9.9 KiB
Iron Coast II: Black Tide
Stage 2 is an eight-sortie expansion built from independent local mods. It preserves the original 70/3 Hz simulation, native classic enemy movement and the normal shop, firing controls, shield economy and pilot saves.
Enable Iron Coast II: Black Tide in Mods, apply at the main menu, then select Nightbreak Inlet in the Hangar's mission menu. Its dependency selection includes the eight mission packages, their bosses and shared enemies, music and the two weapon packages. Enabling a single mission selects only its actual dependencies and leaves the other missions and optional weapons disabled. Disabling the campaign offers to remove its unused dependencies in the usual confirmation popup.
| Sortie | Mission | Encounter | Boss | Music |
|---|---|---|---|---|
| 1 | Nightbreak Inlet | Moonlit harbor breach | Gatebreaker shore platform | assault |
| 2 | Undertow Run | Naval convoy pursuit | Undertow missile submarine | pursuit |
| 3 | Stormglass Refinery | Fuelworks under air attack | Stormglass refinery crawler | assault |
| 4 | Floodgate Zero | River crossing and dam defenses | Floodgate defense platform | pursuit |
| 5 | Skybreaker Arsenal | Cliffside airborne weapons facility | Skybreaker flying fortress | assault |
| 6 | Emberwake Shipyards | Volcanic steelworks and repair docks | Emberwake battleship | pursuit |
| 7 | Siege of the Iron Fleet | Layered coastal fleet raid | Dreadnought carrier | finale |
| 8 | Black Tide | Offshore command citadel assault | Leviathan command carrier | finale |
Package contract
iron_coast_stage2_campaign:campaignlinks the eight mission IDs in order. Its manifest depends on all eight mission packages and the two optional weapon packages. This ID sorts before individual mission campaigns so the full campaign determines progression when installed together.iron_coast_stage2_mission_N:mission_0Nbelongs to mission package N. Individual mission packages remain independently playable. Each declares only the shared enemies, own boss and soundtrack it actually references.iron_coast_stage2_boss_N:unitbelongs to a separate boss package. An actual boss death incrementsiron_coast_stage2_boss_N:defeated.- Shared enemy packages expose
iron_coast_stage2_interceptor:unit,iron_coast_stage2_siege:unitandiron_coast_stage2_skimmer:unit. Their death counters use their own:defeatedobjective IDs. iron_coast_stage2_musicsupplies:assault,:pursuitand:finale.iron_coast_railburst:equipmentandiron_coast_depth_charge:equipmentare separate shop additions. Prices follow actual simulated damage and target/range/cadence constraints. Their weapons and projectiles have separate IDs from their inventory items.
Every package uses API 1 and version 1.0.0. Stage 2 introduces no overrides
of original or Stage 1 content. Mission scripts use auto_complete=false:
elapsed duration does not grant victory. Required targets stay reachable;
destroying them and the final boss earns the ending. Every sortie resets its
own objective and phase state. Completion and debrief counters are scoped to
the mission and victory credits are awarded once per sortie.
Equipment and controls
The Railburst Cannon costs 685,000 credits. This selected special fires a fast 42-damage round and can penetrate two further targets in a narrow forward lane for 32 and 22 damage. It hits air and ground targets and rewards alignment. The Depth Charge costs 525,000 credits. This selected special delivers 72 damage to a ground target, with bounded splash to three nearby ground targets; aircraft are excluded. Both are reusable, allow one owned copy and sell for half their purchase price. Their package READMEs include measured damage, limits, art provenance and reproducible sound recipes.
Buy either in the supply room after enabling its mod. Alt or Shift cycles selected equipment; Ctrl fires it alongside the default guns. Space continues to drop bombs. The campaign grants no equipment loans or automatic full-shield refill. Later sorties include bounded support repairs; additional repairs use the normal Energy purchase.
Content and review requirements
New terrain and boss silhouettes should distinguish each mission while keeping the top-down industrial military appearance of Raptor. Classic enemy IDs keep their native paths, weapons and behavior. Boss phases should change the attack pattern visibly and leave reasonable escape lanes.
New artwork includes SD and HD PNGs with identical logical collision dimensions and correct transparency. Authored art, generated sound effects, MUS scores, prompts, provenance and reproducible processing/composition sources are included in Git. Working original-reference images and review captures stay in ignored directories.
Acceptance covers dependency selection and disabling, individual activation, all eight real mission completions, native enemy movement, owned equipment and full inventories, pilot save/RNG continuation, finale replay and reward deduplication. SD/HD gameplay and shop images and actual audio output are reviewed before updating both self-contained Linux and Windows bundles.
Validated release content
All 23 Stage 2 packages are frozen and add no overrides. The complete installed set contains 45 packages; its sole override is the existing Stage 1 campaign progression link. Portable campaign checks cover dependency closure, unused pruning, individual missions, eight-sortie progression and full inventories.
The original-data route starts with the actual registered pilot baseline of 75 shields and 10,000 credits at Veteran difficulty. Normal default-gun fire and pointer input complete all eight sorties, saving and loading the pilot, script state and RNG between each, then replay the finale. Three normal Energy purchases are paid from carried credits. The route finishes the first eight with 334,910 credits, and the saved replay with 396,520; equipment stays owned and rewards are not duplicated. Independent review also completes the eight sorties and a saved finale replay at all four difficulties from the same registered-pilot baseline, using paid Energy repairs. Authors check full inventories, purchased weapons and delayed objective completion. The aggregate README subsequently corrects the mission-selection instructions; its separate successor receipt compares all 4,480 package files: only that README changes, and the other 4,479 files and the other 22 package hashes remain identical. The final saved route binds the successor package hash. A pilot saved with the preceding README hash still receives the normal changed-mod confirmation; this review does not bypass the saved content-hash check. Control policies vary, so these are achievable fixture outcomes rather than predictions of player earnings or difficulty.
Independent review clears 40 boss lifecycle/phase cases, 32 emitted-attack contracts, eight concurrent-boss cases, four 1,100-lifetime state/migration probes and exact 14-tick phase-transition warnings. Actual weapon collision, splash/penetration limits and a 24-enemy command-budget fixture pass. The review inspected 232 decoded SD/HD outputs at scales 1–4 and checked 75 native sound effects with nonzero output and exact FX mute. The music package records separate complete-score FM and loop-boundary validation.
Script-pinned boss phase artwork reaches both sprites and shadows; resetting a pin restores normal animation. A synthetic Host regression covers ground and air enemies in SD/HD at scales 1 and 4, and the real artwork previews assert that consecutive boss phases produce distinct displayed pixels.
PNG activation still fully decodes artwork and retains the same size, canvas, HD-resolution and catalog-palette checks. It now avoids converting validation images to indexed pixels only to discard them. Paired checks with all 45 mods reduce active content construction from 26.9 to 7.0 seconds; all 6,682 unique referenced PNGs produce byte-identical indexed output. Actual package startup is measured separately during relocation tests.
The ordinary suites pass 315 headless and 380 desktop tests. Final focused checks pass four portable campaign checks plus the real saved route, nine weapon tests, nine shared-enemy tests, six animation/effect API tests and the ignored Host preview check. All 34 Host captures were visually inspected; after the phase fix, the six changed SD/HD phase pictures were inspected again and the other 28 remained byte-identical: SD/HD boss artwork on each mission's terrain, both shop modes, weapon details, Nightbreak/finale mission cards, dependencies and the disable confirmation. Bosses in these pictures are deliberate art previews; actual combat phase and campaign completion evidence is separate. Drawing preserves gameplay state, Escape cancels diagnostics/disable, and mod rows retain their order.
Reproduce the original-data route from this folder with:
cargo test --release --locked --no-default-features --test iron_coast_stage2 \
starter_ship_completes_all_eight_missions_with_paid_repairs_and_finale_replay \
-- --ignored --nocapture
Set RAPTOR_TEST_DATA for a deliberate catalog override, and
RAPTOR_STAGE2_DIFFICULTY to 0–3 to choose difficulty. The final Linux and
Windows archive checks use extracted copies, 1080p SDL rendering and separate
music/effect PCM captures. These entry smoke checks are distinct from full
headless combat acceptance; automated SDL uses dummy drivers.
The corrected native Windows run
passes on source commit 0e8a27c, including the eight-mission saved route,
phase sprites/shadows, actual SD/HD Host previews, all 45 packaged mods and
isolated FM music/sound-effect captures. The same corrected included GNU
executable passes relocated Wine checks. Final archive documentation refreshes
are checked separately against the complete runtime proofs; see
standalone packages.