68 lines
3.7 KiB
Markdown
68 lines
3.7 KiB
Markdown
# Iron Coast — Mission 3: Saltworks Convoy
|
||
|
||
Intercept three armored cargo transports, disable two escort turrets and destroy
|
||
the **Saltbreaker** command cruiser. Cargo wrecks recover maintenance supplies
|
||
that restore 15 shield each. The completion bonus is 7,500 credits, in addition
|
||
to enemy destruction rewards. Waiting out the duration cannot complete it.
|
||
|
||
Enable this individual mod to select its installed dependencies automatically:
|
||
`iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_3`, `pulse_cannon`,
|
||
`seeker_swarm`, `ion_lance`, and `iron_coast_music`, all compatible with `^1.0`.
|
||
Then choose **Iron Coast 3 — Saltworks Convoy** in the mission list. The optional
|
||
Iron Coast campaign assembly places this mission after Mission 2; the individual
|
||
mod works independently and does not override any other mission.
|
||
|
||
The saltworks include rectangular evaporation basins, steel conveyors, brine
|
||
channels and a central cargo route. Eighteen fighter arrivals mix fourteen
|
||
scripted Iron Coast scouts with four original Raptor enemy definitions:
|
||
`base:enemy_0_20` uses a weaving descent; `base:enemy_0_21` and
|
||
`base:enemy_0_22` make opposing lateral sweeps; `base:enemy_0_73` makes a
|
||
curved approach. Their original sprite IDs, animation, weapons, movement paths,
|
||
health and rewards are retained. They spawn before the command cruiser.
|
||
|
||
Cargo transports and required turrets stop at their interdiction lines instead
|
||
of scrolling out of reach. The Saltbreaker remains in its patrol corridor until
|
||
destroyed. A full 20-slot inventory can start and complete this mission: it
|
||
does not grant loans or additional equipment, and cargo recovery restores
|
||
shield directly. Mission start resets the objective and phase state on retries.
|
||
|
||
All new artwork and sound are included in Git: three built-in imagegen master
|
||
images, their packaged SD and HD variants, five synthesized WAV cues, the
|
||
deterministic asset builder and provenance. SD uses the original game palette;
|
||
HD keeps the same logical canvases. Terrain is quantized as one complete image
|
||
before tile extraction. A forward/reflected repeat makes both scroll boundaries
|
||
match exactly. `asset-report.json` records dimensions, transparency, palette
|
||
checks, seam checks, source hashes and audio hashes.
|
||
|
||
Regenerate the packaged images and cues from the checked-in masters:
|
||
|
||
```sh
|
||
python3 RustRaptor/mods/iron_coast_mission_3/build_assets.py
|
||
```
|
||
|
||
The default builder palette comes from the separately installed original catalog
|
||
at `data/misc/PALETTE_DAT`; use `--palette PATH` to select another copy. Original
|
||
game assets are not copied into the mod. `prompts.md` and `prompts.json` document
|
||
generation, including the style-reference roles.
|
||
|
||
Run the local acceptance probe from the repository root:
|
||
|
||
```sh
|
||
RustRaptor/mods/iron_coast_mission_3/validate.sh
|
||
```
|
||
|
||
The probe uses the actual original catalog and scripts, tests registered pilots
|
||
(75 shield and 10,000 credits) on difficulties 1–3, tests a default deterministic
|
||
fixture, checks that essential targets remain available, and checks restart,
|
||
full-inventory and single-reward behavior. Ordinary playthroughs use starter
|
||
forward guns with held fire at logical position `(144, 160)` and inject no
|
||
damage, credits, shield or inventory commands into the playthrough. The separate retention
|
||
test restores test shield only to observe waiting behavior; it is not used as
|
||
a successful gameplay proof. `validation-report.txt` records final results.
|
||
|
||
Final registered-pilot starter results: difficulty 1 completed at tick **1184**
|
||
with **88** shield; difficulties 2 and 3 completed at tick **1264** with
|
||
**83** shield. All three ended with **21,515** credits. The full 20-slot flight
|
||
completed at tick **1178** with 82 shield and retained every non-energy item
|
||
and count. No paid refills or premium weapon purchases are required.
|