This patch updates the US version of Starfleet Command 2 from version 2007 to version 2013.
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02 Patch fixes in 2.0.1.3 by the KhoroMag patching team
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1) Damage allocation fixed.
2) Added option to allow game host to specify hidden race and/or BPV in multiplayer ship select screen.
3) Weapon hardpoint user interface enhanced to show individual slot status.
4) Destroyed hardpoint slots now lose their charge and cannot hold a charge.
5) Mines now detonate if your actual speed is fast enough to trigger them.
6) Mines now arm instantly if the ship that dropped them is destroyed.
7) ADD effectiveness was too high and has been corrected (die roll was off by 1).
8) ADD effectiveness is now reduced when EM is used (add 1 to die roll).
9) ADD now correctly does 1d6 damage against weapon-type shuttles (SS, SP, WW, GAS).
10) ADD12 repair cost lowered to 4 (SFB value).
11) EM in a multiplayer game now properly updates attack shift on all computers.
12) EM voice no longer plays if user cancels EM countdown.
13) ECM now affects seeking weapons properly.
14) Fighters can no longer dock with their mothership if they are being held in a tractor lock.
15) Fighters no longer receive disruptor feedback at Range 0.
16) Fighter fusion corrected - can no longer fire at Range 3 (2.99 max).
17) Fighter photon corrected - can no longer fire at Range 5 (4.99 max).
18) Fighters now carry the correct number of missiles based on the ftrlist.txt file.
19) All weapon shuttles now require 6 internals to kill (previously only 1 internal).
20) Suicide shuttle launch now properly voids a wild weasel.
21) Double-clicking to make multiple shuttles of the same type simultaneously is prohibited.
22) Shuttle conversions no longer remain on-screen when the 'd' key is used to slide panel away.
23) WW launch now properly updates the attack shift on all computers.
24) WW corrected to generate 6 ECM (was 12).
25) WW speed has been reduced to 6 (was 12).
26) Defensive shift now shows proper value when a WW is valid.
27) Defensive tractor hotkey now works properly when tractor system is damaged.
28) Ship explosions corrected: Damage < 10 is Range 0, otherwise explosion is Range 1.
29) Film filename longer than 70 characters no longer causes a crash in the film room.
30) Ships with 32 or 64 marines no longer mysteriously lose a marine 7 seconds into the simulation.
31) Each PPD pulse is now a separate volley.
32) PPD stops firing if target moves out of firing range.
33) Damage for each PPD pulse is now calculated when the pulse hits, not when the user fired it.
34) PPD damage versus fighter groups has been fixed.
35) Missile racks no longer lose a missile at startup.
36) Space dock now works correctly with missile racks having more than one standard reload (like DroG-2).
37) missiles cannot slip past an active Radius 0 ESG at high speeds any more.
38) ESG now triggers active mines to explode. ESG absorbs what it can, remainder hits ship.
39) ESG no longer does more damage than its maximum when firing up and targets are in the radius.
40) ESG no longer hits ships on your team that were captured from other teams.
41) ESG power request corrected for multiple ESG hardpoints.
42) ESG ring radius corrected to be consistent with other direct-fire weapons.
43) ESG ring is now drawn at the exact outer edge of the damage radius.
44) ESG ring is now drawn at the correct size on all computers in multiplayer and film playbacks.
45) ESG field now drops if the hardpoint is destroyed.
46) ESG now hits enemy Wild Weasels and Probes in the ring.
47) Shield reinforcement effect on enveloping plasma and hellbore feedback corrected.
48) Phaser damage against incoming plasma has been corrected.
49) Plasma D auto-firing mechanism will no longer fire more than one Plasma D at a time at an incoming target.
50) Plasma D launcher firing rate increased.
51) Normal photon feedback damage has been reduced to 2 (was 4, same as overload).
52) Normal hellbores no longer do any feedback damage (no myopic zone in SFB).
53) Overloaded hellbore feedback damage now only occurs if the weapon hits its target.
54) Ph3 repair cost lowered from 3 to 2 (SFB value).
55) PhG repair cost lowered from 10 to 6 (SFB value).
56) Ph2 range table corrections: 16-29 -> 16-30; 30-51.5 -> 31-50
57) Disruptor feedback Range 0 - Normal changed from 0 to 1, overloaded from 4 to 2.
58) Films from previous versions cannot be played with 2.0.0.8.
59) Various HET Breakdown fixes:
-Probes can no longer fire during a breakdown.
-T-bombs can no longer be placed during a breakdown.
-Hit and runs no longer function during a breakdown.
-Defensive tractors no longer function during a breakdown.
-Point defense is now disabled during a breakdown.
-ADD and Plasma D are now disabled during a breakdown.
-Shuttles and fighters cannot be launched during breakdown.
-Fighters cannot be retrieved during breakdown.
-ESG field drops when a breakdown occurs.
-Erratic Maneuvers cannot be used during a breakdown.
-Emergency stop cannot be used during a breakdown.
-Maximum speed restored properly if ship does not completely stop.
60) Phaser damage to Plasma is now 4 points of damage reduces plasma strength by one.
61) Fast missile speed reduce to 32.
62) Pseudo plasma recharge time has been reduced.
63) Plasma holding costs reduced slightly R(4), S(2.33), G(1.5).