                     --------------------------------------
                     BATTLECRUISER:3000AD Release 4 C PATCH
                     --------------------------------------

                            APPLYING THE PATCH
                            ------------------

         ************************* NOTE ****************************

          1.  THIS PATCH WILL DELETE ALL SAVED GAME AND PROFILES
              SINCE THEY ARE NOT COMPATIBLE WITH THE CURRENT VERSION.
              YOU CAN DELETE THESE FROM ROSTER IF THE PATCH MISSES
              ANY OF THEM.

          2.  THIS PATCH WILL ONLY WORK IF YOU HAVE DONE A FULL
              OR MEDIUM INSTALL. YOU ARE ADVISED TO APPLY THIS
              PATCH TO A FRESH INSTALL DUE TO NUMEROUS CHANGES.

              IF YOU DID A FULL INSTALL, YOU CAN SAVE 64MB OF
              DISK SPACE BY DELETING ALL THE FILES IN THE .\ANIM
              DIRECTORY. THE ANIMATIONS WILL THEN BE ACCESSED FROM
              THE CD-ROM. NOTE: FILE ACCESS WILL BE SLOWER FROM THE
              CD-ROM.

         ***********************************************************

            This patch will update the following versions of BC3K:

         Retail v1.00      - 10/01/1996 (Requires FULL or MEDIUM install)

         To apply the patch, unzip this file into your BC3K install
         directory and run the UPDATE.BAT file. This will patch
         your version to v1.01c4 (02/05/97 GA)

          Be sure to print out the BCKEYS.TXT for updated key commands
-------------------------------------------------------------------------------
                          FIXES IN RELEASE 4 C PATCH
                                   02/04/97
-------------------------------------------------------------------------------

001 Launching weapons no longer results in negative weapons bay

002 Weapons bay no longer overflows if full and a missile is removed

003 IC weapons loadout changed if waypoint assignment in tacOPS is
    changed though the ship is deployed and NOT on the BC.

004 Activating PTA will no longer cause missile type to change

005 XC data files are no longer saved since scenario is not saved

006 Delivery of tractored ship will now succeed at non-hostile stations
    (previously only Terran stations). Will not ask player for delivery
    instructions if the delivery is invalid.

007 If the player opts not to deliver a tractored ship, the ship is not
    released but remains tractored when the player leaves the station.

008 Tractored ships will now not vanish if they were fleeing and are released
    in a region that is not the same as the prior flee region. In this case
    the tractored object attempts to flee using a new escape-item in the
    current region.

009 AI/TACTICAL is now disabled for an object that is being tractored.
    Fixes problem where a disabled/tractored object "escapes" when the
    tractoring ship conveys it to the jump point it was trying to escape to.

010 Target TTD color is immediately restored if tractor link is lost

011 Tractored ships have additional protection from being attacked by
    hostiles, which will now break off if their target becomes tractored.
    If the attacker had STRIKE orders, orders revert to SAD.

012 TACOPS 'zoom to' list only shown in view state (otherwise it interferes
    with waypoint setting).

013 TACOPS 'zoom to' list is now shown after removing command palette

014 Ships will now auto-egress surface at 200,000 ft msl

015 Jump delay timer for AI ships re-enabled. Prevents ships jumping unless
    their jump engine has been recharged. Disabled AI ships cannot re-charge
    their jump engines. The lower the engine integrity, the longer it takes
    to recharge the jump engine.

016 Personnel image will no longer obscure tacOPS command palette

017 Mother and TO will no longer repeat weapons depleted messages

018 The game will no longer crash if the BC is destroyed due to hull breach

019 Starting XC after playing FF or ACM no longer causes lockup

020 Tradecom screen no longer corrupted when displaying cargo bay capacity

021 Joystick calibration can be dismissed using the ESC key. This forces
    keyboard control for the remainder of the session

022 Fixed problems with object rebuild code

023 Implemented Combat Alert Status, CAS for external threat monitoring and
    Ship Alert Status, SAS for internal ship alert monitoring.

024 System updates are not performed when game is frozen in tacOPS
    or by activating a menu choice.

025 CDROM check disabled in debug mode

026 Save game from bridge causing return to main menu modified so that
    calling it is not destructive (does not invalidate the current
    3D world), but may cause the game to be saved multiple times
    if it is called more than once. Testing required. This will not
    not save the game if none has been loaded, but will always save
    the most recently loaded game.

027 BC tacOPS orders menu added to bridge menu.

028 tacOPS current Target orders menu added to bridge menu. Equivalent
    to entering TACOPS and clicking on a target, except it works
    from the BC bridge and uses the current CVD target, ie target
    selected in TACSCAN and identified in CVD.

029 Nullspace fluxfields programmed to work first time. Like normal
    jump anomalies, the target anomaly must be an FPD target using
    shift+f, in order for the jump to occur.

030 Can now dock at starstations Sarien and Majoris

031 Starstation Adonis correctly relocated to Pravis.

032 Updated BCKEYS.TXT

033 Fixed Fatigue Factor/Life Factor exceeding 100 (max value)

034 Fragmentation animation now being played when object hit IF
    it's shields are already breached and not recharging.

035 Menus are now shifted up so that all items can be accessed
    when pointer near base of screen.

036 Launching from station no longer raises shields. Shield state
    is set to it's pre-dock state.

037 You can no longer jump if the jump engines aren't fully charged.
    This is relaxed in debug mode for testing purposes.

038 ESC can now be used to exit to DOS during the cd-rom check screen.

039 Shuttle orders in tacOPS fixed

040 Docking range increased to 25 clicks

041 Fixed some save/load anomalies

042 Experiments on new/faster laser shots (feedback required)

042 Can now dock at starstation Parix

043 Modified AI autogeneration logic

044 Player's ship no longer subject to 'ignore' AI script command

045 More work done on save/restore model

046 Turret mappings fixed. FORE=CTRL+F1, MID=CTRL+F2, AFT=CTRL+F3

047 Update weapons specs and stats in ai script

048 Update weapon stats in Tactical database

049 Fixed interceptor docking bug (Protected Mode Error 35)

050 Interceptor will now combat in ai mode even if player IN the ship. This
    is a TEST and _may_ fail. I need to research it some more. You should be
    able to see what the ic does when it's in combat by switching to it,
    putting in ai mode. Make _sure_ weapon systems are armed!

051 Maximum storage (crew,cargo,personnel) updates:

        Cargo  Cargo   Weapons  Weapons  Personnel   Reactor  Shield     Cloak
        Bay1   Bay2    Bay1     Bay2      Max        Radine  Plutonium  Iridium
        -----------------------------------------------------------------------
BC       7500   7500     250     250       237         25000    10000     1000
Shuttle  2000     -       -       -         20          -         -         -
ATV       500     -       10      -          4          -         -         -
Drone    1000     -       -       -         -           -         -         -

    The drone and ATV each take up 750 units of cargo space which will reduce
    the cargo capacity of the shuttle they are loaded in.

    Radine max reduced to          25000
    Iridium max increased to        1000
    Shuttle capacity increased to   2000

052 An atv and drone are now loaded into all shuttles at startup

053 MIDI support removed from BC3K globally. That's the end of that.

054 Switching from a turret to a ship that is NOT ready to launch will no
    longer cause a GPF

055 Reduced repetition of some pilot voice messages

056 The interceptor, shuttle and ATV can now be destroyed in DIRECT mode if
    the integrity of the hull or reactor falls to zero at any time.

057 The interceptor pod will no longer auto-eject when the ship is destroyed
    when in DIRECT mode.

058 You can no longer tow invalid items such as asteroids

059 AI entities will no longer attack hazards such as asteroids etc

060 Dynamic auto-generation of ai entities will no longer occur in regions the
    player is not in.

061 The proper distance cued explosion soundfx is now played when an object is
    destroyed.

062 Race/caste alliance modifications.

        An object can ignore defualt race/caste relationships and treat
        another object as hostile. Objects launched from a platform
        inherit the override relationships of their platform.

        Example: carrier object A attacking station object B.
        Causes A to attack B and B to retaliate. If A then launches
        fighter C, then C is then hostile to B and B is additionaly
        hostile to C.

        A platform does NOT inherit the hostile relationships of its
        subordinates, nor do any objects attacked by a subordinate then
        become hostile to the platform that launched it.

        Hostile Override between two objects is discarded if one of the
        objects is destroyed or docks.

        Note: Hostile override as a result of friendly fire is not yet
              implemented.

063 Messages pertaining to events the player is not witnessing in ACM will
    no longer be transmitted. eg a player is sent to a region where an ACM
    script is running. If he's not there, messages directed at him will not
    be transmitted.

064 The BC will no longer be destroyed when it enters a planet.
    Note: Some restrictions will apply once the orbital model is in place.

065 A GPF will no longer occur when a probe is sent to a planet. Instead it
    will linger in the general vicinity of the planet. Once the orbital model
    is in, you will need a probe or the BC in orbit to do a planetary scan
    in tacOPS. Broadcasting for a probe on surface activities will not be
    supported as planned because there would be too many messages since the
    surface is always more densely populated than space. If it is implemented
    broadcasting may be restricted to the player's own ships and personnel.

066 Missiles should now hit their targets. This is work in progress as we have
    identified an issue where the missile will miss slow flying targets. We
    don't know why yet.

067 You can no longer deliver a tractored object to itself

068 You can no longer deliver an object without a positive tractor lock on

069 The aspect angle needed for ai ships to launch missiles has been increased
    which will increase the launch rate of ai ships.

071 The aspect angle needed for ai ships to fire lasers has been increased
    which will increase the firing rate of ai ships.

072 You can now select Navitron from a starstation. The menu is now fixed

073 A successful auto-evac with a surviving alter-ego will no longer
    call COMMLINK with an invalid parameter. Note: some additional code is
    required which will check for the existence of GALCOM hq _before_
    attempting to relocate the player there. The system will scan for a
    valid GALCOM station and take the player to the nearest one. If none
    exist, the SOS call will fail. The player will have to hang around
    until one becomes available, ie repaired or rebuilt. This code will be
    implemented when the transitions (SEC-5 009) is being done.

074 Promotions are now disabled in Free Flight. This is going to cause a
    stir but in FF, you're not doing anything to get promoted for. If you
    want to be promoted, sign-up in ACM.

075 Payroll is now disabled in Free Flight. This is going to cause a stir
    but since you're out trading in FF, why should GALCOM fund your
    activities? Want a steady income stream, sign-up in ACM. GALCOM is a
    military organization and trading was included so that you could get
    the best of both worlds.

076 The number of digitized sound channels has been increased to minimize the
    likelihood of sounds not being played if there are no channels available.
    This is work in progress as the sound system will be overhauled for v1.1

077 All ACM scripts modified to conform to new race/alliance and other script
    related updates.

078 Changed interceptor laser sound to smaller version

2/5/97 - update -

079 Removed BC bridge menu from shuttle cockpit

080 Fixed problem with ship losing tractor lock. Tractor lock messages will now
    only play when the lock is acquired or broken. Note: If you lose power at
    any time when tractor beam is engaged the lock will break.

081 Increased probablity of an ai cargo pod containing objects to minimize
    liklihood of an empty pod being created. Note: The 'collect cargo' order for
    shuttles when a pod is selected will not be available if the pod is empty.

082 Removed experience point penalties in ACM for leaving a theatre before the
    mission time expired.
  
-------------------------------------------------------------------------------
                          FIXES IN RELEASE 3 C PATCH
                                   12/25/96
-------------------------------------------------------------------------------

1.  Prisoners will no longer end up in medibay when they should be in detention

2.  People will no longer leave detention when they are tired or hungry. Food
    is now supplied directly to the detention hold.

3.  Speed at which personnel move about the ship increased.

4.  Marines will now follow 'searching' orders killing any detected intruders
    or escapees (based on ai and other factors)

5.  You can now assign anyone to the detention hold.

6.  The Fatigue Factor of people in detention hold will no longer increase.

7.  It is no longer possible to launch an interceptor if the pilots are not
    physically 'located' in it. An 'assignment' does NOT mean that the pilot
    in actually in the ship since he may be assigned to it but in transit.

8.  A shuttle now requires at least one person to be in it in order to launch

9.  Retrieving interceptors no longer causes a crash.

10. Changes (general)
       personnel eat 1 nutripak per day
       1 medpak increases a person's LF by 25%
       personnel will go off-station if LF >= 90 or FF >= 10
       personnel will go to medibay if LF <= 15

11. Changes (rank)
      Salaries are now paid every 7 days instead of 15

         Rank           Salary       Experience Points required
         ------------------------------------------------------
         Supreme Cmdr      500,000        200,000
         Tacops Cmdr       300,000        100,000
         Strategic Cmdr    200,000         50,000
         Fleet Cmdr        125,000         25,000
         Commander          75,000          0

12. Changes (HUD)

     The FTOL/VTOL modes in the HUD have been changed

       FTOL   - when airborne and in normal flight mode
       VTOL   - when airborne and in vtol flight mode
       BRAKE  - when stationary on planet surface
       TAXI   - flashing when touching the planet surface and moving
       XXXX   - when engine is shutdown
       ORBIT  - when in orbit

13. The BC will now be destroyed if hull integrity falls to 0

14. Experience points and finances are now awarded for delivering various
    types of ships to friendly stations. Gammulan ships have the highest price,
    next to insurgents, then any hostile ship. Delivering friendly disabled
    ships gives higher experience points than finances.

15. Palette problems in tacOPS and PTE surface fixed

16. Jump anomaly offset bug fixed

17. The game will end if the player's alter-ego ever dies, ie FF =< 0

18. Clicking outside the PTE surface in tacOPS will no longer create a GPF
    The tacOPS grid is scaled so it does not exceed a planet/moon climate limit
    Some planets/moons may be larger than the tacOPS coordinate system, so the
    grid has an upper limit.

19. Buildings and all objects can now be destroyed on the PTE surface

20. The Combat Kills attributes for pilots is now updated during combat

21. Alliances are now saved

22. The ship will no longer move backwards after jumping to a new region

23. Ships can now fly to planetary waypoints set in tacOPS. Note: A last minute
    bug was detected which caused the ship to drop to the surface under gravity
    and take damage based on altitude. Once this ship falls, it may not be able
    to leave the surface since it will not be able to achieve enough thrust to
    breach the planet's escape velocity. If this happens, you may have to
    manually fly the ship back to the battlecruiser.

24. Ships will no longer take damage when flying planetary waypoints since
    waypoints are now pegged above the surface.

25. Joystick calibration no longer has any effect if device is not a joystick

26. Weapon systems no longer disarmed during hyperjump, ie PTE remains active

27. The engine sound will no longer 'pulse' during hyperjump transitions

28. The alert condition now flashes red. If hostiles are in the region, the
    alert condition is set to red and the klaxxon sounds 3 times. This check is
    performed every 2.4 secs for the region the battlecruiser is currently in.

29. It is no longer possible to tow targets in orbit. Those of you who have
    been pilfering starstations had better find something else to steal.

30. Ships emitting an SOS signal will no longer be attacked by alien nations
    who observe the rules of engagement.

31. Personnel messages are now integrated into ACM scripts. This is a first
    pass test in order to see if the player can benefit from the added info
    that his crew has access to. However, the person must be on station. All
    messages are sent to the COMMLINK log.

32. The ACM mission status can now be accessed via the bridge menu

33. Pause <pause> command has been changed to <ctrl+p>

34. Debug <ctrl+alt+a> mission bypass had been disabled in distribution version

35. MTD bug which caused GPF crash in FATAL has been fixed

36. The altitude lines in tacOPS are no longer displayed if TTDs are off

37. During auto evacuation, if the alter-ego cannot make it to a shuttle, he
    will die when the ship self-destructs and the game will end.

38. Dead officers will no longer send messages

39. The Chief Engineer will now eject the reactor core during a severe breach
    regardless of his ai level

40. The Orbit To Surface acquistion count-down time in tacOPS is now fixed.
    Once the countdown expires, the weapon will lock. Once launched, switch to
    the bridge, select the missile in the TACSCAN computer, press F10 to switch
    to the external camera and follow the missile to the surface. If jammed or
    shot downit will not reach it's target. If the target acquisition reticle
    is too large, zoom the tacOPS view.

41. The battlecruiser 'destroyed' sequence will no longer loop

42. The cd-rom is now required to be in the drive during game execution

43. Several ACM scripts updated for playability

44. More work done in perspective correct texture mapping. Select from CONFIG
    menu or with <alt+shift+p>. It's a little slow and needs more optimizing.

45. Several speed related enhancements and minor bug fixes.


-------------------------------------------------------------------------------
                          FIXES IN RELEASE 2 C PATCH
                                    11/13/96
-------------------------------------------------------------------------------

1.  Expanded soundfx options in CONFIG.

      Audio System      - turns off ALL sounds and music
      Midi Music        - music on/off
      Digitized Music   - sounds on/off

2.  Fixed 'clear radiation' bug in Logistix. Once a deck is radiated, the
    'clear radiation' option will be displayed. Click on this to clear the
    deck's radiation. This requires 1 Radiation Control Unit, RCU

3.  Fixed interceptor docking bug (???)

4.  Implemented new SOS sound library update and drivers

5.  Fixed wrong colored TTDs in turrets

6.  Fixed some internal bugs

7.  The a/p indicator will now flash when activated

8.  The ship will not longer fly backwards after a jump

9.  If CONTINUE is selected and a saved game is corrupted, game will exit to
    main menu rather than attempt to load the .SAV file and cause a GPF

10. It is now possible to return from NULL space

11. The FLIR in the co-pilot seat is now fixed

12. The FPD scale is now increased so as not to obscure the TTD display

13. The ships sounds will now be muted when you dock

14. SCRIPTS directory will now only contain script fixes. All final scripts
    moved into resource file.

-------------------------------------------------------------------------------
                          CHANGES IN RELEASE 1 C PATCH
                                    11/06/96
-------------------------------------------------------------------------------

1.  Fixed various errors related to the surface engine not finding it's files.

2.  Fixed a problem with collision detect/avoidance

3.  Simplified and revised ACM Day1 scenario scripts (see below)

4.  Modified VTOL (still work in progress). Left/Right slips ship in that
    direction. Pushing the stick forward/backward increases/decreases altitude.
    Later, the forward/backward motion will be modified so that they move the
    ship forward/backward whilst the ~ and tab keys modify the altitude.

5.  Added version number in shift+capslock display

6.  Fixed bugs in weapon systems.

7.  Chase engine being removed (work in progress)

8.  Modified BC3000AD.EXE so that extender allocates 20MB swap file when needed
    instead of creating it in 8MB chunks.

9.  Fixed bug which prevented ships from using their jump engines

10. Fixed bug which prevented ships from launching missiles when they should

11. Fixed bug manual ctrl+d ATV->shuttle docking

12. Updated BCKEYS.TXT (note: some deployment keys are not yet active)

13. Changed from v2.01 to v1.97 of the DOS xtender

14. Locked down sound data to prevent swap to VMM

15. The Passive Target Acquisition, PTA system will now operate in DIRECT and AI
    modes. It may take a while for PTA to fire since it has to build a target
    list. The turrets, controlled by the PTA will NOT fire unless the target is
    in range.

16. Working on an extensive FAQ to go with v1.01c. It's not finished yet.

17. Armor & shield upgrades/repairs now updated accurately. The value displayed
    on the BC bridge is in armor units. The HUL value displayed is the current
    percentage of the max available protection. Protection max values are based
    on the currently installed armor or shield type. Note: when speaking of the
    armor and hull, they are one an the same since the hull has armor which only
    takes damage when the shield is breached.

18. Breaching an object's armor will now not necessarily destroy it
    An AI object is destroyed if (a) its reactor reaches 0 integrity unless it
    doesn't have a reactor in which case (b) its engine reaches 0 integrity
    unless it doesn't have a reactor or engine in which case (c) its armor
    reaches 0 integrity.

19. Docking events for ships is now accurately detected. This means that for
    instance in ACM mission 1, when a diplomat ship docks, you will be advised.

20. Game save/restore now more secure. For some reason, this problem only occurs
    when saving from the bridge menu. If it persists, simply got to Roster
    and save from there. But it seems to save/restore ok now.

21. ATVs & shuttles will no longer attempt to use HyperJump engines on a planet

22. Time compression enabled using ctrl+a and ctrl+shift+a are back in. These
    compress and divide time ie 2x, 4x, 8x and /2, /4 and /8

23. Modified the maneuvering code so that ships can now accurately retrack
    waypoints if they miss on the first pass.

24. The external F10 camera will now show the current object's target if any.

25. Debug commandline options now only available in interim 'tester' versions.

26. Shuttles should should now be able to deploy/extract mining drones and ATVs

27. TACOPS now follows the players ship if it switches to another region and
    was previously in the currently observed region. This means that if you are
    in say Earth region and viewing that in tacOPS and the ship switches to
    Mars as a result of flight, then tacOPS will automatically be updated. It
    will NOT however switch to a region that the ship is NOT in. So if you're
    in Earth and viewing Mars in tacOPS (using probe's SCI-LINK programming)
    and the BC switches regions, tacOPS will not be updated.

28. You can now select planet surface mode from tacOPS by simply clicking on
    the planet or moon from within tacOPS. Select 'observe' and it will be
    loaded. Once this is active, to revert to space mode, bring up the tacOPS
    command palette by moving the mouse to the right side of the screen and
    clicking and clicking on the SPACE button. Once in space mode, the button
    will revert back to BRIDGE. Due to the night/day effect. IF it is night
    time on the planet, everything will be pitch dark. See #35 below. The old
    method still works though until this mode is finalized.

29. Mining drones and ATVs can no longer be deployed in space from tacOPS

30. Navigation modified. In order for the ship to fly from one region to another
    you no longer need to have the jump anomaly (jpoint, wormhole, fluxfield)
    targeted in the CVD. You should first select the target you wish to fly to
    in either the NID or TACSCAN, activate the Flight Path Designator, using
    shift+f and the ship will fly to the target. If it's a jump anomaly, it will
    do the jump, if not, it will stop short of the target. This method allows
    you to continue using other modes of the NID, TACSCAN and CVD computers
    without accidentally clearing the current jump target. The FPD target can
    be cancelled by either turning off the FPD with f or by clearing the target
    with x. You can now have the ship flying toward a target while doing other
    things such as acquiring new targets, firing at them etc. Once a nav target
    is set in Navitron, activating the FPD with f will cause the AutoNav system
    to jump to the region without relying on the current CVD target.
    ---------------------------------------------------------------------------
    THE AUTO-PILOT MUST BE TURNED ON FOR THIS TO WORK IN EITHER AI OR DIRECT
    MODES SINCE THIS ALLOWS THEM TO CALCULATE THE ROUTE. TURNING IT OFF WILL
    TEMPORARILY CANCEL THE AUTONAV TARGET.
    ---------------------------------------------------------------------------
    If the HUD is in TAC mode, ie weapons on, the FPD will _not_ appear though
    the route is being flown. Put the HUD in NAV mode by disabling weapon
    systems in order to see the FPD. The flight control is slightly offset to
    the left so that you can see the jump anomaly if it's obscured by the FPD

31. More modifications to VTOL. Move the stick left-right to slip in that
    direction. Move the stick forward-backward to slip in that direction.
    To increase your lift (altitude), using the throttle commands. Later, the
    ~ and tab keys will do the same thing. To auto-hover, reduce speed to
    around factor 2-4, enough to counter the effects of gravity and prevent the
    ship from falling. Activate VTOL and use the throttle wheel keys to find
    a suitable hover altitude. Use the numeric 5, auto-leveling key for a
    quick attitude orientation.

32. ACM will now report on mission success whenever it can. This is NOT true for
    most missions since ACM is not mission orientated and in some scenarios,
    a success is an 'abstract'. Several event triggers are now used to signal
    a new scenario without the need for an extended downtime. Some of you are
    going to start moaning now that you won't have a lot of time between
    assignments, especially advanced scenarios in which you are certain to take
    a pounding. You are a galactic cop and in most scenarios given a 'beat' in
    the form of a patrol zone. All you have to do in some scenarios is survive
    until the next assignment. This is why there is no mission success or
    failure in most ACM scenarios. Once you reach ACM scenario #30, these
    training scenarios will end and you will be required to defeat the Gammulans
    using whatever means necessary. See the FAQ for more on this.

33. The ship should now come to a relative complete STOP on the planet. You need
    to fine tune this and is dependent on the elevation and slope of the current
    terrain you're on.

34. You can now use ctrl+d from a shuttle to recall the targeted ATV or mining
    drone. This will only work if there is space in the shuttle. Once personnel
    flight is handled, you will be able to do the same for personnel from the
    shuttle and ATV. The proposed ALT+F9 menu command (NYI) is going to be used
    for this. The shuttle must wait for the ATV to dock. There is a strange
    anomaly which causes the ship to be immediately docked without actually
    travelling to the ship!

35. Night/day transition modified (first pass). At night, the terrain fades to
    COMPLETE black. This is NOT a bug. This will change later so that it's not
    as dark. Even the infra-red scope in the IC is not penetrating this once
    the planet goes completely black.

36. Docking the shuttle with an ATV or interceptor in tow will now dock both
    ships. Normal docking rules apply. ie, the status of the docking bay,
    launch bay etc.

37. CONFIG options are now saved when accessed from within the game.

38. Sound on/off support added. To disable MIDI support, run SETUP from the
    BC3K directory and select 'no MIDI device'. Do the same to disable
    digitized sound. If they are turned on and wish to disable them from within
    the game, simply turn SOUNDFX:OFF in CONFIG. This will disable both soundfx
    and MIDI support if they were enabled.
