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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

  • Sped up an issue with tower placement that was causing timeouts in large empires.
  • Fixed an error on the VTR-9B mech readout that said it did not have usable hands.
  • Our second T1, which has not been functioning properly for over 2 weeks now, is back online and running at 100%. This should substantially reduce the lag people have been experiencing, particularly in battle.
  • Faction War surrender update: We'd like to thank our players for bringing to our attention a problem, and helping to propose a solution. Empires now record their starting pop+bv when a faction war begins, and their surrenders during that war are now based off those initial values. This has three important and beneficial effects. First, larger empires may be slowly worn down and eventually defeated whereby previously it was virtually impossible to destroy 50% of bv+pop of a level 12+ empire in the 3 days given. Secondly, it prevents people from being wiped out completed by careful attackers destroying, say, 45% (when surrender level was set to 50%) every 3 days in succession without ever triggering the surrender. Lastly, it prevents the underhanded tactic of a smaller empire grabbing a large amound of population from an opponent and subsequently surrendering at 10%, where it would have a huge net gain of unrecoverable infrastructure. The net change for empires in faction war is still displayed in the same place (their empire intel page) and reflects the change since the start of the faction war.
  • REMINDER: November first (tomorrow) factions who have not been in a faction war for at least 6 months will begin checking monthly with a 10% chance of declaring faction war on the most destabilized faction within FDOW range.

    10/31/05

  • Increased the performance of the lance details page for large empires.
  • Removed the lag when creating multiple infantry platoons in larger empires. There are empires with up to 27000 unassigned people in them. These people will often slow many processes in your empires (such as infantry creation), so if you find anything people-related that you do is slow and you have several thousand unassigned people, you may find that firing most of them will help alleviate the lag you experience.

    10/30/05

  • As suggested by several players, the range at which top factions may FDOW one another has been tighened up because of the large disparity between sizes at the top. Top factions may now only declare faction war within a range of 10 rankings either direction (20 possible opponents).
  • Fixed a bug with the new unassigned training.
  • Faction leaders must have a minimum surrender rate of 30%. The few who were under that (less than 20% of them) have been moved up to 30%. For those wondering, yes, this was done to make it harder for everyone who is staging fake faction wars.

    10/29/05

  • Fixed a rare error when transferring money.
  • Training Soldiers and Timeouts: Some truly massive empires have been experiencing tiemouts trying to load this page. This is because of the large number of unassigned people in your empires. While we are working on alternatives for loading the page, the best thing for you to do is to use the new features on the unassigned people page and fire uneeded soldiers. Costs will probably be increased for unassigned personnel in the near future to discourage empires from having huge numbers of uneeded people just laying around. There are currently 225,817 skill 8/8/8/8/8 soldiers without units in the game. That is well over 50% of *all* unassigned people.
  • Fixed an error on the unassigned people page.
  • Spankin' New Feature! We are very excited to announce the completion of the new unassigned soldiers training option. This system allows you to train soldiers *before* you put them into units, making it much easier and cheaper to find new pilots. Currently when you make a new unit with unskilled soldiers, it is a crap shoot as to whether or not they will be any good, meaning you very well have wasted the money that you spent creating the unit to begin with. If the unit is a mech, the only option is to either scrap the mech or buy the soldier a new mech. Since no units are necessary to train unassigned soldiers, you can train soldiers ahead of time and then either assign them to units as their abilities permit, or fire them alltogether. Additionally, since you never remove them from a 'training unit' as has become the custom, you don't lose any skill.

    This system is also the first training feature to use the new 'best skill' attribute, allowing soldiers who have lost a skill to more easily regain it through fighting or training. When a soldier loses a skill their best skill is recorded, and when they go to train or fight they have a DOUBLE normal chance of skilling back up to their best level in that skill. This applies to donation multipliers as well. If your -1 gunner pilot loses 3 skills and drops to skill 2, they will have a double normal chance of getting back to skill -1 in that category when fighting.

    We have heavily debugged this new feature, but due to its complex nature there are bound to be one or two odd situations that we have not yet anticipated. If you have a problem please open a bug ticket and it will be responded to ASAP.

    Requirements: You must have Training Techniques 1 researched and have completed at least 1 Training Facility building. Click the new "Soldiers" link on the Training page to train unassigned pilots.

  • Cleaned up the look of the faction war lists.
  • Rewrote a program that runs twice a week to degrade skills and validate every units skill. This should enable it to crash less often and run more quickly.
  • Fixed a bug on the parts market page for unfactioned empires.
  • Sped up the unassigned people page load time for large empires.
  • Fixed a visual formatting problem on the Research page.
  • Fixed a problem tooling research if you had uncompleted reesearch buildings in that zone.
  • Fixed another error viewing the unassigned people page if you had no people unassigned.

    10/28/05

  • Fixed a rare error with accepting merc contracts.
  • Fixed a problem with the firing selected people option not working if you were viewing only 100 unassigned soldiers and had more than 100 unassigned in your whole empire.
  • Timeouts in the past 24 hours: 343 Average daily timeouts for the past 30 days: 857
  • Did the same stuff to the TC page.
  • Cleaned up the Research page and removed 2 VERY slow queries from it which should speed things up nicely. Also added an 'unselect all' button so you can uncheck everything instead of refreshing the page.
  • New Feature: The "Fire Me" link on the unassigned people pages has been replaced with checkboxes that allow you to fire up to 100 soldiers at a time. Soldiers with money will not be allowed to be fired.
  • Fixed an error viewing the unassigned people page if you had no people unassigned.

    10/27/05

  • Changed the way that the new firing feature works which will vitually eliminate timeouts and improve game performance outside the user empire.
  • Fixed an error with disbanding lances.
  • The implementation of Lance Disbanding Skill Penalties have been delayed until Monday.
  • New Feature: You can now fire soldiers en masse via the Unassigned People page. Simply choose the range of skills that you want to fire and they will be deleted. It will not fire your emperor or any soldier with cash. If you are firing a lot of people it may time out. Please simply refresh the page and it will work through firing the soliders without problems.
  • Training Facility Icon: We need a cool new building icon to represent Training Facilities. Please send submissions to NeveronContact@hotmail.com and whoever's we use will receive 10 Dp. Icons should be 30 pixels wide and 26 pixels high with a file size of under 10k.
  • New Technology and Building Type Added: You may now research Training Techniques from the new Education branch of technology. Each level will allow you to train unassigned soldiers for longer increments of time, which will also save money. Unassigned soldiers will be trained in the new Training Facilities building type. To build Training Facilities you must have CF 75 buildings and Training Techniques 1 researched. Training Facilities cost $10 million to commission and will allow you to train 10 unassigned soldiers for up to 20 Nevdays per level of Training Techniques you have researched. While you can build training facilities and research the technologies, the buildings do not work properly yet.
  • Please Read Verification Messages: Important information is often put into the grey pop-ups that show when you press a button. People often write help tickets complaining that they 'didn't know' that a button was going to do what it did. 99% of the time the pop-up describes EXACTLY what action will be taken by saying 'yes.' Please take a moment and look for that info. Thanks.
  • Fixed a problem with the Decommission button coming up in some empires.
  • Disbanding lances now gives a 50% chance of losing a skill. Best skills are also recorded so that the person may more easily retrain that skill area. This is to represent the cohesiveness of lance performance. Soldiers fight best when grouped with other soldiers they are familiar with and thus become less confident and capable when seperated from those they are accustomed to training and fighting next to.
  • Scrapping and decommissioning vehicles now records the best skills of the soldiers in those units so that they may regain lost skills more easily.

    10/26/05

  • Updated some of the new coded added yesterday to be less laggy.
  • Fixed an error that was not properly showing empires that have left a faction in faction war.
  • Fixed an error that was updating units to the improper skills after training.
  • Significantly increased salvage from large vehicles.
  • New Feature: You may now decommission vehicles in a manner similar to scrapping. The units MUST be in perfect, undamaged condition, demobilized and not have battled for 30 Nevdays. The vehicle will be put back in your armoury in the zone that the vehicle is in. The crew suffers a skill loss and small loss of reputation.
  • Fixed a zombie mech error related to the new salvage update.
  • Removed 3 FDOWs that should not have been possible. You may not FDOW a faction that is already engaged in a FWAR. We would like to thank all the players in the three factions who discovered this bug, as not a single one of them declared war or made any attacks upon their enemies despite the improper FDOWs being in place for several hours. The bug has been corrected and the FDOWs removed.
  • Fixed a bug that was allowing some empires to declare war improperly during faction war.

    10/25/05

  • Fixed a visual bug on the Pirates page with stat info showing as 0.
  • Fixed a zombie mech error related to the new salvage update.
  • Fixed a problem with creating new units or buying new people and viewing multi'd pilots.
  • Mech Salvage: Player mechs now have DOUBLE chances of being salvaged in battle. Pirate mechs can no longer be salvaged.
  • Added some proper checks to help keep the table that was shrunk today free of uneeded entries.
  • New Feature: You may now use the Bulk Purchase option on the resource marketplace.
  • Did some database maintenance that required some downtime. Sorry for the longer than expected time offline. Removed about 1.4 million (33%) of entries in a People related table.
  • Updated the Pirates page to reflect the new changes in level 10+ empires.
  • New Feature: You can now search the war log by empire name in a similar manner as the faction directory. Searches by specific empire stretch back a full Nevyear instead of just 30 Nevdays.
  • Fixed some entries for Perfect Soldiers got in he past few days.
  • There were a number of players who got Perfect Soldiers without using DP because of the error stated below. Their accounts have been updated, and some are now negative. Players with negative DP should please shore up their accounts by the end of the week or send a help ticket stating that they would rather we delete their perfect soldier(s). This will only be an issue for people who, realizing they were not being charged, abused the bug.
  • Fixed an error with the Perfect Soldier donation option on the secondary webserver.
  • The land cost change that has been announced repeatedly over the past month has been implemented on schedule.
  • Pirates take heavy losses! Pirate forces have been severely reduced due to the regular defeats they have faced at the hands of Neveron's largest empires. Recent reports indicate that the pirates are becoming far less ambitious and will no longer attack any empire level 10 or higher.

    10/24/05

  • Fixed an error relating to placing random towers.
  • Fixed an error with training infantry associated with the change in the last update.
  • Modified some parts of the training page to be faster and also exclude units that wouldn't benefit from training (like mechs with 2/2 skills or better). Also added a logging process to start tracking each person's best skill. This logging will be added to other parts of the game to ensure all people are logged properly.
  • Fixed a rare error when creating a new secondary login for your empire.
  • Lenghtened the enrollment period for light vehicle arenas by about double, as they were often disappearing in just a few minutes before anyone could attack them.

    10/21/05

  • New Training System:This has gone on for far too long. We will soon be implementing a system where you will be able to train unassigned soldiers. You will have the option in training them in any combination of the 5 skill categories. Costs will be based on the most expensive unit type for that category (assault vehicles and mechs) and all other variables will be the same (training time, class effects, etc..) This will allow players to train new soldiers before putting them into units.

    There will be new donation options for unassigned soldiers as well, so that you can get skill multipliers on them before they go into training.

    The old training system for existing units will still stay 'as is' except for one important change. Only soldiers in the Driver/Gunner seats of vehicles will train and they will ONLY make gains in their active skills. That means the pilot will only train the Driver skill and the gunner will only train the Vweapons skill.

    We hope to get this system in place by the end of next week barring complications.

  • Upcoming Skill Changes: We are going to start recording the best (lowest) skill of each person in the game. If your lowest skill is a 4 in Driver then the entry will read "4 Driver." That person will essentially be thought of as a vehicle pilot and no matter what skill loss they endure from maintenance or unit destruction, they will *always* be twice as likely to regain skills in their best category, up to their lowest score. A skill 0/0 mech pilot would have a "0 Gunnery" entry and even if through a series of unfortunate accidents was to lose 4 skills, they would always have their gunnery multiplier doubled until they reached 0 Gunnery again, when they would get normal chances to skill down to -1. If a pilot gets a lower skill than their current best (say the 0/0 mech pilot becomes -1/0) then the entry will be overwritten.

    The goal is to allow soldiers to gain and lose skills more easily as we will be making more options where soldiers lose skills, ensuring that active successful armies are higher skilled than idle armies.

    We are starting to record best skills, but the double chances to regain lost skills in that category has not yet been coded. We will post an update when that goes into effect.

  • Money and People: Money can still be transferred to and from claimed people on primary logins, but ANY active person will spend money directly out of empire funds. This means you no longer have to transfer money to a claimed person for them to be able to buy a mech or anything else and is also why empire funds show on the active person info on the Empire Data frame.

    10/20/05

  • Fixed a problem with building and tower placement after the database update today.
  • New Feature: You can now purchase items on the general parts page of the marketplace in bulk amounts. Simply click the obvious button and enter the amount you would like to purchase. The game will automatically buy the appropriate number of the cheapest items available. While it will also give you the appropriate faction/trade discount, it will only buy from those vendors if they are also the cheapest thing posted on the normal market. If you wish to buy solely from discount vendors then please purchase normally. NOTE: Since you can not buy items from zones that are under attack, please do not be suprised if the lowest item listed on he page is perhaps not the one you buy. Also be careful because if you are buying in large amounts, other people might be buying at the same time or if the prices escalate quickly, you could wind up spending more than you think you will.
  • Changed a couple visual things on the Buildings page so that the costs stated on he page for creating new buildings and the cost stated in the verification pop-up were the same.
  • Primary Login Money Acces: The reason that the primary login shows all claimed characters as having the total empire funds is that they have access to that money. They can use it no matter who they have claimed.
  • Unexpectedly had to shut the game down for about 15 minutes because of some cleanup that was being hung-up due to active database use. Successfully cleaned out about 75% of the saved unit positions table that was unused and creating problems. Also instituted better clean up for that table. This will speed things up, shrink the database and hopefully fix a lot of problems with units not starting in the proper spots during battles.
  • Some buttons weren't working for people running certain types of firewall programs. This should be fixed.
  • After spiking up to 970 timeouts yesterday, they are back down to 320 for the last 24 hours. We are continuing to make improvements that will keep this number low.
  • Fixed a bug that was making it difficult for primary logins to transfer money off of non-emperor soldiers.

    10/18/05

  • IMP's now have their ammo in their Right Torso.
  • Fixed a visual bug where mech salvage sales were being logged as having two 10 percent NASI deductions instead of just 1. Old mech sales will still show incorrectly, but new ones will be correct.
  • Delayed War Declarations Discussion: Please check the FORUMS for the post and related discussion. Constructive, calm posts only please. Everything else will be deleted.
  • People names now max out at 30.
  • Deleted about 50% of a log that should help reduce database space and speed things up a tad.
  • Removed sorting options and the "view all" functionality from the people page for empires with over 1000 people in them. There is no reason to be using this information. The "unassigned people" pages have the sorting features where its actually useful, as unit skills are already viewable/sortable on the units section for people who are assigned to units. These sortable "features" were actually massive sources of lag.
  • The new emperor permission setting will now affect MOST features in the game. We will be adding the ones that aren't properly checking your permissions as we find them or as they are reported to us.
  • New Feature: Added a new login permission that will cover ALL emperor privileges. This means you will be able to set a secondary login that can operate in EVERY WAY as the primary login but it will still be evictable from the empire and can have the permission toggled as needed. The permission can currently be set but it may not currently work! Getting all the pages to recognize this new permission will take some time so please be patient.
  • Surrendered epires MAY unclaim zones so long as they are not zones that were constested during the war AND they are no longer fully surrendered.
  • Corrected a rare error on the conquer market pages.
  • Additional Training During Vehicle Creation: Several people have asked why they can't add more training days onto their vehicle creation so that they don't have to put them right back into training afterwards. The reason is lag. The VCC is already a big, slow page with lots of stuff going on. Adding more training checks will slow it down significantly and open it up to more errors and problems. In general, if it is more convenient for you, then it is less convenient for the servers. We have to strike the balance between what is easy for players and what makes the servers work to hard and create more problems, and we think in general that players do not consider problems 'easy.' So please, before you open the 200th Suggestion ticket asking for a button that will optimize all 2,500 of the vehicles in your empire in one click or some such thing, please consider that these new features create lag and potential problems for the game. Additionally, before you open the 2,000th help ticket complaining about errors and lag, please remember the laggy features that you keep requesting be added. We work hard to add new stuff and prevent lag, but it isn't a whole lot of fun to have people gripe about why the laggy new feature they wanted is lagging the game so hard.
  • With the assistance of the ever-vigilant Bug Paladin Splurch, we corrected a problem where light vehicles were not getting put into training during vehicle creation.
  • Deleted the level 10 empire "temporial rift oasis" was deleted for extreme and offensive behavior and language directed at the game administration and other players of the game. His language was FAR beyond acceptable levels and upon reading the logs there was no question in our minds that a deletion was warranted. Please keep it civil guys. Neveron is a game and remember that people are playing it to be entertained, not offended.
  • Added some additional error handling code to the AI program which we hope will enable it to restart properly after crashing.

    10/17/05

  • Example of Proposed War Change: Empire A is attacking Target B, who are both, say, level 6. Empire C is level 9 and wants to protect Target B. Right now Empire C could attack non-city zones of Empire A for a meager $12 million. Empire C can essentially wipe out the whole army of Empire A, likely for less than $150 million including transport costs and attack fees. Chump change for a larger empire. Under the proposed change, Empire A would likely have his pass through level set to allow level 7+ empires to move through his zones. This means that if Empire C wanted to attack his empty zones he would be paying a new, MUCH HIGHER cost, probably several hundred million $$ per EMPTY zone. If Empire C wanted to take out the army of Empire A to protect Target B, he could, but it would cost him ghastly amounts of cash.

    Now if Empire A was NOT set allow Empire C to pass through, Empire C could attack the empty zones of Empire A for a meager $2 million each, thus allowing Empire C to easily move through if he so choses. By not setting his pass through level higher, Empire A would essentially be saying, "I'm willing to fight larger empires." Larger level empires wouldn't get free passage through, but would have to fight his army as per normal.

    As described, this change will allow much larger freedom of movement for all empires in the game, while protecting smaller empires from being victimized by larger armies.

  • Promo Income: Gave out a total of $8,265,000,000 to empires who got other empires to sign up with their promo code. If you want to recruit new players using your promo code please see the Promo link on the Empire page. We have pre-made banner ads, buttons and text links for forum/email/IM signatures and web sites as well as a premade flyer to post around town or campus. Thank you to everyone who has made an effort to get their promo code on the street.
  • Timeout Errors: Due to changes made in the past 2 months, and especially the past 2 days, timeouts are at an incredible low of 151 in the past 24 hours. The average for the past 2 months was 1,073.

  • Upcoming War Change:

    The following change is an incomplete idea and is open to player input and still needs to be completely debugged and fleshed out. We want to open up ideas more to player input, however we are frustrated with the number of people who gripe about change. If you want the game to improve, please embrace change. Neveron is far from perfect and things will NOT just 'get better' if we leave them as they are. Please be a positive, constructive participant in this process. Thank you.

    Long have players complained about larger empires being able to attack non-city zones belonging to smaller empires for a relatively modest cost, thus putting armies of small empires at great risk when not in a city. This has certainly stifled war at times. We are now announcing a change that should help numerous parts of war activity amongst large and small empires alike.

    Firstly: Empires will be able set a 'pass through' level, dictating how many empire levels above or below them they are willing to allow to pass through their zones uncontested. If you allow empires to pass through, they will be able to transit through your zones a short distance without attacking you. They will then be REQUIRED to attack a zone, or else be sent back to their starting point. If empires with permission to pass through WANTED to attack you, they would be required to pay signficantly higher prices than are currently charged. This allows empires to pass through your zones, but protects you from attacks by higher level empires, particularly on your unbuilt zones that may contain portions of your military.

    If you do not allow an empire of a higher level to pass through, they will be able to attack your zones as if you were there level, though they will not be able to declare war. This means that they will be able to move their forces through your zones in a normal attack manner, preventing smaller empries from 'trapping' larger ones and making them pay ungodly sums.

    Secondly: You CAN allow lower level empires to pass through, though this may open you up to 'sneak attacks' within your empire. This means if you are level 10 and you let level 8+ empires pass through, a level 8 could conceivably transit past your outer defenses and attack a city or zone of yours directly. The level 10 could then declare war on them for cheap, and the level 8 would be deep in enemy territory of a much larger opponent, which could be very dangerous. The intended use of letting lower level empires to pass through would simply be allowing others to move through your zones for an attack without having to unclaim zones or reclaim zones later.

    The Details:

    -Empires can set a pass through level at which empires of that level or above are given an open border and can transit a short distance (20 or so zones) without attacking. If the empire is a higher level it will cost them SIGNIFICANTLY more money to actually attack your zones.

    -Empires of a higher level than yours who are NOT given pass through permission can attack your zones as if you were their level, though they still will not be able to declare war unless you attack them first.

    -Units put in transit through enemy zones must wait for 10 real minutes as if they were being air-lifted, thus preventing abuse.

    -Once units are out of transit and still in enemy zone, they will have 5 real minutes to attack their current zone or an adjacent zone, or else they will be sent back to the zone they transitted from. You can NOT send units into transit from an enemy zone. They MUST attack.

  • Land Ownership Cost Change Land ownership costs will be changed monday, October 24, 2005, to be those that have been proposed for some time. You can check your land ownership costs by clicking the Administrative Overhead link on your finance/income page or the Land Area link on you Empire Stats page.
  • Fixed a bug with sorting the units table by action.
  • Fixed an error with updating unit text for legendary units when the previous legend has been destroyed or deleted.
  • Fixed an error with transporting mechs with negative movement over land.
  • Reduced timeouts on creating pilot logins.
  • Fixed a rare type mismatch error on the parts page.
  • Fixed a syntax error in the mech armory code added yesterday.
  • Removed the semi-colon ";" character from player passwords and added it to the restricted character list. If you were one of the five people with a ";" in your password, you will find your password is exactly the same only with the ";" removed.

    10/15/05

  • Updated some slow queries for mech producers viewing the mech armory page.
  • Corrected 60 login attribute settings that were preventing some new empires from having full permissions in their empires.
  • Deleted 281 duplicate login attribute entries that were causin problems for some players. Please do NOT use your back button when creating a new empire!
  • Cheat/Hacker: Banned a player and deleted his five empires for attempting to hack into the Neveron database. He has been reported to his ISP and local authorities.
  • Moved the AI and Pirate programs to a different server which should help their stability and performance.
  • Sped up the loading of the units pages for large empires, specifically when sorting vehicles by status (to view damage).

    10/14/05

  • Top 100 Kill Stats for factions and empires will no longer update every hour. This was causing almost all of the timeouts we've had lately. Instead, they will update once per week.
  • Sped up most logins for larger empires slightly.
  • Added better indexing to queries on the view_unassigned_people.asp page which will prevent lag therein from affecting the whole game.
  • Changed some code on the unit_data page which may help with timeout issues there.
  • Sped up the tower list on the tower placement pages.
  • Fixed an issue with mech destruction and merc payment that was causing an error.
  • Still more improvements on the vehicle creation performance.

    10/13/05

  • Improved some info on the Lances page regarding locations and made it an optional feature.
  • Scientist Class Level 2 Class level 2 has been implemented for the scientist class. Faction research bonus is updated when you view the faction details.
  • Added an auto-fix for some vehicles that were improperly destroyed in battle.
  • Added total unit stats for all empire levels to the Evaluate Military section of the Stats page.
  • Sped up a login query slightly.
  • Sped up more timeout-inducing queries on the VCC.

    10/12/05

  • MPOGD: Gave out $5 million or 5 nevdays of income to all empires level 1+ for voting on MPOGD.com last month. We spent little time in the top 5 and so the bonus was a lot smaller. Things are looking really strong this month though! Thanks to everyone who voted!
  • Logins with permission to attack zones can now use the 'Demobilize All' option on the Troops page.
  • Added a message to notify arena creators when they have been challenged. The message can be viewed in the battle screen.
  • Transferring money to factions now lists and orders by the faction abreviation instead of name. This should help people find factions with weird characters in their names. If you are having lots of problems because your empire/faction name is weird, please consider changing your name instead of asking us to spend time figuring out how to accomodate your idiosyncracies.
  • Sped up the tower armory.
  • Sped up the mech salvage page.
  • Added company locations to the Company summary page.
  • Sped up the vehicle armory page.
  • Added lance locations to the Lance summary page.
  • Sped up the infantry armory page.
  • Added an index and rewrote several queries in an attempt to make the vehicle creation console work in large empires.
  • Sped up many queries on the military stats page that should help load time and decrease gamewide lag.
  • Removed the buildable space ratio from the land area help page and added the new system since new stats are being used.

    10/11/05

  • Fixed a visual bug with counting the number of zones to be unclaimed on the map.
  • New Feature: You can now more easily scrap units from the units list on the map.
  • Due to Wayward Son being severely ill this past week there are many donation related help tickets that have not yet been addressed. He is working through them as quickly as possible, so please be patient as he catches up. Thanks.
  • New Feature Proposal: A new feature has ben proposed on the forums. Please take a moment to check it out HERE.
  • Fixed an error on attack_zone_data.asp resulting in exception occured errors.
  • Sped up a slow query on the unit_data page in battle for vehicles.
  • Cleaned up the zone stats page and showed how much of a discont you are actually getting from your current land management technology costs.
  • Level 0 empires can no longer pay to destabilize factions.
  • Faction War Loss Impact: The 10% chance of getting kicked out of a faction upon losing a war has been removed. There will be other penalties added very soon to offset this. The concern is that factions are and will stage fake wars between friends for all the benefits and protections of FWAR and not actually fight. Something must be added to discourage intentional losses and many ideas are under consideration.
  • Added a counter on this page (above) to show the current number of units in the game. People have brought up in forum posts that we mentioned the game is adding over 3000 units a day while the number of empires is almost constant. This is indeed one of the main reasons for the war-forcing changes we are making. Ideally, as war becomes more commonplace, we might see that number drop, hopefully by at least 50%.

    10/10/05

  • Faction Destabilization: You may now spend money to destabilize factions. You are advised to read the description of destabilization by following the appropriate link on any faction details page. FDOWs resulting from destabilization will begin no sooner than November 1, 2005. Please be aware that this is a major game change and will affect many things in the coming months, most of which will be very welcome by the player base such as decreased expenses, fees and time delays related to many aspects of gameplay.
  • Rewrote the laggiest query in the game, which was on the training page for large empires, to be virtually instantaneous.

    10/09/05

  • Sped up the loading of the people pages tremendously.

    10/07/05

  • Fixed a bug causing a wierd error on the vehicles page for a few people.
  • Fixed a minor bug that prevented someone from declaring FWAR last night.

    10/06/05

  • Land cost updates! We are still working out the specifics of the promised land cost updates. The current proposal may be viewed by clicking the Administrative Overhead link on the finance/income page. Also included is information on your corruption costs. When this is implemented we will also add researchable items for reducing your corruption. Please Note this is still under development and major changes may be made before implementation.
  • A minor change has been made to faction war declarations. Previously, DOWs between member empires would remain in place when a FDOW is issued. This is no longer the case. A FDOW will cancel ALL declarations of war by and against your faction. This solves a mercenary problem whereby people were able to nutralize a defense mercs free DOW against them by issuing a faction war. Now, as the attacker will need to reinstate his DOW after the FDOW, any defense mercs will again be activated.
  • Completed the auto-ending element of FWAR mercenary contracts. The will now automatically end when the war ends, and both parties receive by default a score of 50. You can always change the score you assign a merc or employer on the mercenaries page.
  • Units auto-relocated due to winning a battle in an enemy zone where the enemy surrendered mid-fight will now go to your largest city.

    10/05/05

  • New Feature: The market history page now allows you to see a summary of items sold to a specific empire or to view only a certain type of item, or general class of items sold in the past nevyear. The words are all now links that you can click.
  • Removed incorrect "target is prone" messages from the attack window.
  • Promo Money: Distributed $7,907,500,000 in promo money to players who have recruited new players using their promo codes. For text links, banner ads and flyers click the red PROMO link on the Empire page. New empires get a bonus for using your promo code and once they hit level 1 you start getting money every 2 weeks for up to 6 months!
  • Faction war (FWAR) contracts are available. Level 3 mercenaries may offer/accept FWAR contracts. The effects of these contracts is not fully completed and will be finalized over the coming days. In essence, by accepting a FWAR contract the merc is able to issue a DOW (and be DOW'd) just as if he were a member of the employers faction. He is conferred all the benefits and drawbacks of being in a faction war. FWAR contracts cannot be cancelled manually and will automatically cancel at the conclusion of the faction war. Only faction leaders in a faction war may offer or accept FWAR contracts, and only mercenaries two or more levels below the employer may be hired.

    10/03/05

  • Bishamon, level 4, was selected as the winner of the september 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 4 winner was selected. Congratulations Bishamon and good luck to everyone in october!

    10/02/05