Bug and Enhancement list

 1: Attack Venecian Ally and cancel when asked if sure.  Player locked
  out of the city.  FIXED.

 2: Slight tweaks to arrangement of the Buy/Sell commodity screen.

 3: Fixed relatively un-noticable Buy/Sell "Match" display bug.

 4: Added Sell Unit button to Buy/Sell commodity screen.

 5: Checked Hotkeys in movement screen.  Found 'S' used for TWO things.
  Changed keyboard scout mode to 'Q' key.  All others appear fine.

  Other keys summary:

  'Q' = Keyboard cursor scout mode.             (Not needed for mouse users)
  'T' = Keyboard cursor Move To mode.           (Left Click)
  'C' = Center on cursor or current group.      (No Mouse equivalent.)
  'I' = Info screen on current square.          (Right Click)
  'G' = Modify Groups screen on current square. (Dbl Left on current Group)

 6: Reported Pope did not die until turn 71.
  A: Pope SHOULD die at the very least (very unlikely) every 35 turns.
	 Average life span is about half that on a bell curve.
  B: Checked code - everything seems in order.
  C: Could not reproduce.
  D: Noted that there were other symptoms of corrupted memory in that game.
	 This bug is still being researched.
  E: Question: when reading messages, do you press "Next" message button or
	 "Exit" reading button?  If you use the later, it would be EXTREMELY
	 possible to completely miss the event.

 7: Current Unit in Group display on Movement screen not updated after
  Modify Groups screen.  FIXED

 8: Added the flashing cursor on world view to display current Group.

 9: Added "To {cityname}" button to Commodities screen.  Where cityname is
  either Venice or the Buy/Sell screen city we just came from.  Button
  centers map on cityname and selects it in listbox.

10: Changed possible game lengths to 15, 30, 60, 100, 150, and 192.

11: Reduced rate Senatorial bribes cost goes up to accomadate longer game.

12: Reduced Pope profit from sale of Cardinalships to try and balance the
  position better.

13: Changed Church Indulgence Rate to show current turns indulgence instead
  of next turns rate unless player is Pope.  Also, decided to leave the
  increase rate at last turn's.  That way all players can see how much it is
  being raised easily, not just the players who go after the Pope.  Also, if
  I forget to set it one turn as Pope it will default to the same increase
  as last turn.

20: Evasion seems to always fail for single Small Galley.  Evade chance
  supposed to be more successful with less ships.  Found logic backwards
  chance were greater for more ships.  Reversed so that odds vary from
  about 90-95% success for single Galley versus around a 20-25% chance
  for a fleet of fifteen galleys.  (Note: these odds are modified by the
  pirate level in the area.  i.e. Larger pirate groups will tend to be
  harder to evade.)

21: Late game Doge position assignment of either General or Admiral would
  revert back to Nuetral player.  FIXED.  Computer A.I. was doing it during
  Mercenary spending.  (i.e. would have only happened later in game.)

22: Route orders do not execute Buy/Sell in the very FIRST city they are
  started in.  FIXED.

23: Routes not saved.  COULD NOT REPRODUCE.  PLEASE TRY TO PROVIDE MORE
  OF THE SURROUNDING DETAILS, SO WE CAN FIX THE PROBLEM.

24: Added Burned down villa art.

:: Update QPP .exe 10/18/93 4:30 PM

25: Enhanced placement of Average+ A.I. explore units.  This should make
  them slightly better at exploring especially, on random maps.  It should
  not affect the speed.

26: Discovered a bug which is most likely responsible for the memory
  trashed bugs we've been having the past week or so.  FIXED!!!

27: Enhanced A.I. purchasing decisions (Good+) while exploring.

28: Reduced A.I. problems with storms and pirates.  These cause a random
  nose dive for the A.I. and it doesn't know how to avoid them real well.
  Also, our playtesters have been extremely dismayed by the "sudden"
  increase in pirate levels on their routes.  (Due to the A.I. getting
  "unlucky" usuaully.)  A.I. still gets attacked, just not as hard.

29: Toned down the price bell curve.  To make the really distant routes
  not quite so juicy.  On the random map, these routes may involve
  switching cargo from Land to Sea transport or vice-versa, and the A.I.
  can't handle that complex an action without spending to much time
  processing.

30: Added 386 memory copies to a couple of key places in A.I. routines.
  This should give a slight increase in speed on 386+ machines.  Hopefully
  a noticable one!

31: Increased informational cheating when looking for routes.  This slows
  A.I. down considerably during beginning turns.

32: Optimize Route selection loop to regain lost speed.

33: Added more SHOW_COMP mode messages.

34: A.I. Explore ships being placed in wrong spot.  FIXED.

35: City won't accept odd guards!  Changed so that cities will buy any
  guard regardless.  They just only sell one type.

36: Loyalty bribes no longer count against the two per turn limit on
  senatorial bribes.

37: A.I. knows how to sell ships/caravans no longer in an advantagious
  place.

38: A.I. will now sell an explore ship rather than move it to the other
  end of the map to explore.  (Next turn a new ship can be bought in an
  optimized position to explore.)

39: When A.I. builds roads, no longer nix distances to cities nearby.
  That A.I. is already using the route anyway, and it wastes alot of time.

40: Added A.I. code to fill in cargo holds when the specified cargo is
  sold out

41: Added A.I. weighting to explore a city based on relic/invention
  presence.

42: Lockup during Random Map generation.  Could not repeat, but found
  bad memory write and FIXED.  Most likely that was the problem.

43: Found lower level A.I.'s were collecting relic booty from cities they
  did NOT have access to.  (This might account for the success of your
  average opponents.)

:: Update QPP .exe 10/20/93 3:15 PM

44: In combat against ANY unit in a city, the attacking effectiveness
  used to go down about 2/3.  Now it goes down by 1/2 unless the
  attacking group contains atleast one cannon/siege unit.

45: Added random capture of Trade Units when a player attacks.

46: Changed default game length to 100 turns.

47: Tweaked Den success Odds as below:

---------------------- Was Now
  Success............. 45% 55%
  Success, but caught. 35% 30%
  Failed, and caught.. 10% 05%
  Failed, no effect... 10% 10%

  Logic being that most of the risk is taken into the cost.

48: Reduced cost of Arson to 75% of previous.  'Cause it's fun, but not
  real extremely useful!  Might should be cheaper yet...

49: Changed "Computer Player" to "Average/expert/etc... Computer" on the
  computer move display.

50: Added Progress Window over load/save game wait.

51: Added Progress Window over random map generation.

52: Tweaked A.I. to become unfriendly quicker.

53: Found bug whereby around turn 30-40 A.I. would start into Den stuff
  spend alot of money and be ignored...  FIXED.  Note: in our playtesting
  A.I. would tend to nose dive in worth around here.  It was basically
  spending alot of money on nothing.  The FIX simply allows it to actually
  kill your people with this money, however, this might not be the best
  place to spend money.  Our thoughts are that if the A.I. were
  "bankrolled" into doing these less than profitable things, the game
  itself would be more fun without making the A.I. lose.  Thoughts????

54: FOUND THE INFAMOUS turn 70 bug.  A.I. decided to run for office and
  then started a message conversation with itself that didn't end until
  the memory ran out!  FIXED by making A.I. ignore mail from itself.

55: Made some basic A.I. purchasing adjustments.  Final ones to wait till
  after the last "features" are added.  However, it should play politics
  a bit better now.

56: Added the WAR feature.  Wars are "programmed" by WAR*.DAT files that
  Ty is to create.  This adds the historical (and quasi-historical)
  wars that happened during the era.  These units are created in a
  specified city and head to a destination. (ex. Genoa attacks Venice.)
  The reformation army will now be handled here.  On the way, this army,
  depending on "program file" may attack player trade groups or attack
  friendly or unfriendly cities along the way.  Upon successfully sacking
  the target, the units disperse.  Also added the nasty effects of having
  either Rome or Venice sacked!

57: Fixed another catch keeping players from bribing friendly senators an
  unlimited amount.  Adjusted A.I. to take advantage of the change.

58: Added message when senator bribed away from you.  Adjust A.I. to
  adjust hate level by message.

59: Added message for when cities are captured for the glory of Venice.


