Unify Iron Coast mission names and cinematic mission previews
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@@ -27,7 +27,7 @@ documentation, excluding build caches and review drafts. See
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[standalone packaging](docs/standalone-package.md).
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The **Mods** screen discovers the bundled `mods/` packages when no user mods
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folder exists. Enable **Iron Coast Campaign** to select all six mission mods,
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folder exists. Enable **Iron Coast S1: Complete Campaign** to select all six mission mods,
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their enemies, distinct bosses, weapons and original soundtrack automatically,
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then apply at the main menu. Missions, bosses and the three weapons can also
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be enabled individually; each mission selects its own dependencies.
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@@ -36,14 +36,22 @@ weapon mods. Enable them in Mods and buy them in the supply room. The cannon
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is a selected special that chains through nearby targets; the shield fires
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with your primary guns while Fire is held. Both ship SD/HD icons and sounds.
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**Iron Coast II: Black Tide** adds eight more missions, eight separate bosses,
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**Iron Coast S2: Black Tide** adds eight more missions, eight separate bosses,
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three shared enemy types and three original FM music tracks. Enable its campaign
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in **Mods**, apply at the main menu, then choose **Nightbreak Inlet** in the
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in **Mods**, apply at the main menu, then choose **Iron Coast S2 M01: Nightbreak Inlet** in the
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Hangar's mission menu to begin the linked campaign.
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The campaign selects its dependencies automatically. **Railburst Cannon**
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(685,000 credits) and **Depth Charge** (525,000 credits) are optional shop
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purchases; completing missions does not grant either weapon. Each mission,
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boss and weapon is also an individual mod. See [Stage 2](docs/iron-coast-stage2-design.md).
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All **42 missions**—27 Original missions, 14 Iron Coast missions and Aurora—have
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SD/HD cinematic briefing illustrations in the mission menu. Iron Coast titles
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include a stage and mission prefix, such as **Iron Coast S1 M01: Breakwater**
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or **Iron Coast S2 M01: Nightbreak Inlet**, while their stable content IDs remain
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unchanged. Mod display-name and artwork updates change package hashes, so an
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existing pilot may need the usual changed-mod confirmation; saved equipment
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and progression keep their existing ID references.
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For a user mods folder, pass `--mods DIR` or create
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`$XDG_DATA_HOME/RaptorReplica/mods/` on Linux or
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`%APPDATA%\RaptorReplica\mods\` on Windows. Saves and configuration use separate
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@@ -98,7 +106,7 @@ cases; wider playtesting and complete base-game HD coverage remain work in progr
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- [AI mod authoring checklist](docs/mod-authoring-checklist.md)
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- [Iron Coast packages](docs/iron-coast.md)
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- [Iron Coast pacing and difficulty comparisons](docs/iron-coast-retune.md)
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- [Iron Coast II: Black Tide](docs/iron-coast-stage2-design.md)
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- [Iron Coast S2: Black Tide](docs/iron-coast-stage2-design.md)
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- [Weapon prices and balance](docs/weapon-balance.md)
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- [Sprite and shadow validation](docs/visual-validation.md)
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- [Sound playback validation](docs/sound-validation.md)
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