Retune Iron Coast waves, enemy attacks and weapon presentation

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# Iron Coast pacing and presentation update
The 14 Iron Coast missions now use difficulty-scaled attack groups, clearer
weapon feedback and distinct enemy/boss patterns. Original campaigns and their
content definitions are unchanged.
## Wave schedules
Enabled scheduled enemies, including required targets and bosses:
| Mission | Training | Rookie | Veteran | Elite |
| --- | ---: | ---: | ---: | ---: |
| I 1 — Breakwater | 25 | 34 | 43 | 52 |
| I 2 — Tidal Relay | 29 | 40 | 51 | 62 |
| I 3 — Saltworks Convoy | 32 | 45 | 58 | 71 |
| I 4 — Stormwall | 35 | 50 | 65 | 84 |
| I 5 — Cinder Docks | 45 | 64 | 83 | 107 |
| I 6 — Iron Crown | 64 | 92 | 120 | 145 |
| II 1 — Nightbreak Inlet | 30 | 43 | 55 | 67 |
| II 2 — Undertow Run | 31 | 44 | 60 | 76 |
| II 3 — Stormglass Refinery | 42 | 50 | 62 | 78 |
| II 4 — Floodgate Zero | 42 | 50 | 62 | 78 |
| II 5 — Skybreaker Arsenal | 45 | 53 | 65 | 81 |
| II 6 — Emberwake Shipyards | 46 | 54 | 66 | 82 |
| II 7 — Siege of the Iron Fleet | 57 | 65 | 77 | 93 |
| II 8 — Black Tide | 61 | 69 | 81 | 97 |
Counts are not simultaneous enemies or difficulty quotas. The 27 original
missions have median scheduled totals of 139 / 139 / 228 / 313, but their
lengths, target durability and attacks differ. Iron Coast now introduces flank
groups and classic aircraft between objectives, with recovery space before
bosses. Required targets remain reachable; aircraft leaving the playfield do
not grant kills or complete objectives.
## Comparison method
The baseline covers all 27 original missions and all 14 Iron Coast missions at
all four difficulties. Controlled pressure observations use the same firing and
movement policy, with replenished shields to observe the complete schedule.
Those measurements describe activity, not ordinary-player survival. Separate
paid routes use actual inventory, shop transactions and carried shield charge.
Median mean-visible enemies during the controlled observations:
| Difficulty | Original missions | Stage I before → after | Stage II before → after |
| --- | ---: | ---: | ---: |
| Training | 0.65 | 0.28 → 0.52 | 0.22 → 0.42 |
| Rookie | 0.67 | 0.29 → 0.86 | 0.22 → 0.50 |
| Veteran | 1.30 | 0.31 → 1.26 | 0.25 → 0.59 |
| Elite | 1.98 | 0.31 → 1.52 | 0.25 → 0.68 |
The final Elite Iron Crown schedule removes ten extra reinforcements to leave
recovery space before the Fleet. Its 145 scheduled enemies remain above
Veteran’s 120. All lower-difficulty schedules are unchanged by that correction.
The final paired Stage I routes complete all six missions at all four settings,
with 96 full pilot/script-state/RNG save/load checks across baseline and revised
routes. The Elite finale completes at tick 2,649 with 47 shield using the actual
loaned Ion Lance and three purchased Field Repairs costing 37,500 credits.
The same controller’s earlier runs without those purchases died before the
Fleet; those failures remain recorded. This is one demonstrated paid strategy,
not a promise that every loadout or movement policy survives.
Stage II completes all eight missions and a finale replay at all four settings
using carried inventory, paid supplies and normal damage. The lowest observed
shield is 12 on Elite. Late-miss checks separately verify all mandatory targets
remain reachable and objectives can finish; those observer checks replenish
shields and are not survival results.
The final package metadata passes actual 45-mod resource validation and exact
save-pin roundtrips at every difficulty. Gameplay measurements use the frozen
runtime definitions/scripts; the final version-number, README and blank-line
whitespace corrections do not change gameplay tokens.
## Enemy silhouettes and attacks
Scouts and interceptors retain 24×24 logical bodies; turrets and siege units
remain 32×32, and skimmers remain 32×24. Those footprints fit their original
game roles; the update changes movement and firing rather than enlarging every
enemy. Scouts now enter, attack and break away. Interceptors make a faster
lateral pass and reversing exit. Ground units retain reachable firing lanes.
Aim locks at the start of each short salvo. Difficulty adjusts warning time,
shot speed, salvo length and recovery. Ordinary muzzle feedback uses compact
cues instead of explosion blooms. Enemy projectile artwork is 6–7 logical
pixels wide. Its visible size does not change the engine’s existing hostile
projectile collision threshold.
The first six bosses now have different patrols, dives, health phases and
warning/recovery sequences. Definition health is 240 / 280 / 320 / 360 / 400 / 420,
within the range of comparable original bosses; normal difficulty scaling applies.
The first three use 84×56
bodies, the next two 96×64 and Iron Crown 108×72. Stage II bosses retain their
existing distinct bodies, health, damage and rewards, with revised attack timing.
## Weapons and feedback
Pulse Cannon, Seeker Swarm, Ion Lance, Railburst Cannon and Depth Charge retain
their damage, targeting, cooldowns, effective ranges and prices. Pulse, rail and
depth-charge shots use more compact artwork; brief hit arcs replace oversized
explosions. Seeker artwork stays larger because the smaller trial lost readability.
Audio is gated to actual attacks and hits, reducing sustained overlapping noise.
| Weapon | Price | Role |
| --- | ---: | --- |
| Pulse Cannon | 185,000 | Primary weapon augmentation |
| Seeker Swarm | 285,000 | Selectable homing missiles |
| Ion Lance | 425,000 | Selectable penetrating beam |
| Railburst Cannon | 685,000 | Selectable piercing rail shot |
| Depth Charge | 525,000 | Selectable ground attack |
Controlled damage comparisons cover 125 cases; 30 complete gameplay-state
comparisons preserve damage, trajectories, RNG, collision, cooldowns and health
while allowing cosmetic effects/audio to differ. SD/HD enemy and boss captures
also check silhouettes, warning periods and firing feedback. Those bounded
checks do not establish every loadout’s balance or hardware audio quality.
## Using the update
Enable **Iron Coast — Complete Campaign** or **Iron Coast II — Black Tide** in
Mods and apply at the main menu. Dependencies select automatically. Existing
pilots may receive the normal changed-mod warning; accepting it preserves saved
equipment and progression. Use Ctrl to fire, Alt/Shift to cycle equipment, Z for
Special and Space for owned bombs. Select mission-provided repairs before
using Special; they consume actual items. Mission 6 lends an Ion Lance when
inventory space permits—select it and hold Fire.
Package-local acceptance files describe their recorded versions. Retained
pre-retune 1.0 results are historical; they are not new-version playthrough claims.