Retune Iron Coast waves, enemy attacks and weapon presentation
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# Iron Coast — Mission 3: Saltworks Convoy
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Intercept three armored cargo transports, disable two escort turrets and destroy
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the **Saltbreaker** command cruiser. Cargo wrecks recover maintenance supplies
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that restore 15 shield each. The completion bonus is 7,500 credits, in addition
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to enemy destruction rewards. Waiting out the duration cannot complete it.
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API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_3`, `pulse_cannon`, `seeker_swarm`, `ion_lance`, `iron_coast_music`.
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Enable this individual mod to select its installed dependencies automatically:
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`iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_3`, `pulse_cannon`,
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`seeker_swarm`, `ion_lance`, and `iron_coast_music`, all compatible with `^1.0`.
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Then choose **Iron Coast 3 — Saltworks Convoy** in the mission list. The optional
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Iron Coast campaign assembly places this mission after Mission 2; the individual
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mod works independently and does not override any other mission.
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Mission `iron_coast_mission_3:mission_03`: **Iron Coast 3 — Saltworks Convoy**. Destroy three cargo transports, two escort turrets and Saltbreaker. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission.
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The saltworks include rectangular evaporation basins, steel conveyors, brine
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channels and a central cargo route. Eighteen fighter arrivals mix fourteen
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scripted Iron Coast scouts with four original Raptor enemy definitions:
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`base:enemy_0_20` uses a weaving descent; `base:enemy_0_21` and
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`base:enemy_0_22` make opposing lateral sweeps; `base:enemy_0_73` makes a
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curved approach. Their original sprite IDs, animation, weapons, movement paths,
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health and rewards are retained. They spawn before the command cruiser.
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Scheduled spawn totals for Training / Rookie / Veteran / Elite are **32 / 45 / 58 / 71**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive.
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Cargo transports and required turrets stop at their interdiction lines instead
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of scrolling out of reach. The Saltbreaker remains in its patrol corridor until
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destroyed. A full 20-slot inventory can start and complete this mission: it
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does not grant loans or additional equipment, and cargo recovery restores
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shield directly. Mission start resets the objective and phase state on retries.
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Align the forward guns with required targets while moving around incoming shots. If carried, select Field Repair or coolant with Cycle and use Special: they restore 25 or 30 energy respectively and consume a real item. Shop purchases and refills still cost credits.
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All new artwork and sound are included in Git: three built-in imagegen master
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images, their packaged SD and HD variants, five synthesized WAV cues, the
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deterministic asset builder and provenance. SD uses the original game palette;
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HD keeps the same logical canvases. Terrain is quantized as one complete image
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before tile extraction. A forward/reflected repeat makes both scroll boundaries
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match exactly. `asset-report.json` records dimensions, transparency, palette
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checks, seam checks, source hashes and audio hashes.
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## Validation and history
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Regenerate the packaged images and cues from the checked-in masters:
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```sh
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python3 RustRaptor/mods/iron_coast_mission_3/build_assets.py
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```
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The default builder palette comes from the separately installed original catalog
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at `data/misc/PALETTE_DAT`; use `--palette PATH` to select another copy. Original
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game assets are not copied into the mod. `prompts.md` and `prompts.json` document
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generation, including the style-reference roles.
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Run the local acceptance probe from the repository root:
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```sh
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RustRaptor/mods/iron_coast_mission_3/validate.sh
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```
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The probe uses the actual original catalog and scripts, tests registered pilots
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(75 shield and 10,000 credits) on difficulties 1–3, tests a default deterministic
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fixture, checks that essential targets remain available, and checks restart,
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full-inventory and single-reward behavior. Ordinary playthroughs use starter
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forward guns with held fire at logical position `(144, 160)` and inject no
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damage, credits, shield or inventory commands into the playthrough. The separate retention
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test restores test shield only to observe waiting behavior; it is not used as
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a successful gameplay proof. `validation-report.txt` records final results.
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Final registered-pilot starter results: difficulty 1 completed at tick **1184**
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with **88** shield; difficulties 2 and 3 completed at tick **1264** with
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**83** shield. All three ended with **21,515** credits. The full 20-slot flight
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completed at tick **1178** with 82 shield and retained every non-energy item
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and count. No paid refills or premium weapon purchases are required.
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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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