71 lines
3.7 KiB
Markdown
71 lines
3.7 KiB
Markdown
# Iron Coast — Mission 4: Stormwall
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Enable this individual mission in **Mods**. Its seven installed dependencies
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are selected automatically: `iron_coast_scout`, `iron_coast_turret`,
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`iron_coast_boss_4`, `pulse_cannon`, `seeker_swarm`, `ion_lance`, and
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`iron_coast_music`, all at
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compatible 1.x versions. This mission is independently playable; the optional
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Iron Coast campaign pack supplies campaign ordering.
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Choose **Iron Coast 4 — Stormwall**. Scout flights screen four coastal
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batteries on the right-hand cliff. Destroy all four emplacements and the
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Stormwall Arsenal to finish. Turrets enter at ticks 180, 340, 620 and 820;
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the Arsenal enters at 1150. Surviving batteries stop at logical y=72 and
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the Arsenal patrols at the top of the battlefield until killed. Waiting out
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the 3000-tick duration never completes the mission.
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Six original aircraft entries mix with fourteen Iron Coast scouts. The
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`base:enemy_0_73` and `base:enemy_0_74` pair follows curved nine-point
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routes; `base:enemy_0_23` and `base:enemy_0_24` cross the battlefield;
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`base:enemy_1_25` and `base:enemy_1_26` use a second original curved entry.
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Their catalog definitions retain original flight points, speed, firing,
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animation and rewards. This package references them directly and contains
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no copied original sprites or definitions.
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Hold Fire, move under each battery on the right, then follow the Arsenal's
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horizontal patrol. Its battery alarms and visible pauses warn before each
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three-shell salvo. A Pulse Cannon is loaned when absent and an inventory slot
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is free. It fires alongside the primary guns without weapon selection. The
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loan is returned on success or failure; owned equipment is preserved. Full
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20-slot inventories skip the loan and start without deleting equipment.
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Storm effects are artwork and warning sounds; there is no hidden weather
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damage. The separate soundtrack mod supplies the looping **Coastal Steel**
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MUS composition through Rust FM synthesis. Victory awards 12,000 credits
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plus ordinary enemy destruction rewards.
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The mission contains 216 SD/HD terrain pairs, matching SD/HD briefing art,
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two generated source masters and four synthesized WAV cues. Artwork, sounds,
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prompts and provenance are packaged here for Git. Original game data remains
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external. See `prompts.json`, `prompts.md` and `asset-report.json`.
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Regenerate the deterministic packaging from the project root:
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```sh
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python3 RustRaptor/mods/iron_coast_mission_4/build_assets.py
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```
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After building RustRaptor in release mode, validate the real catalog, scripts
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and playthrough without changing any saves:
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```sh
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python3 RustRaptor/mods/iron_coast_mission_4/validate.py
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```
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Actual-input acceptance uses difficulty 2, held fire, y=160, and horizontal
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movement limited to four logical pixels per step, aiming at a visible turret
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first, then the Arsenal, then aircraft. It uses the mission loan and no
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purchased equipment, direct damage commands or shield refills. Separate
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tests check original enemies seen and moving, late reachable objectives,
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reward gating, one-time payout, full-inventory victory, loan return on failure,
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successful replay with retained script state and owned equipment.
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Final revision results are recorded in `acceptance-report.json`.
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The revised eight-package run passes seven focused tests. A normal
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75-shield/10,000-credit pilot completes at tick **1218** with **63 shield
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and 27,805 credits**; the 100-shield/zero-credit fixture ends at the same
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step with **88 shield and 17,805 credits**. All six native aircraft types
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are observed moving in both runs. A veteran with twenty occupied inventory
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slots also completes without receiving the loan or losing equipment.
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These controlled runs establish a viable path; they do not establish
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balancing for every player, loadout or difficulty.
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