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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
Added battalion info to the units pages.
Cleaned up a few old pages where zone commander references were still being displayed.
09/29/05
Fixed a problem with the Buildings Completed links on the Stats page not working correctly.
Weapons locations are now listed on the unit data page in battle. Also speeded up some queries on that page.
Fixed a problem with updating your promo code.
09/27/05
New Mercenary Class Benefit: Empires with at least one level as a mercenary now pay only $10 million for remote zone and hotdrop
fees instead of the normal $25 million. This will make it much more feasible for low-level mercenaries to operate and add incentive for many
actively warring empires to diversify their class points.
09/26/05
Added an error message when certain zones can not be unclaimed due to surrender-related problems.
09/24/05
Added specific types of workers to the economic stats section of the Stats page.
09/23/05
New Feature! On the pages for specific mech and vehicle types (for example, in the marketplace or arenas) there has been added a
section for "Legendary Mech". This contains the player-written text of a legendary unit of the given type. Anyone who has a unit with a
higher reputation than the existing "legend" may update their own units player text and it will instantly become the new legendary unit. Also,
by clicking the link on that section, you may view the top 100 units of the given type, to see how close you are to overtaking the current
legend!
Added some quicklinks to the Buildings page for easy donation doublings and also show how many Nevdays are remaning on doublers if they are
already doubled.
Fixed an accounting error that was artificially inflating the ratios of all empires in the game on the new Administrative Overhead page.
Everyone will see a reduction in their ratio, though large empires may take a day or two to update properly.
09/22/05
New Feature: We have begun gathering information about what a reasonable buildable space to buildings already built ratio empires
should have. We will be basing increased land costs on these numbers. Our original thoughts were that a 1:1 ratio of built space and unbuilt
space was reasonable (so basically all empires could double their current size if desired) but if the data we find shows otherwise then this
will, of course, be changed. To see your ratio go to the Finance page and click on the Administrative Overhead section of the income breakdown.
You will be taken to a page where the numbers are spelled out for you. As prevously noted small empires will have a very large ratio because
of the small number of zones they own. This WILL be taken into account!
Changed the way that logins are recorded so that they will run certain updates periodically depending on level to reduce lag.
Removed an exemption that was still in place from testing that was keeping people from using the new unclaiming features.
Oops....forgot to add that you can now unclaim land within 5 zones from a city as well.
Please note that unclaiming land will NOT check for uncommissioned vehicles/towers, mechs, parts or other supplies which WILL be lost if you
unclaim the zone. Please DO NOT open a help ticket if this happens to you. You have been warned!
Upcoming Land Fee Increase: There is a massive amount of claimed, empty land on the planet making it difficult for some empires to
expand and for new empires to find easy growth. While we have always maintained that diplomacy and war are always the two options players should be
entertaining to expand their physical size, we agree with some players' assessments that it is simply too cheap for larger empires to maintain
mammoth land areas. We are thusly creating a land cost multiplier that will force empires that maintain land well beyond their needs to start paying
large amounts for that land. The main factor will be the ratio of BUILDABLE land in your empire to the NUMBER OF BUILDINGS that you actually have.
Our general thought is that if you have an equal amount of built and unbuilt space, that is considered 'normal' and your land cost multiplier will
be 1 (meaning no increase). Thusly, if you have 3 times the buildable space as you have buildings built you would pay about 3 times the normal cost.
This will modified in some manner for smaller empires, who clearly have different needs than larger ones and their ratios will need to be altered.
Overall land costs will be significantly increasing as well, and we have provided the new Land Management technologies to help temper these costs. Exact
numbers are forthcoming and will be posted well before any price increase is implemented. The research is available already.
New Feature: In preparation for a general increase in land ownership fees, as well as the general obsolescence of certain unclaiming rules,
you can now unclaim up to 100 zones at a time on the map. Simply select a region (which may contain zone from other empires) and click the button.
Zones that have units present, units that recently departed and have not arrived at their destination yet, contain mines for sale on the market,
contain building crews, belonged to a surrendered empire in the past nevyear or have production runs set to deliver there will NOT be unclaimed. This
will not prevent other zones in that region from being unclaimed, but when you refresh the map exempted zones will still show as yours.
Reinstituted the Mults section of the People page. It is NOT possible for us to figure out what people had donation multipliers put on them
before April of 2005. Information was simply not logged in that manner before then. This feature was coded because a large number of people had
requested the ability to see this information and this is the best that is possible. We are aware that some large empires have a problem loading
this page and we are working on speeding it up.
Added a new "Bureaucracy" segment to the research tree. Currently there is only a "Land Management" leg of research which will reduce
the cost of having zones claimed. More info on this is to come, but be warned that having massive, unused amounts of land will be getting quite
expensive.
09/21/05
Fixed a problem that wasn't update the donation message on the stats page for some players after they had donated.
Updated the AI to be a little more efficient which should cut overall game lag.
Sped up the login process dramatically by not performing a full check of maintenance rates each time you log in.
09/20/05
Fixed a problem with the marketplace for users with foreign language IE settings.
Made some major improvements to the general queries on the battalions page to speed load times on all battalion pages.
Fixed a rare error on the personbar.asp page.
Excluded some bookkeeping information from ABR for pirate units because its a waste of resources maintaining accurate rep and kill
stats for pirates.
Removed a laggy query from the battalion creation page.
09/19/05
Fixed a problem with some infantry units in duels, where they were not always taking full damage.
Neveron was shut down for about 30 minutes today while some significant database maintenance was performed. We hope that this results
in fewer periods of intense lag.
Fined a level 6 empire 200 million for purposefully losing a duel. The dueling system can only work if everyone has faith that both contestants
will try to win the match. If people believed that they may be betting on a player who will not try to win, they would not bet, and the system
would break down. Please do not enter a duel if you do not intend to put in an effort to win the fight.
09/18/05
NevCon: Las Vegas There are currently 28 people who have registered for NevCon: Las Vegas. Many are 'hopefulls' but we will make a way
that people can update their status as the time grows near. If you are planning on attending PLEASE register under the NevCon link on the Admin
page. Typically for these events a lot of people show interest but a good portion do not end up coming. THIS IS GOING TO BE OFF THE CHAIN!!! YOU
BETTER BE THERE!! Prizes, games, Q/A with the Neveron creators and admins, politics, educational presentations, Vegas, etc.... The event will
be from May 19-21 right in the city. If you have any questions please see the NevCon link on the Admin page. Thanks to all!!
09/17/05
Promo Money: Gave out $8,015,000,000 in promo money to emppires who signed up new players with their promo codes. If a new player uses
your promo code to sign up for he game, you can get cash based on their empire level for up to 6 months after they start their empire! For more
information on how easy it is to get your promo code out there, click the red Promo link on the Empire page. Thanks to everyone who works hard to
get Neveron out there!
09/16/05
New Feature: There is now an option to view pilots with multipliers increased through donating. Perfect soldiers gotten before today will
NOT show on this list, but ones gotten in the future will. Pilots that were modded before we started recording things in an easily viewable
way (April 13th, 2005) will also not show as modded. Click the Mults section of the People tab for details.
Fixed an error when reclaiming an empire that was lost because all your claimed people were killed.
More big performance changes in the past couple days. Timeouts have dropped to about 20% of what our worst day was a few days ago. We are looking
at rebuilding the People table completely, as we suspect there is something structurally wrong with it that is causing unsually slow performance.
09/15/05
Reimplemented a fix that had been undone which ensured that vehicles were created showing the proper skills. In some cases the gunner's
driver skill was being used instead of the driver's.
Fixed a problem with vehicles not getting filled out with the proper number of crew members in some rare instances where the moons were aligned and
you had the right number of people available but not quite enough to do it and then youwould need to autohire/draft the crew members blah blah blah.
Anyway it is fixed.
Fixed a another problem with setting maintenance rates for some non-US players. Also removed the maintenance settings from the empire settings page.
You can find it on the Military Maintenance section of the Stats page or by clicking military maintenance numbers on the Finance page.
New Feature: Changed some of the friendly unit information to include the features on the enemy unit list.
New Feature: Clicking the coords of an enemy unit in battle will now center the screen on that unit.
Fixed a problem with changing maint rates that some of our non-US players may have been having.
Fixed some visual problems with maintenance rates on the Empire Settings and Military Maintenance pags and closed some assorted help tickets
regarding this issue. If you are still having a problem please reopen the tickets.
09/14/05
Maintenance Rate Changes: Please view the forums for a comprehensive post by the Neveron staff on the new changes.
View Forum Post
Fixed an column alignment problem on the units placement page.
09/13/05
New Feature: To help players see the skill levels of their armies we have implemented average skill stats. Click the Stats link on
the Empire page, and then the Evaluate Military button. If you do not have any of the specific unit type it will list as skill 8. Once we
have gathered enough data (you must view the page for the stats to be calculated and they only update once per real day) we will begin posting
average stats based on empire level.
Maintenance Rate Info: A comprehensive forum post will be made tomorrow on this subject. Most players we have talked to in depth about
this issue now understand it much better and are learning how to use it. The only truly significant change is that to maintain NO CHANGE in your
empire will need to pay quite a lot of money. Most empires will want to be at the Normal (very slowly lose skills) or High (slowly gain skills
on average) rates. Empires that fight a lot can easily get away with the lowest maintenance rate because their wars account for large numbers of
skill downs. Small empires can easily afford the Very High maintenace rate, which will provide cheaper skilldowns than training. Only empires
with extreme 'Trophy Armies,' that is armies with large numbers of very elite units that are a source of personal pride for the player, will find
any use for the Exempt status that prevents any change in skills whatsoever. More will be posted tomorrow. Thanks to everyone in the chat room
who asked us constructive questions and actually made an effort to learn about this change.
We have begun to give out the prizes from Nevcon Canada. All the rest will be given out tomorrow. Thanks for you patience.
Due to poor documentation and player education on our part, we have decided to try to help clarify the maintenance and training budget
system by replacing the percentages with words. The levels of training are now "Low, Normal, High, Very High, and Exempt." The explanations
are as always on every page where you can set maintenance rates such as the empire settings page which you find by clicking the "settings" link
on the main empire screen.
Military maintenance rates have been changed. Three things have been accomplished. First, the system has been scaled so that 100%
is the best rate possible, instead of an effective minimum. This has been confusing a lot of people who have rightly argued that 100% should be
the top of the scale. The new rates are 25%, 50%, 75%, and 100%. The lower two ratings will result in slow skill degradations for inactive units
while the upper two will result in skill fluctuations that will on average train a typical soldier to 3/3 (or 2/2 for 100%) over a long period of
time. Please remember that not all soldiers train equally, and at 75% or 100% you may well end up with units with negative skills, or units with higher
skills. Units with skill multipliers will obviously average out to be substantially lower (better). The 50%, 75%, and 100% levels correspond directly
to the former levels of 100%, 150%, and 200%, and there has been no change to the actual maintenance costs at these levels.
So that change was cosmetic, but the second change is more meaningful. The former 75% level where skills lose on average 2 points per real year
is the new 25% level. This is the level your empire will become set to if your cash drops far enough into negative values and has not changed at
all in effect. It has, however, become substantially cheaper and may now be viewed as an effective cost-control measure for empires with high
maintenance costs.
The third change is that the 125% level has been kept, at the request of players. The 125% level falls outside the standard options and there
will be no fluctuations, up or down, to unit skills at this level (just as before). With the new scaling for maintenance levels, the dollar
cost for 125% has effectively doubled.
At the request of a helpful player wishing to stem widespead panic, we want to disclose the number of skill improvement chances at each level.
At 75% each unit will get, on average, 35 skill improvement chances (equivalent to 140 days of training) for every 1 skill point loss. At 100%
each unit will get on average 70 skill improvement chances (equivalent to 280 days of training) for every 1 skill point loss.
9/12/05
Changed a query on the unit data page in battle that was the source of a great number of timeouts.
9/11/05
Fixed a problem with facing icon displays on arena viewing related to the upgrade yesterday.
Mech producers will now properly see their mech sales in the market logs and only listed once. People who sold mechs were not seeing the
name of the mech properly, and were seeing some additional log entries that are for our internal use only.
FFA units are no longer entering prone.
Verified that some major structural database changes that were implemented yesterday afternoon and evening are working properly.
The effects of these changes is widely felt. Primarily it has resulted in increased performance for the entire game, particularly in battle.
AI has been sped up and will miss fewer moves. The pirate program will not hang up as often, resulting in fewer pirate blackout periods.
The enemy units list now shows hex location in battle. Attacks and moves are quicker to input, and battle screen refreshes are considerably
faster as well. Viewing arenas is no also longer a major contributor to lag where it had been previously. We will continue to watch the effects
of this upgrade to ensure there has been no loss in functionality to any aspect of the game.
Updated the flyer url to read WWW2.neveron.com as some people have a tough time with the www address.
Fixed a rare bug with ABR that would occaisionally send battles into endless loops and never resolve which would in turn hold up a couple of
waiting battles.
9/10/05
Updated the Empire Intel page to be faster and more accurate.
Fixed a problem where the vehicle creation training delay was not working properly. Some code had been overwritten that was preventing it and has
since been reimplemented.
Fixed some double text on the company summary page.
9/9/05
Fixed a problem with arena closure occasionally re-spawning the battle in a real zone with the damaged (often fatally so) units.
Fixed a very clever and insidious loophole in the surrender/restriction system that was allowing people to (often unwittingly) create situations
where zones would not be capturable even after successful attacks.
9/8/05
Restarted the AI and pirates program that had stopped yet again.
Fixed an error for people with foreign internet explorer language settings pertaining to movement part purchases.
Fixed a bug where certain FFA units were not getting the benefit of their targetting computers.
Fixed a problem with some IDF units not having proper to-hit numbers.
9/7/05
Added a new smaller banner/button to the Banners section of the Promo page for player use. Please feel free to use the banners and
associated code to link to Neveron on you web pages, email/sorum/IM signatures and whatever else you can slap them on.
Sped the map up some more and added the red outline box for active unclaimed and water zones.
Sped up some queries on the map that were very inefficient.
New Feature: Your active zone will now show with a red outline on the level 1 map. Unclaimed zones and water zones are not yet showing
but they should be up and running in the next couple hours. Since the map is not an active object, you will need to reload it by clicking the 1 button
to move the red outline.
Fixed a very rare error when attacking.
9/6/05
Hurrican Katrina Relief: Players raised $328 this weekend by destroying mechs in player vs player war. Special thanks to Chet who
sarificed 72 Hornets to the cause. Cash was sent to the Red Cross today.
Fixed a bug with movement part purchases.
Login / Password confidentiality: You should not, ever, for any reason give your main login to another player unless you are
willing to live with the consequences should that player decide to change your password and email address and keep the empire for himself. You can
create secondary logins with permission to do almost everything without having to give away your primary login. The Neveron staff will never ask
for your login/password and if anyone is demanding it you should report them immediately in a help ticket. We have fined a faction leader
200 million for demanding that faction members provide primary login information or be kicked from the faction. Again, if someone asks for your
login/password DO NOT give it to them unless you are willing to part with the empire forever.
9/5/05
You will now only get free training from vehicle creation if your vehicles actually go into training. Empires level 0-2 have various
levels of exemption from training delays.
Fixed a problem with half-ton jump jet purchases.
9/4/05
Vehicle Creation Window Funkyness: We are aware that after creating vehicles you need to refresh your whole page (F5) to prevent
other links from opening in new browser windows. We are looking into the problem. Please do not open a bug ticket. Thanks.
Fixed a short-lived bug that was improperly setting units to have the gunner's driver and weapons skills. This only affected vehicles
made for a few hours today and a simply click on the unit name will update them.
Fixed AI. A lot of units have not been moving, for a couple weeks now. They've been fixed.
Donation Subscriptions have had some new features added to the management page that allow players to see what bonuses they may be eligible for
and claim them if need be. Most people will notice they have already gotten their 5 bonus DP, which is early for most people.
Donation Subscription Bonuses: The bonus 5 Dp and 40 Dp TC after 3 months were changed to be after only 2 months, seeing as there
was widespread confusion about when the bonuses should be delivered. The confusion was compounded by some of our examples implying that upon the
third donation made on the subscription the bonuses would be delivered.
Additionally, most players where given the 5 bonus DP early, even if they had just signed up. Its kind of a hassle for us to reverse, so consider
it an early 'Thank You.'
Players who have continued their subscriptions and donated for the 3rd month on one subscription will find themselves eligible for a 40 DP TC. See
the Manage Subscriptions section of the Donate page for details.
Added a message to the winning empires when an empire surrenders explaining that current battles will continue but all land will be retained
by the surrendered empire. This is in accordance with recent surrender changes.
Vehicle Creation Delays: In accordance with previous updates, vehicles now have a creation delay basd on their weight class and your
empire level. Level 0-2 empires have little or no delay when creating vehicles, especially lighter units. Empires level 3+ have a 4-16 nevday delay
when commissioning a unit where the unit is placed in training for that period of time. Only the active driver/gunner actually get any benefits from the
training. As previously stated, this is to prevent people from having 'instant armies' by stockpiling unassigned pilots and uncommissioned vehicles, and
then creating them 5 minutes before they are needed. You need to plan your attack and defensive forces ahead of time, or you may be caught shorthanded when
you need them the most.
Fixed an error with relocating units in accordance with the new surrender rules.
Updated the training page to be a little more idiot-proof.
Updated the Promo URL addresses to be WWW2.neveron.com instead of just www.neveron.com as the straight www was apparently giving some people some
issues.
Northwind Homeworld, level 9, was selected as the winner of the august 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 9 winner was selected. Congratulations Northwind Homeworld and good luck to everyone in september!
Hurrican Katrina Relief: In the spirit of helping the victims of this insane disaster, we at Neveron are pledging $1 for every player mech destroyed
by another player in war this weekend. We started counting last night at midnight and are already up to $64. The money will be sent out on Monday. Good luck
to all those who have family and friends in the south and have been affected by the current situation. Hopefully we will hear from our Neveron players
in that area soon and that all is well.
Sped up the zone check page on the finance link for large empires. While it may still be slow, it should not timeout every single time.
9/3/05
Fixed a bug with vehicle creation that would, in rare instances, put an extra person in the vehicle. Thanks to Clan Wolverine for help
debugging.
Fixed a problem with creating vehicles if you have negative cash.
Fixed a number of convention 2005 mechs that were having ammo location issues.
The bonus for using a promo code to start an empire has been increased to $10 million.
Promo Code Update: Changed the Promo page to provide a little better formatted information, as well as easily copied code to help you spread
your promo code around. This includes the flyers as before, but also easily customizable forum/IM/email signatures with active links to the game and
images/banners that you can put on your web site or add to your signatures. In both cases embeded code will ensure that the new player uses your
promo code because it will be automatically input for them! They just click your link, make an empire and you get credit for it.
Fixed a bug where cities held by pirates were not counting toward a factions total population.
Unrepairable Damage: This has been posted a zillion times and it is written in like 5 spots but we still get help tickets about it so here goes.
If you don't have the option to repair something, as in there is damage or a crit but no button to repair, then it isn't repairable. The damage is permanent.
Wounded units add flavor and realism to the game and are very much intended.
Added some buttons to the Training page that will speed loading for large empires even further.
Upcoming Change: The maintenance level which provides no skill change chances either up or down (125%), will not be removed as was
previously intended. Instead, it will be raised to 175%. Please remember that for virtually every empire in the game you will find your armies skill
level drops substantially at the 150% or 200% levels. The 125% rate (which will be changed to 175%) is really only useful for a tiny number of very
very old empires who have lots of un-multied skill 0 (or lower) units. This change will go in effect Monday September 12.
Upcoming Change: Training will only provide 1/2 the checks for soldiers not in the Driver/Gunner seats of vehicles. Fighting will
still provide the normal number of checks. This will go into effect on Monday the 5th.
Changed the closed help tickets page to list by date in descending order.
Substantially sped up the loading of the training page for empires with over 2500 units or so. This was causing a lot of game-wide lag.
9/2/05
Changed the Promo page to read promo bonuses as bein biweekly instead of monthly since people were still sending in help tickets complaining about
getting half the money even though it was twice as often.
Donation Message is Not New: In fact it is as old as the game is. There has always been a friendly request to support the
game in the bottom left corner of the Empire Data page. You are either just noticing it because it has changed or because we took a couple things off
of that page that made more text visible for those running low resolution monitors. We get offers almost weekly to put pop-ups and/or banner ads on the
site, which we continually refuse because we do not enjoy advertising as a means for revenue generation. This does mean that we need to be active in
promoting ouselves, however, so that we can pay our bills, upgrade hardware and pay the salaries of our staff. We offer unlimited access to features,
time played and virtually everything else in the game with only token mention of donating by us. Other games in our genre restrict play and access as
well as spam their players with information about sending money. Our new message is both unobtrusive and in good taste. Nobody is requiring or
demanding you to send money, and a gentle reminder that you are playing a game that others have worked very hard to create and maintain access to is
hardly out of left field.
Thanks to everyone who has and continues to support Neveron through promotion and donation. Your work is why we are still the
most fun, complex and sophisticated strategy game on the web. Good luck to all.
Made some changes to the empire data page. Active person skills will only show for their current unit, and none if they are unassigned.
New empires that sign up with a promo code will now automatically have a DR with the empire that owns the promo code. The promo code owner will
also get a message that someone has used their promo code.
Fixed a discrepancy with removing class points between the page that actuall removes them and the page that displays the information about
class points. It was charging different amounts of money.
The real money is, however, in PROMO CODES! Gave away over $7.4 billion including $470 million to one empire alone. All empires level 3
and higher can make a promo code so that they can be rewarded for recruiting new players to the game. Click the red PROMO link on the Empire page
for more details. Promo code money is given out every two weeks.
MPOGD Voting: Thanks again for another successful month at MPOGD. $15 million or 15 Nevdays income has been handed out as a reward for
everyone putting in a good effort.
9/1/05