Unify Iron Coast mission names and cinematic mission previews
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# Iron Coast content packages
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Iron Coast Stage I contains six independently toggleable mission mods, five shared
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Iron Coast Stage 1 contains six independently toggleable mission mods, five shared
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weapon and enemy mods, a shared soundtrack, six stage boss mods, and an optional
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campaign assembly mod. Enable **Iron
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Coast — Complete Campaign** (`iron_coast_campaign`) to select the full campaign
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campaign assembly mod. Enable **Iron Coast S1: Complete Campaign** (`iron_coast_campaign`) to select the full campaign
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and its eighteen dependencies automatically. Each individual mission can also be
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enabled separately; it selects the five shared content mods, soundtrack and its
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own boss. Disabling a package also deselects unused dependencies. When this
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@@ -13,13 +12,49 @@ needed by another enabled mod remain selected. The Mods manager validates versio
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and dependency order and applies the change at the main menu. The new weapons can also be used in the original campaigns;
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the enemy packages can be referenced from other missions.
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Stage II — **Black Tide** adds eight more independent missions, eight bosses,
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Stage 2 — **Black Tide** adds eight more independent missions, eight bosses,
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three shared enemies, two weapons and a three-track soundtrack. Enable
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`iron_coast_stage2_campaign` to select that route and its dependencies. See
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[Black Tide’s package instructions](../mods/iron_coast_stage2_campaign/README.md).
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The [pacing and presentation update](iron-coast-retune.md) documents the current
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waves, enemy patterns, weapon feedback and all four difficulty comparisons.
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## Mission names
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Mission packages and the mission menu share `Iron Coast S<stage> M<mission>: <title>`.
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Stages use S1 and S2; mission numbers are zero-padded within each stage. The
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campaign packages are **Iron Coast S1: Complete Campaign** and
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**Iron Coast S2: Black Tide**. Stable package IDs, mission IDs and dependency
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IDs retain their original spelling.
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| Stage | Mission | Display name |
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| --- | --- | --- |
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| 1 | 01 | Iron Coast S1 M01: Breakwater |
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| 1 | 02 | Iron Coast S1 M02: Tidal Relay |
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| 1 | 03 | Iron Coast S1 M03: Saltworks Convoy |
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| 1 | 04 | Iron Coast S1 M04: Stormwall |
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| 1 | 05 | Iron Coast S1 M05: Cinder Docks |
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| 1 | 06 | Iron Coast S1 M06: Iron Crown |
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| 2 | 01 | Iron Coast S2 M01: Nightbreak Inlet |
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| 2 | 02 | Iron Coast S2 M02: Undertow Run |
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| 2 | 03 | Iron Coast S2 M03: Stormglass Refinery |
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| 2 | 04 | Iron Coast S2 M04: Floodgate Zero |
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| 2 | 05 | Iron Coast S2 M05: Skybreaker Arsenal |
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| 2 | 06 | Iron Coast S2 M06: Emberwake Shipyards |
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| 2 | 07 | Iron Coast S2 M07: Siege of the Iron Fleet |
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| 2 | 08 | Iron Coast S2 M08: Black Tide |
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These labels also identify the standalone Stage 2 campaign entries. The Stage 1
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campaign is **Iron Coast S1**, whether Breakwater is enabled alone or the full
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six-mission assembly is selected. Artwork, scripts, objectives, waves, rewards
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and equipment are unchanged by this naming update.
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Changing these display labels changes package content hashes, including when
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package versions are unchanged. Existing pilots therefore show the normal changed-mod
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confirmation. Accept it only when ready to use the updated packages; stable IDs
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preserve equipment and progression, and the game keeps its normal original-save
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backup before the next write. This update does not modify pilot files.
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| Package | Content |
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| --- | --- |
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| `iron_coast_campaign` | Links all six missions into one campaign without replacing mission scripts or artwork |
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