77 lines
4.5 KiB
Markdown
77 lines
4.5 KiB
Markdown
# Iron Coast 2 — Tidal Relay
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Disrupt the tidal communications network after the Breakwater raid. Destroy
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all three armored navigation relays, then defeat the **Relay Warden** radar
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carrier. Relays anchor in the firing corridor until destroyed; neither an
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escaped optional enemy nor an early boss kill can lock the objectives.
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Each relay yields 140 credits and recovers 12 ordinary energy. Victory pays
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7,500 credits in addition to normal destruction and salvage rewards.
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Enable this package in **Mods** to select its eight-package standalone set:
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this mission, `iron_coast_scout`, `iron_coast_turret`, `pulse_cannon`,
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`seeker_swarm`, `ion_lance`, `iron_coast_boss_2`, and `iron_coast_music`.
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Choose **Iron Coast 2 — Tidal Relay** in the mission menu. The optional
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`iron_coast_campaign` assembly package connects it to the full six-level
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route. This individual package has no next-mission override and can be played
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without the other five mission packages.
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The flight grants a mission-only Pulse Cannon when a free inventory slot
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exists. The cannon is returned on success or failure; a cannon already owned
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by the pilot is retained. A full 20-slot inventory skips the loan. No kits,
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ammunition, or premium weapon purchases are required for the acceptance route.
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The duration of 2,300 ticks is a catalog hint; timer expiry does not win.
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The Relay Warden arrives at tick 860 and remains available until destroyed.
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The waves mix Iron Coast scouts and turrets with untouched original enemy
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registry definitions and their native animation, guns, and movement:
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| Spawn | Original definition | Native movement |
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| --- | --- | --- |
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| Tick 75, x216 | `base:enemy_0_20` / SHIP05G1_PIC | Six-leg zigzag entry, speed 3 |
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| Tick 330, x168 | `base:enemy_0_23` / SHIP06G1_PIC | Wide crossing sweep, speed 3 |
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| Tick 620, x176 | `base:enemy_0_56` / SHIP25G1_PIC | Authored entry then player chase, speed 5 |
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All three appear on every difficulty. Their original assets remain in the
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separately installed game catalog; this package neither duplicates nor
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redefines original enemy data. New package-local art supplies the relay
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station, briefing and scrolling tidal causeway in SD and HD. The shared
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**Coastal Steel** soundtrack is a 96-second generated MUS loop played by
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the Rust FM synthesizer. Six local WAV cues cover approach, network alert,
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relay destruction, network shutdown, boss arrival and victory.
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All three generated art masters, 216 pairs of terrain crops, SD/HD briefing
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and relay sprites, WAVs, scripts and provenance are included in Git.
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`prompts.json` and `prompts.md` record the exact built-in imagegen prompts.
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The original VGA palette remains outside Git. The builder converts the full
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SD terrain canvas before splitting tiles, uses a reflected scroll period with
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identical repeat boundaries, and normalizes excessive transparent padding
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around the relay silhouette without changing its logical 32×32 canvas.
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```sh
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python3 RustRaptor/mods/iron_coast_mission_2/build_assets.py
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cargo run --locked --manifest-path RustRaptor/Cargo.toml --no-default-features \
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-- --data data --mods RustRaptor/mods \
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--validate-mods iron_coast_scout,iron_coast_turret,pulse_cannon,seeker_swarm,ion_lance,iron_coast_boss_2,iron_coast_music,iron_coast_mission_2
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cargo run --locked \
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--manifest-path RustRaptor/mods/iron_coast_mission_2/validation/Cargo.toml \
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--target-dir RustRaptor/target --bin validate-mission
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```
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The standalone validator uses the actual engine and locally installed original
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catalog. It preserves script state between four mission restarts, exercises a
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registered 75-energy/10,000-credit pilot, a 100-energy fixture, an owned cannon
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and a full inventory, and checks exact completion gating and one-time reward.
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It fires continuously at y160, moving at most four pixels per tick toward the
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first live relay, or x144 when no relay is alive. It injects no damage, shield,
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credit or purchased-weapon commands during its playable routes.
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The normal registration run wins at **tick 926**, with **86 energy** and
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**21,365 total credits** (11,365 earned). All three native enemies are observed
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moving. The full-inventory run wins at tick 930 with 82 energy, no loaned cannon
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and ordinary equipment preserved. Combat shield charge may naturally change.
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The owned-cannon run retains the pilot's cannon. All six local cues dispatch.
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See `acceptance-report.json` for exact independent/restarted-run results and
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`asset-report.json` for palette, seam, transparency and waveform checks.
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Human play difficulty and audiovisual preference still require normal play
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review; these controlled simulations establish a viable path.
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