Retune Iron Coast waves, enemy attacks and weapon presentation
This commit is contained in:
1 parent
00cfcc2031
commit
c4a4d821d5
145 files changed
+9242
-2951
No files matched your search
@@ -0,0 +1,129 @@
|
||||
# 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.
|
||||
Reference in new issue
Block a user