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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

  • Explosions are now working fully for mechs that are killed to ammunition explosions.

    9/30/04

  • Donation Profiles: PLEASE PLEASE PLEASE check your login names! That is the whole point with donation profiles is that you guys can check to make sure that your login names are correctly spelled before you process them. Once they are processed they can't be undone.
  • EXPLOSIONS! Mechs that die from ammunition critical hits will now have the possibility of setting off a massive series of explosions that destroy not only the mech, but do damage (potentially severe) to other units in the same hex, and also surrounding hexes. The radius and amount of damage done by the exploding mech depends on four factors: the amount of ammunition (total - not just the one location) on the mech, the size of the engine (bigger = more damage), the size of the mech (bigger = damage is more contained in the mech shell, smaller explosion), and finally the amount of armor and structure left on the mech (more mech intact = less damage radiating outward). It is possible that a mech will die from an ammunition explosion but because of its size and armor remaining and relatively low amount of ammo on board, will do no damage to adjacent or surrounding mechs. It is also possible, at the other extreme, to destroy any unit (even a pristine assault mech) in the same hex and do crippling damage to units in adjacent hexes, and one or two points as far away as 4 hexes. In the 82 examples logged since yesterday of mech explosions that radiated damage (many did not) only two fell into the latter category (4 hex radius damage, 250+ same-hex damage). Almost all the explosions did massive (probably fatal) damage to units in the same hex. Basically what this addition means is this: if a mech detonates from ammo explosions and you're standing on top of it, you are screwed. If you're next to it, you'll take some hits (maybe 25 points on average, divided into 5 point groups), and if you're 2-4 hexes away you may take small amounts of damage.

    Clearly this is going to require a MAJOR change in mech combat tactics. A big clump of LRM mechs gridlocked together may have been an unstoppable force before, but now if you can blow up one or two of them the radiating damage will threaten your entire company. People will need to spread out a little more for fear of explosions, which should encourage more varied and interesting battle tactics.

    Initially explosions are only for mechs dying to ammo critical hits. The intention is to expand this to include some engine-explosion crits (from 2 or more engine critical hits) and also the fatal ammo/engine vehicle explosion critical hits. Again this will have tremendous tactical consequences. That swarm of 36 strikers sitting at range might, if you're lucky, all die when the first one dies, since vehicles are very susceptible to critical damage. If one explodes, the radiating damage may score an ammo crit on an adjacent vehicle, and then the combined explosions may well set off two more, and so on, creating a massive chain reaction that could kill anything nearby.

    Finally -- importantly -- this is not yet fully implemented. It is being debugged and phased in slowly to ensure it is problem free. You may not witness explosion damage from ammo criticals right away. Do not send a bug ticket please. Watch the updates for additional progress reports on this new feature.

    9/29/04

  • Corrected a bug where 5 empires had negative surrender income displayed. No money was actually lost, and I have fixed the display to read 0. The 5 empires who were "paying" the negative income actually were receiving the money, over 400 million in total, for having surrendered! This money has been removed. It is a sad statement on player honesty that while almost all the people with the display error reported the problem, not one of the 5 empires who had been benefitting from the negative "income loss" reported the bug, but instead they all spent part or all of the money wrongly gained without saying a word.
  • New Feature: A Collect All feature has been added to the Weapons section on the Parts tab. Emperor's can now use this to get all of the weapons from any zone that does NOT have a FLAGGED repair bay and deliver them to the current active zone. Very handy for cleaning up after wars without moving parts out of repair bays in other zones.
  • Fixed a very rare bug where ammo explosions for ammunition stored in the center torso of a mech was not destroying the mech if there were only a few rounds left (but enough that SHOULD have destroyed it). Instead in those rare instances where it was a close call, the mechs were going to 0 CT internals but not being killed. That will no longer happen: the mech will die if there is enough ammunition left in the CT to destroy the location.
  • Fixed a bug where mines could be sold 2 times in 1 Nevyear. Mines are only allowed to be sold once every 365 Nevdays.
  • Corrected a problem where piloted defense towers with extended weapon ranges were not getting firing options when targets were spotted at long ranges only.
  • TC Buildable Land: As per the Buildings page when you have the option build a TC: "when you commission a TC the maximum number of buildings this zone can hold will be reduced by 300." The 300 buildable spaces are forever used. They do not 'come back' if the TC is destroyed. The space the TC used is presumed to be in ruins, marred by toxic waste, collapsed tunnels, etc. TC's are massive facilities entrenched in a zone, not simply a big series of warehouses.

    9/28/04

  • Flamer mk II and mk IV now add heat to enemy units, just as a normal flamer does.
  • Added a search input option on the empire search results page so that you can easily do multiple searches. Also alphabetizes the results for easy reference. Gosh, aren't we helpful?

    9/27/04

  • New Feature: Faction leaders can now see an adjective describing how much each of their faction members have grown/shrunk in the past Nevyear. Click the empire name in the faction list for details.
  • Cleaned up the Empire Intel page and also fixed a very exploitable bug that allowed people to improperly view information that only a faction leader should have been able to see. The 2 players that first reported this bug were rewarded.

    9/25/04

  • Big Combat Change! If any of your claimed units are not in range of a spotted enemy unit, they will now automatically choose "do not attack." This will mean that before any units are spotted and in range you will not even see attack phases!
  • Pirate Target Selection has changed. Empires will now be hit more regularly. This affects both ends of the spectrum: empires will not be as frequently hit by pirates in a small span of time, and will be less likely to go several months without any attack at all.
  • Classes proposal updated (very minor changes). click here for details.

    9/24/04

  • Classes Proposal Updated. Click here for details.
  • Increased the punching damage on the ASN-21, which was lower than other mechs of its weight.
  • Made a change to the shutdown mech code, which should prevent shutdown mechs from firing.
  • Removed the exception that any level 10+ empire may have war declared on it by any other level 10+.
  • Any units enrolled to duel when the enrollment period expires and a duel does not occur will now be automatically removed from enrollment. You may of course re-enroll immediately if you still wish to duel. This does not count as your "attempted duel" for the day. The only thing that keeps a unit from dropping in rank will be if you are enrolled when a duel occurs, even if you are not selected as one of the duelists.
  • Registered dueling units who have not fought a duel in over a nevyear are now automatically unregistered and lose their standing.
  • Modifications were made to the database and web server to correct problems people were having last night. It was very generous of everyone to call a cease fire in the war last night because of the problems that were occurring.

    9/23/04

  • Added a verification message to the evicting logins procedure. Once you evict a login from your empire it can NOT be brought back in.
  • The backlog of help tickets is being worked through quite nicely. All new tickets being opened are being answered within 2 business days.
  • Help Ticket Error: Because of a new change in the help ticket code that is very much improving communication about help tickets here in the office, some tickets that have had their status updated or been answered in the past few days have not properly notified the player that opened them with a pop-up. Everyone should check the Closed Ticket section of the Help page to see if any of their tickets have been updated.
  • Added a couple more checks to some pages that were allowing you to see some information about an enemy empire if you had an active unit in their zone.
  • Rule Update: If you control more than 1 empire, these empires MAY NOT interact with each other in any financial manner that abuses current markets or bypasses money transfer rules. You may transfer money and buy/sell goods in order to supply your empires with military equipment and supplies, but doing so in a fashion that is clearly aimed at moving money around will be punished.
  • Members of your faction are now properly excluded from the new treaty list.

    9/22/04

  • Added a "Total Attacks in past 24 hours" stat to the front page.
  • Began putting in the infrastructure for the 2nd market change that was announces last week. Vehicle market entries have all been timestamped and will be removed from the market 1 Nevyear after they are put on the market if they are not sold. Other markets will be added over the next 2 weeks.
  • You may now move parts and ammo between any populated zones or zones with repair facilities.
  • Fixed a bug where a unit may have had mutliple saved starting positions in different zones. Units can now only have one starting position saved which should solve some problems with starting positions. Note that units with current saved positions may still have problems. Replace their starting positions to clear anything up.
  • Orion K's now have their SRM-4 crit slot properly located in the left torso instead of their left arm.
  • Updated 750 Schreks with improper mobilization costs.
  • Fixed a super rare error with dumping ammo.

    9/21/04

  • Help system is temporarily down.

    9/20/04

  • MAJOR UPCOMING CHANGE: Empire Classes are being introduced. Every empire will choose a specific class, with benefits and restrictions specific to each class. While new empires will be identical but for their starter package, as you progress through the levels the benefits and drawbacks become more and more impactful. At the highest levels empires of different classes will be extremely different in how they operate, what benefits they receive for themselves and their faction, and what additional costs or drawbacks they incur. For those who hate change, never fear, for there is a "generic" class which is not changed in any way from current empires (no benefits, no drawbacks). Please understand that the initial benefits and drawbacks proposed are incredibly tenuous and will certainly undergo massive revision before being fully implemented. Even after implementation there will surely be a lot of changes to the sytem as the classes are balanced against one another. The intention is for every class to be more or less equally powerful, despite the dramatically different approaches to gameplay they will encourage. This change will really shake up the game and lead to a very different feel in the future. For details please click here.
  • OMT is now fully phased in, and has been updated on your finance pages. We hope that the gradual implementation pleases everyone who always complain that impactful changed need to be introduced slowly.
  • Fixed 61 TCs that were requiring 1080 workers instead of 108. We're not sure why that was happening, and will monitor new TCs to be sure they are only requiring 108 workers.
  • Fixed a problem with idf fire considering rough terrain in the target hex as +3 to hit. Rough terrain offers no protection from IDF fire.

    9/17/04

  • Banned a player for running a script to generate new empires.
  • Suggestion Help Tickets: Suggestions for a feature or changes to the game are very welcome. We appreciate all players' suggestions, but due to the sheer volume we do not have time to engage each player in a conversation about them. Suggestions ARE read, but only in rare instances will we have time to respond to them. Thank you very much for your input, but know that personalized responses to suggestions are extremely rare. Thanks.
  • Fixed a typo on ALL the mech movement concept technologies where 'movement' was spelled wrong. I guess all the big researchers are also bad spellers ;)
  • Fixed a problem where mechs were not re-zeroing their heat upon entering an arena, but carrying over heat from previous fights.
  • Changed the wording when a mech loses the use of its arm from torso destruction. Many people have been confused by this. The arm is not gone, it is just no longer usable. It will still be able to absorb damage.
  • Fixed an error where units with negative reputation were gaining rep instead of losing it from forfeiting duels.
  • Merged a level 10 with a level 11 empire. In both this merger and the next, the empire that was merged into the other was a faction leader, and the factions they left behind were given a new faction leader being the largest remaining empire.
  • Merged two level 10 empires together.
  • Changed some text on critical success repair information to accurately reflect the nature of the repair.
  • Fixed a problem with the TBT-7K punch damage.

    9/16/04

  • New Market Feature: You may now put a "hold" on your market items by going to the My Items page and clicking on the obvious button at the top of the screen. There is a flat fee based on empire size for NASI to put a hold order on all your items for up to 30 Nevdays. After 30 Nevdays the hold expires and you may order another one if you so choose. The hold affects ALL markets and is cancellable at any time. Note that this is inteded to give people the ability to avoid losing money when they are over their market caps and that is about all. It may not always be economical for you to use this feature because of the fee. You must manually set the hold yourself on the My Items page.

    9/15/04

  • Added a DP transfer history page, that shows all incoming/outgoing DP transfers for the past 60 days. The link to this page is right next to the "Transfer DP" button on the Donate page.
  • Fixed a typo that was causing an error for some units when registering for the betting arenas.
  • Arena Winner Correction: Clan Ghost Bear Omega Galaxy was actually the #1 spot for this past Nevyear in the arenas. Sorry for the error.
  • All attacks (weapon and physical) to units in the same hex will now hit the front side regardless of unit facings.
  • Upcoming Market Changes: There are 2 new changes to the markets that are coming. The first is that empires with items for sale will be able to place a 'hold' on them so that they will not be sold for a flat fee. This will allow people to stop selling items if they are over their market cap. The second is that there will be a Nevyear time limit put on ALL market items. NASI will no longer list items for sale indefinitely, as it currently does. This results in large amounts of equipment that never gets sold. After 1 Nevyear if items do not sell they will be removed from the market by NASI and the seller will be charged a 2% fee.
  • Fixed a problem where double-punches were often hitting the wrong locations. For example if you were a level below your opponent, you were still sometimes able to double-punch the upper body instead of the legs.
  • Fixed a trigger bug with the automated arena prize system. It worked perfectly once this was corrected and the trigger has been properly set for next Nevyear.
  • You may no longer register units for arenas that are in training.
  • New Feature: You may now search for empires by name on the Alliance Directory.
  • Fixed a problem where multiple identical leg actuator critical hits were not listing as distinct items on the mech readout, causing confusion when multiple repairs were listed on the repair page.

    9/14/04

  • Fixed a problem where mechs on AI missing a leg and their right torso (only) were still able to fire weapons.
  • Fixed a structural problem with lance creation that was exploited by a new pirate lance system that resulted in lances with negative ids. This will no longer happen.
  • Took 455 units out of lances with improper ids which should solve problems for most people.
  • Deleted 86 lances that were improperly attached to empires and causing the lance verification button to appear. The verification process will now correct for this problem as well if it is to happen again.
  • More AI improvements! The AI will no longer move immediately when a phase begins. It will now wait and move approximately 10 seconds before its initiative expires. If all player-controlled units have already moved, the AI will immediately move the rest of the units, to prevent the clock from needlessly running. Again, the AI will NOT stall the clock like a player can, but if player moves are still pending it will now wait to move when possible.
  • Updated infantry to use the new AI as well. No more infantry lines!
  • Added the ability to set units ideal range in battle. This option is available to anyone who is eligible to claim the unit including most battle players and pilot logins. The ideal range is probably the most important factor in determining how units will move on AI. You may set it for individual units, all units of a particular type in a battle, or all units in the current battle.

    9/13/04

  • HUGE upgrade to AI movement. Mechs and tanks should perform several times better on AI now. Whats more, the new system is not only much smarter but its also faster, and best of all lays a solid foundation upon which major AI improvements can be built.
  • Upgraded some software on our firewall that had almost certainly been responsible for the recent spate of freezes and subsequent downtime.

    9/11/04

  • Fined an empire $50 million for spamming public mail.
  • Pictures from the recent NevCon in Germany are available at http://aa1.kundenzone.de/test. Now you can finally see who all those guys are who attack your empires while you are sleeping.

    9/10/04

  • Fixed a bug where scrapping towers was taking more morale than creating them.

    9/8/04

  • Fixed 2 short lived errors on the resurrection and starter package options on the Donate page that prevented them from running. They will now work properly.
  • Fixed a bug where numeric passwords were not being recognized properly by donation pages. Players with numeric passwords can now properly use all donation options.
  • Fixed a bug where numeric logins could not be used in Donation Profiles.
  • Fixed a bug where the average income for level 5's on the Empire Stats page was being horribly skewed.
  • Demobed 45 towers that were mobilized but should not have been.

    9/7/04

  • Free Nevcash! On the manage logins screen, you may now enter a Promotional Code. This is some text, such as a short phrase or group of words, that new players can enter when they create an empire. If they enter your promotional code, you will be awarded with nevcash for several months following their entry into the game. The amount of cash you will be awarded depends on their activity. Details will be forthcoming tomorrow, including a page where you can check on the status of those who signed up under your name to monitor your earnings. The idea is that if players want to hang up flyers around their schools or local gaming shops, they can now be rewarded in-game. Players who enter a promotional code when they sign up start with additional nevcash, so there is incentive in using a code if you have one.
  • DP Transfers: PLEASE PLEASE PLEASE make sure that you are choosing the correct empire when you transfer DP. If you type in only PART of the empire name it will search for all empires with names like that. This will prevent you from accidentally sending DP to empires that you had not intended. There are often times empires with similar names, maybe only the html formatting is different. Please make sure you are picking the right one!
  • Copycat Names: Please remember that empire names may not be copied. If you have a name that is similar to someone else's you need to change it. This particularly applies to empires that have only html formatting differences. example: Mercenary Corp. vs. Mercenary Corp.
  • Fixed a visual bug where vehicles listed under the faction or alliance discounted section were not having their transit times halved. When they were bought they would still be shipped in half the time, it just didn't tell you the proper transit time on the marketplace.
  • OMT is not, and has never been, charged to fully restricted empires. It did show on the finance page incorrectly however; it was listing OMT even though it was not charging it. OMT will no longer list for fully restricted empires to eliminate confusion.
  • Fixed a problem with viewing vehicles in the enrollment status of a betting arena.
  • You can now offer/cancel treaties from the empire intel pages, which are the individual empire readouts accessible from the alliance directory or (now) the comms page.
  • Empire names on the Comms page now are active links to the empire intel page for that empire. Click the name of an empire that has sent a message to use.

    9/3/04

  • The doubled zones and instant buildings sections of the Donate page have been updated to fit our color scheme.
  • Fixed an exploit that allowed people to repair units before the requisite 6 Nevhours was up. Please note that units that went into arenas are not required to wait this 6 Nevhours.
  • Help Ticket Backlog: We are making excellent progress sifting through the large backlog of help tickets. We realize that there are some tickets that have been sitting upwards of a month and others that have been answered and reopened but have gotten no further response. We are doing our best to work through these and
  • Downtime: Fixed a security software conflict that is believed to have been causing our firewall to freeze up which has been causing the downtimes lately. This should keep us online with great consistancy.
  • Fixed a problem with Cyclops-Z AC-20 ammo.

    9/2/04

  • Disbanding infantry platoons now redirects to the infantry only part of the units page for easier disbanding.
  • Creating multiple infantry platoons now properly looks for soldiers with infantry skills but then looks for poorly skilled vehicle/mech soldiers.
  • Rough terrain will no longer appear in the same hex as a building in the arenas.
  • Fixed a problem where particularly devastated mechs could actually suffer so much damage their final phase that negative mech structure was being generated as salvage.
  • Fixed a loophole where people had been finding a way to fire weapons from mechs that were missing a leg and an arm/torso location. Such a mech may not fire.
  • MPOGD: Thank you all for a very successful month. Things really got down to the wire there and this past month you guys showed more love and support than ever. Thank you all. $15 million or 15 Nevdays of income (whichever is greater) has been awarded to all empires since we were on the poll the whole month. Rasberries to those 'players' who think that by somehow working against the interests of the game you are getting more access or influence for yourselves. You only tarnish the value of your input into the game and hurt the overall progress of Neveron.
  • Fixed a bug on the Updates page that was preventing the View All option from working properly.
  • Fixed a problem with vehicle repairs. Vehicles with 0/0 MP which successfully repaired the major movement damage were previously getting their full MP returned even if there are other existing -1 MP crits on the vehicle.

    9/1/04