Retune Iron Coast waves, enemy attacks and weapon presentation
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# Iron Coast 6 — Iron Crown
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# Iron Coast — Mission 6: Iron Crown
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The finale raids the offshore command citadel. Destroy all six fixed batteries
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and both command cruisers to end the Iron Coast operation. The second cruiser
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arrives at tick 2,350, about 101 seconds into the mission; there is no survival
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timeout that bypasses the objectives. Surviving batteries remain anchored at
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y48 or y80 and cruisers patrol at y24, so required targets cannot escape.
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API 1 package, version 1.0.2. 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_6`, `iron_coast_music`, `pulse_cannon`, `seeker_swarm`, `ion_lance`.
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This is an independent local mod with mission ID
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`iron_coast_mission_6:mission_06`. Enable it in **Mods**; the game automatically
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selects its seven installed dependencies: `iron_coast_scout`,
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`iron_coast_turret`, `iron_coast_boss_6`, `pulse_cannon`, `seeker_swarm`,
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`ion_lance` and `iron_coast_music`, all compatible with `^1.0`. It has no
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mission-to-mission dependency
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and no definition overrides. The optional `iron_coast_campaign` assembly adds
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the full six-level progression.
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Mission `iron_coast_mission_6:mission_06`: **Iron Coast 6 — Iron Crown**. Destroy all six batteries, the Fleet and Iron Crown. 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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Select **Ion Lance** with Alt or Shift and hold Ctrl to fire. Aim the narrow
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column at ground batteries, then track the broad command cruiser. Space drops
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bombs if the pilot owns them. The sortie lends an Ion Lance only when a free
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inventory slot exists, returns that loan on success or failure, and preserves
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an already owned copy. A full 20-slot inventory, including physical reserve
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super-shield modules, can still start without equipment loss. Pilots receive
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25 shield on arrival and 20 shield at each cruiser phase, clamped to 100.
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Scheduled spawn totals for Training / Rookie / Veteran / Elite are **64 / 92 / 120 / 145**. These are enabled scheduled entries, not simultaneous live-enemy counts. Groups can overlap when earlier enemies survive.
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The finale awards a 30,000-credit completion bonus once, in addition to normal
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enemy rewards. There are 21 custom scout sorties, six classic aircraft, six
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batteries and two
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Iron Crown bosses. The classic aircraft directly reference `base:enemy_0_73`,
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`base:enemy_0_74`, `base:enemy_0_23`, `base:enemy_0_24`, `base:enemy_0_95` and
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`base:enemy_0_96`, retaining their original loop, sweeping and banking flight
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paths without cloning or overriding definitions. Original pixels stay outside
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this package. The campaign music is `iron_coast_music:iron_coast`.
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The terrain definition spans 3,800 ticks, about 163 seconds, and completion
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remains objective-driven if a pilot needs longer to finish surviving targets.
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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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`art/terrain-source-hd.png` and `art/briefing-source-hd.png` are new artwork
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generated using the built-in imagegen skill. `prompts.json` records both exact
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prompts, reference role and provenance. The source terrain is packaged into
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216 paired 32px SD/128px HD tiles, plus a 320×200 SD/1280×800 HD briefing card.
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SD art uses the original game's palette. A single joined-canvas conversion
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preserves horizontal tile seams; reflected vertical repetition has identical
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boundary pixels. Four original PCM16 mono WAV cues provide approach, fleet
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alarm, final command alarm and victory audio. Generated art and audio belong
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in Git; no original catalog image is copied into this package.
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Version 1.0.2 removes ten additional Elite reinforcement entries to leave recovery space before the Fleet. Training, Rookie and Veteran schedules, all required targets, boss health and objective scripts are unchanged.
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Repackage derived files with:
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## Equipment supplied by the mission
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```sh
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python RustRaptor/mods/iron_coast_mission_6/build_assets.py
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```
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The mission loans an Ion Lance when it is not already carried and an inventory slot is available. Use Cycle to select Ion Lance, then hold Fire (or use Special) to fire it. The loan is returned at mission end; a missing final inventory entry does not mean it was unused.
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The local palette source is required only for repackaging. Validate actual
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shipped mod files and production deterministic simulation with:
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## Validation and history
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```sh
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CARGO_TARGET_DIR=RustRaptor/target cargo run --offline --manifest-path \
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RustRaptor/mods/iron_coast_mission_6/validation/Cargo.toml
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```
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The runner checks all four difficulties with the registered pilot's 75 shield
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and 10,000 credits and the deterministic fixture's 100 shield and zero credits.
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It uses the loan without buying a premium weapon, bounds lateral movement to
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4 pixels per tick, tests six reachable batteries, full inventories, reserve
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modules, restart reset, owned-weapon retention on success/failure and one-time
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reward payment. The eight loan runs finish at ticks 2,385–2,426 with 100 shield.
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A registered pilot with 20 neutral inventory slots and only the starter guns
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finishes at tick 2,512 with 95 shield, without receiving a loan.
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It records outcomes in `validation-results.json`. The actual original asset
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catalog and native enemy definitions are used locally. Additional neutral
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fixture items only fill inventory slots for the no-loan safety check. Set
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`RAPTOR_TEST_DATA` if the original catalog lives elsewhere.
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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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File diff suppressed because it is too large.
Load diff
@@ -1,6 +1,6 @@
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id = "iron_coast_mission_6"
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name = "Iron Coast — Mission 6: Iron Crown"
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version = "1.0.0"
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version = "1.0.2"
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api_version = 1
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description = "Assault the offshore command citadel, disable six anchored batteries and destroy both command cruisers. The Iron Coast finale includes SD/HD fortress terrain, an optional Ion Lance loan and synthesized mission audio."
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content = "content.json"
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