with the new Guardian tanks having $0 maintenance as well as errors with their creation.
  • The Arenas page now profiles the older dueling arenas first, with links to the newer arenas at the top of the page.

    10/8/04

  • Bug Ticket Backlog: As many have no doubt noticed there is a significant backlog of bug tickets at the moment. We have been reducing our time on tickets to get some new coding done and will focus back on tickets starting next week. Please be patient and all tickets will be answered.
  • Fixed a couple typos on the repair pages.
  • AI Hint! The new AI commits actions only when its init is up. This means that if you have claimed units that were put on AI, you can still choose their movement orders so long as they are entered before their init is up. Put a unit on AI for convenience and if need be you can still choose to command it when you need to without even taking it off AI. If you are in a battle with more units than you can comfortably control, put all your units on AI. If you run out of time the AI will simply move for you. This means you can control many units on a slower connection without fear of missing moves or attacks!
  • Instituted new measures to prevent the accidental cancellation of move or attack options because of laggy page rollovers using the All Rest or All Do Not Attack buttons. You can no longer enter an "All Do Not Attack/Move" order in one phase and have it affect the next phase, thus losing out on a round.

    10/7/04

  • Tower Design Rumors: Whoever is perpetuating these rumors that the order that you put your weapons on a tower makes ANY kind of difference at all should be ground to pulp. Please stop perpetuating these rumors. Every weapon has a specific number assigned to it and if that weapon's number comes up then that is the weapon that is destroyed. There is no 'order' that they are critted in. Put your weapons on towers in whatever order you want because they are always listed in a specific order by our database no matter which order you choose them in.
  • Added a link that allows players to see a (very) rough draft of the new war log. There are links on both the war log and faction log. Note that some of the logging just started yesterday and the figures will be incorrect for another couple days.
  • New Vehicles Two new vehicles have been added. The first is a 20-ton hover tank, the Harrier, which is basically an upgraded Harrasser with very good sensors, mk II LRM-5, and more armor. The second is 20-ton tracked tank, the GRD-1 and GRD-2 Guardian tanks. These are probably going to be very popular as both speedbumps that can actually do damage and as cheaper replacements for Hunter tank groups that are guarding cities and other important zones. Both GRD variants have a turreted LRM-10. The GRD-2 has more ammo and a mk II weapon. They won't be quite as good on ABR as the popular pirate-killing Hunters but are much cheaper to produce and maintain.
  • Deleted 500 alliances requests from or to empires that no longer exist. Also corrected the deletion process to clean out this table.
  • Corrected 109 buildings that had negative cf from damage in battle and hadn't been properly destroyed.

    10/6/04

  • Coming Soon! A new war log that lists much more detailed information by faction and essentially shows who is kicking ass. Also new unit management tools to better keep tabs on what units are where, particularly helpful for large empires.
  • Fixed a problem where rear-facing weapons in mech torsos were not automatically being destroyed when the appropriate torso location is destroyed.
  • Awarded income for those who have promotional codes used by new players who have empires higher than level 2.
  • Fixed a small problem with the new market advertising system. It will now work properly.

    10/5/04

  • New Vehicle Marketplace Feature: Advertising! You may now put a little plug in for your marketplace items by clicking their description link on the Vehicle Market. Once you are viewing the unit readout you can read the current advertisement or, if it is your item for sale, enter your own. This service is currently offered at no charge from NASI.
  • Upgraded some primary database processes to dramatically increase the speed of the entire game.
  • Sped up the login process.
  • Sped up the attack phase resolution dramatically, again this is most significant in large battles.
  • Significantly sped up unit placement saves and recalls, in turn speeding the battle-start sequences in heavily fortified zones.
  • Fixed some code in the saved positions table, which may have been affecting some unit starting positions, or saved defensive positions.
  • Cleaned up some ancient code on the vehicle marketplace.
  • Fixed a rare ABR bug.

    10/4/04

  • Viewing the mech or vehicle list after repairing something (by clicking the appropriate button on the repair results page) will now automatically sort by status so that damaged units are at the top. This will make repairing large numbers of units much easier.
  • Fixed a bug where units that retreated from battle were able to repair before their requisite 6 Nevhours afeter battle was up.
  • Fixed an old feature (long forgotten by us) that was preventing units from listing on the battleplayer lists if they had an ideal range of greater than 30. This was implemented long ago to prevent people from controlling certain units in battle if the emperor wanted it that way. It way preceded most of the newer battleplayer functions and is clearly now not necessary. This explains the problems that some players were reporting about their battles not being available for others to fight in.
  • Fixed a serious error with one of the changes made yesterday that was preventing the personbar from loading for battleplayers in battle. This created some (obvious) problems for people trying to battleplayer last night. I am very sorry for the oversight of this problem and am creating a procedure to be able to test battle features for battleplayers. -Wayward Son

    10/3/04

  • The Battleplayers page now shows how long a battle has been idle for battles in your empire. After 30 minutes of idle time ABR will kick in and take over the battle. Note that ABR runs 3 battles at a time and there are typically about 90-100 battles that it is monitoring at any given time. Some battles may take more than 5 minutes to resolve. This means that your battles may actually be idle for 40+ minutes before ABR kicks in if it is very busy.
  • Units that are claimed in battle but on AI are now marked in shades of red on the personbar. Similar to when your buttons are white/gray depending on if you have committed an action or not, AI controlled units will be different shades depending on if they have gone yet. We will probably be messing with the exact colors of the next couple days to get the exact ones we want.
  • Added a conveniant link to the Empire page that will unclaim all claimed people except the emperor.

    10/2/04

  • Fixed a problem where name changes were booting people out back to the intro page.
  • The pending removal date for your vehicle items on the marketplace has been added so that you can see when your items will be unlisted by NASI and a 2% fee charged.
  • MPOGD: Thank you for another month of successful voting. All empires above level 0 have received $15 million or 15 Nevdays of income, whichever is greater.

    10/1/04