Iron Coast — Mission 1: Breakwater
Enable this package and its six dependencies in the in-game Mods screen:
iron_coast_scout, iron_coast_turret, iron_coast_boss, pulse_cannon,
seeker_swarm, and ion_lance. Each package is independent and version 1.0.0.
Choose Iron Coast 1 — Breakwater in the mission list.
Disable at least two harbor turrets and destroy the command ship to complete the raid. Scout waves arrive during the approach; two supply depots release repair kits. When inventory space allows, the mission grants a trial Pulse Cannon and three field repairs. Granted equipment remains with the pilot. Repairs restore 25 shield when selected and used with the special button. Victory awards 5,000 credits in addition to ordinary destruction rewards. A full inventory can still start the mission; existing equipment is preserved and new grants are skipped when there is no free slot.
This mission uses explicit script completion. Its duration is a catalog hint; waiting out the timer cannot win. The boss stays in the firing corridor, and the two central turrets can be hit with starter forward guns. Equipment and mission progress remain subject to the normal mod-save compatibility checks.
The generated masters, packaged SD/HD PNGs and synthesized WAVs are included
in Git with their definitions, scripts, generator, prompts and validation
report. Original game data and the original style-reference PNGs remain
outside Git. The three
art/*-source-hd.png inputs were generated with the built-in imagegen tool
using the original terrain and military sprite as style/scale references.
Run python3 examples/mods/iron_coast_mission_1/build_assets.py --palette data/misc/PALETTE_DAT to regenerate the exact
packaged crops, SD palette conversion, HD footprints and synthesized WAVs.
See prompts.md, asset-report.json, and docs/iron-coast.md for provenance
and validation limits.
The release acceptance run completes with starter guns at step 882 (shield 94) and the trial Pulse Cannon at step 786 (shield 92), both with 7,715 credits. These are deterministic headless runs on difficulty 2: initial shield 100, held fire, position fixed at (144,160), repairs selected on step 2 and the special button pressed every 90 steps starting at step 61. They use the mission's granted/dropped repairs; they apply no direct shield refills or enemy damage commands. Human-play difficulty and audiovisual approval remain subject to normal play testing.