Files
RustRaptor/docs/iron-coast-retune.md
T

11 KiB
Raw Blame History

Iron Coast pacing and presentation update

The 14 Iron Coast missions now use difficulty-scaled attack groups, clearer weapon feedback and distinct enemy/boss patterns. Original campaigns and their content definitions are unchanged.

Mission II 2, Undertow Run, version 1.0.3 moves one existing armed classic curved pass from tick 1,650 to 1,530. The unarmed aircraft stays at 1,650, and all other spawns and their fields remain unchanged. This count-neutral timing correction leaves objectives, enemy statistics, equipment, prices, rewards and the boss warning/arrival unchanged.

Mission II 2: focused version 1.0.3 checks

On 18 October 2026, the frozen SourceE library (3b04e473) ran the unchanged recorded paid-route controller. Four authentic post-Mission-1 states fed paired version 1.0.2 and 1.0.3 continuations through Missions 2–8 and the finale replay: 68 ordinary mission executions in total. All completed with full pilot, script-state and RNG save/load roundtrips. The changed Mission 2 version/hash was reported and accepted through normal save compatibility; inventory and other gameplay state were not silently rewritten.

Mission 2 completion times, shields and paid refill counts were unchanged at all four difficulties. Ending shields were 79 / 52 / 44 / 12, preserving the Elite route's narrow 12-shield margin. Veteran defeated one fewer optional interceptor (two → one); Elite earned 100 more credits through the changed encounter timing. Required skimmer and boss objectives were unchanged. These are actual outcomes for the recorded controller and carried supplies, not a guarantee for every loadout or play style.

Separate shield-replenished observations recorded the earlier Training/Rookie quiet interval at ticks 1,448–1,650: 8.70 seconds with no visible enemies or hostile shots. The retimed armed pass split it into a longest piece of 3.73 seconds and produced four observed hostile projectile births. The later quiet intervals at 1,664–1,762 and 1,804–1,948 were unchanged, so the correction did not merely move that lull later. Quiet time remains elsewhere, including the deliberate boss recovery window.

Veteran/Elite arsenal observations absorbed six more replenished-shield points each; their ordinary paid routes kept the same shields and purchases. No-fire observers already had surviving required targets and do not establish ordinary survival. These focused SourceE results are separate from the earlier full-cohort measurements and do not claim a new SourceF playthrough or renderer check.

The same seven maintained campaign, enemy and weapon suites were rerun against the installed SourceF source epoch and version 1.0.3 definitions: 65 passed, zero failed, four existing integration tests ignored. The installed Linux validator also accepts all 45 packages with one explicit override.

A separate SourceF presentation check rendered the same paid Veteran mission state at tick 1,540 in SD and HD4 at 1920×1080. The retimed classic aircraft was alive and entering from above the screen; partial top clipping and HUD overlap are part of that entry pose. Both views and the actual Mods diagnostics were reviewed at full size, with version 1.0.3 visible. This verifies that scene, not every encounter or a complete SourceF mission playthrough.

Wave schedules

Enabled scheduled enemies, including required targets and bosses:

Mission Training Rookie Veteran Elite
I 1 — Breakwater 25 34 43 52
I 2 — Tidal Relay 29 40 51 62
I 3 — Saltworks Convoy 32 45 58 71
I 4 — Stormwall 35 50 65 84
I 5 — Cinder Docks 45 64 83 107
I 6 — Iron Crown 64 92 120 145
II 1 — Nightbreak Inlet 30 43 55 67
II 2 — Undertow Run 32 46 62 79
II 3 — Stormglass Refinery 42 50 62 78
II 4 — Floodgate Zero 42 50 62 78
II 5 — Skybreaker Arsenal 45 53 65 81
II 6 — Emberwake Shipyards 46 54 66 82
II 7 — Siege of the Iron Fleet 57 65 77 93
II 8 — Black Tide 61 69 81 97

Earlier version 1.0.2: a different middle window

Mission II 2 version 1.0.2 adds a small number of classic aircraft in its observed middle lull. Paired current-C paid continuations from authentic post-Mission-1 saves complete Missions 2–8 and the finale replay at all four difficulties, with unchanged ending shields, completion timings and refill counts. The added kills and pickups earn normal credits. In the separate shield-replenished arsenal fixture, the longest threat-free stretch within that middle window decreases from 8.91 to 5.87 seconds; the lull is shortened rather than eliminated. The full-cohort pressure tables below remain the recorded version 1.0.1 measurements. These focused checks were recorded on 17 October 2026 and are separate from the shield-replenished observations.

Counts are not simultaneous enemies or difficulty quotas. The 27 original missions have median scheduled totals of 139 / 139 / 228 / 313, but their lengths, target durability and attacks differ. Iron Coast now introduces flank groups and classic aircraft between objectives, with recovery space before bosses. Required targets remain reachable; aircraft leaving the playfield do not grant kills or complete objectives.

Comparison method

The baseline covers all 27 original missions and all 14 Iron Coast missions at all four difficulties. Controlled pressure observations use the same firing and movement policy, with replenished shields to observe the complete schedule. Those measurements describe activity, not ordinary-player survival. Separate paid routes use actual inventory, shop transactions and carried shield charge.

Median mean-visible enemies during the controlled observations:

Difficulty Original missions Stage I before → after Stage II before → after
Training 0.65 0.28 → 0.52 0.22 → 0.42
Rookie 0.67 0.29 → 0.86 0.22 → 0.50
Veteran 1.30 0.31 → 1.26 0.25 → 0.59
Elite 1.98 0.31 → 1.52 0.25 → 0.68

The final Elite Iron Crown schedule removes ten extra reinforcements to leave recovery space before the Fleet. Its 145 scheduled enemies remain above Veteran’s 120. All lower-difficulty schedules are unchanged by that correction.

The final paired Stage I routes complete all six missions at all four settings, with 96 full pilot/script-state/RNG save/load checks across baseline and revised routes. The Elite finale completes at tick 2,649 with 47 shield using the actual loaned Ion Lance and three purchased Field Repairs costing 37,500 credits. The same controller’s earlier runs without those purchases died before the Fleet; those failures remain recorded. This is one demonstrated paid strategy, not a promise that every loadout or movement policy survives.

Stage II completes all eight missions and a finale replay at all four settings using carried inventory, paid supplies and normal damage. The lowest observed shield is 12 on Elite. Late-miss checks separately verify all mandatory targets remain reachable and objectives can finish; those observer checks replenish shields and are not survival results.

The final package metadata passes actual 45-mod resource validation and exact save-pin roundtrips at every difficulty. Gameplay measurements use the frozen runtime definitions/scripts; the final version-number, README and blank-line whitespace corrections do not change gameplay tokens.

Seven maintained campaign, enemy and weapon test suites passed against the frozen final-B runtime on 17 October 2026: 65 tests passed, none failed and four existing integration tests remained ignored. This is the recorded result, not a new SourceF test run. Updated fixtures check the revised attack clocks, offscreen firing suppression, reward-free aircraft exits and short contact effects. Synthetic native-enemy placeholders in portable mission tests are explicitly labelled; the original-catalog playthrough checks above cover actual native enemies.

Enemy silhouettes and attacks

Scouts and interceptors retain 24×24 logical bodies; turrets and siege units remain 32×32, and skimmers remain 32×24. Those footprints fit their original game roles; the update changes movement and firing rather than enlarging every enemy. Scouts now enter, attack and break away. Interceptors make a faster lateral pass and reversing exit. Ground units retain reachable firing lanes.

Aim locks at the start of each short salvo. Difficulty adjusts warning time, shot speed, salvo length and recovery. Ordinary muzzle feedback uses compact cues instead of explosion blooms. Enemy projectile artwork is 6–7 logical pixels wide. Its visible size does not change the engine’s existing hostile projectile collision threshold.

The first six bosses now have different patrols, dives, health phases and warning/recovery sequences. Definition health is 240 / 280 / 320 / 360 / 400 / 420, within the range of comparable original bosses; normal difficulty scaling applies. The first three use 84×56 bodies, the next two 96×64 and Iron Crown 108×72. Stage II bosses retain their existing distinct bodies, health, damage and rewards, with revised attack timing.

Weapons and feedback

Pulse Cannon, Seeker Swarm, Ion Lance, Railburst Cannon and Depth Charge retain their damage, targeting, cooldowns, effective ranges and prices. Pulse, rail and depth-charge shots use more compact artwork; brief hit arcs replace oversized explosions. Seeker artwork stays larger because the smaller trial lost readability. Audio is gated to actual attacks and hits, reducing sustained overlapping noise.

Weapon Price Role
Pulse Cannon 185,000 Primary weapon augmentation
Seeker Swarm 285,000 Selectable homing missiles
Ion Lance 425,000 Selectable penetrating beam
Railburst Cannon 685,000 Selectable piercing rail shot
Depth Charge 525,000 Selectable ground attack

Controlled damage comparisons cover 125 cases; 30 complete gameplay-state comparisons preserve damage, trajectories, RNG, collision, cooldowns and health while allowing cosmetic effects/audio to differ. SD/HD enemy and boss captures also check silhouettes, warning periods and firing feedback. Those bounded checks do not establish every loadout’s balance or hardware audio quality.

Using the update

Enable Iron Coast S1: Complete Campaign or Iron Coast S2: Black Tide in Mods and apply at the main menu. Dependencies select automatically. Existing pilots may receive the normal changed-mod warning; accepting it preserves saved equipment and progression. Use Ctrl to fire, Alt/Shift to cycle equipment, Z for Special and Space for owned bombs. Select mission-provided repairs before using Special; they consume actual items. Mission 6 lends an Ion Lance when inventory space permits—select it and hold Fire.

Package-local acceptance files describe their recorded versions. Retained pre-retune 1.0 results are historical; they are not new-version playthrough claims.