Remove auto-loss on front line for skipped turns.

This commit is contained in:
Dan Albert 2021-09-05 21:17:38 -07:00
parent 18336f58d3
commit 45b52f4dea
2 changed files with 1 additions and 4 deletions

View File

@ -9,6 +9,7 @@ Saves from 4.x are not compatible with 5.0.
* **[Campaign]** Era-restricted loadouts will now skip LGBs when no TGP is available in the loadout. This only applies to default loadouts; buddy-lasing can be coordinated with custom loadouts.
* **[Campaign]** Squadrons now have a home base and will not operate out of other bases. See https://github.com/dcs-liberation/dcs_liberation/discussions/1550 for details.
* **[Campaign]** Aircraft now belong to squadrons rather than bases to support squadron location transfers.
* **[Campaign]** Skipped turns are no longer counted as defeats on front lines.
* **[Campaign AI]** Overhauled campaign AI target prioritization. This currently only affects the ordering of DEAD missions.
* **[Campaign AI]** Player front line stances can now be automated. Improved stance selection for AI.
* **[Campaign AI]** Reworked layout of hold, join, split, and ingress points. Should result in much shorter flight plans in general while still maintaining safe join/split/hold points.

View File

@ -285,10 +285,6 @@ class Game:
if not skipped:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
elif self.turn > 1:
for cp in self.theater.player_points():
if not cp.is_carrier and not cp.is_lha:
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
self.conditions = self.generate_conditions()