Retune Iron Coast waves, enemy attacks and weapon presentation
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# Iron Crown boss
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# Iron Coast: Iron Crown Boss
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A standalone API 1 mod for the Iron Coast finale. It adds a new command
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Dreadnought with broad armored wings and three forward cannon pods, matching
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the industrial overhead style of the original game. The package has no mod
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dependencies and does not replace any original or Iron Coast enemy definition.
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API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. This package has no mod dependencies.
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- Enemy: `iron_coast_boss_6:unit`; health 160, reward 1800, air boss, logical 96×64.
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- Weapon: `iron_coast_boss_6:projectile`; damage 3, speed 4, logical 8×8.
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- Objective: every actual boss death increments `iron_coast_boss_6:defeated`.
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- Entry: fly downward to y 24, then patrol between x 80 and x 144.
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- Attack: every 54 simulation ticks, alternate a three-shell fan with two
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straight cannon lanes. A rising charging sound begins nine ticks before
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each volley. At 70/3 Hz this gives 0.386 seconds warning before a 2.314-second
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volley cycle. Charging creates no explosion effects.
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- State: per-entity patrol direction, age and volley cursor; removed on death.
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Supports the finale's two staged bosses and simultaneous spawns. It never
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completes a mission directly or fires from retired entities.
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Enemy `iron_coast_boss_6:unit` is an airborne boss with **420** nominal health and a **108×72** logical canvas. Actual destruction awards 1,800 credits. The existing World rule halves boss health, rounded up, on Training and Rookie. SD and HD use the same logical body.
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Difficulty uses the engine's original boss health rule: definitions retain 160
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health, and the two lower difficulty levels spawn bosses with 80 health.
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Cannon fan / open-center twin gate / alternating-side follow-up. Each life has three health phases (above two-thirds, at/below two-thirds, at/below one-third of its actual spawn health). Every phase change restarts a full warning. Brief 8-pixel, 8-tick anchored charge arcs and existing quiet audio precede the salvo; the warning and short burst hold position, then the boss recovers into a bounded lateral patrol. Gun positions follow the existing artwork. No homing retarget occurs after aim is locked.
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`art/unit-sd.png` and `art/unit-hd.png` share one centered 96×64 logical canvas.
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The HD texture is 768×512 (8×) and the SD version is derived from the same
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transparent generated master. The cannon shell likewise has matching 8×8 and
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64×64 versions. `art-qa.json` records bounds and source hashes. The supplied
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alpha is preserved; runtime colors with alpha below 128 remain transparent.
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Warning leads are 18 / 16 / 14 / 12 ticks for Training / Rookie / Veteran / Elite. Recovery leaves a new approach opportunity; watch the charge cue and move into the opening before the volley.
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The built-in imagegen tool generated both masters. Exact prompts live in
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`prompts/`; `provenance.json` records their outputs. All authored images and
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sounds belong in Git. Original sprite references remain outside this package.
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Only actual death increments `iron_coast_boss_6:defeated`; escape or time passing grants no objective credit. This enemy package does not decide mission completion. Its existing art, audio, generation provenance and asset recipes are retained.
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Reproduce the deterministic sounds and SD/HD reductions with:
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## Validation and history
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```sh
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python3 RustRaptor/mods/iron_coast_boss_6/build_assets.py
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```
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`--audio-only` needs only Python's standard library. `audio-recipe.json`
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records seeds, PCM properties and hashes. The sounds are non-silent PCM16
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mono 22050 Hz charging, firing and destruction cues; no recordings are used.
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Validate activation and lifecycle behavior using the production simulation:
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```sh
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CARGO_TARGET_DIR=RustRaptor/target cargo run --offline \
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--manifest-path RustRaptor/mods/iron_coast_boss_6/validation/Cargo.toml
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```
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The validation checks alternating patterns, warning timing, independent
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entity state, serialized state restoration, death counter/reward behavior,
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dead-enemy firing guards and two staged encounters on all four difficulties.
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`validation-results.json` records the controlled outcomes. The complete
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mission 6 mod runs separate campaign and balance checks with its other enemies.
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See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees.
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