75 lines
4.5 KiB
Markdown
75 lines
4.5 KiB
Markdown
# Iron Coast 5 — Cinder Docks
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Enable this individual mission package in the Mods screen. Dependency selection
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adds `iron_coast_scout`, `iron_coast_turret`, `iron_coast_boss_5`, `pulse_cannon`,
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`seeker_swarm`, `ion_lance` and `iron_coast_music`, each compatible with version
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1.x. Choose **Iron Coast 5 — Cinder Docks** in the mission menu. This mission has
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no `next` reference; the optional Iron Coast campaign package supplies six-level
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progression while the level stays independently playable.
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Destroy both armored furnace stations, then defeat **Cinder Hammer** to shut down
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the shipbuilding yard. The stations arrive at ticks 240 and 920 and stay at y=24
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until destroyed. The boss arrives at tick 1660 and remains in the firing area.
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Killing the boss first still requires the stations. Victory awards 15,000 credits
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once, plus ordinary destruction rewards, including 1,200 per station and 1,800
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for Cinder Hammer. The 2,600-tick duration is a catalog hint; waiting cannot win.
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Original enemies join the custom scouts: two opposing diagonal sweep libraries
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(`base:enemy_0_21`, `base:enemy_0_22`), two curved-entry libraries
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(`base:enemy_1_25`, `base:enemy_1_26`), a straight light fighter
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(`base:enemy_0_13`) and a dock boat (`base:enemy_0_8`). Their original assets,
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banking, movement paths, projectiles, collision and rewards remain in the base
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registry, with no clones or overrides. These escorts and the ordinary turrets
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are optional targets. All native spawns are enabled on every difficulty.
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Slag warnings alternate between the outer left and right lanes, followed 35
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simulation ticks later by three falling shells. The central corridor stays clear.
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Three coolant injectors are supplied if inventory room permits, including the
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physical slot cost of reserve super-shields. A full 20-slot inventory can enter
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without losing equipment. No premium weapon is borrowed or required.
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Hold Fire (default Ctrl), line up with each station and keep the ship near y=160.
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Alt or Shift changes selected equipment. Select **Foundry Coolant Injector** and
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press Special (default Z) when energy drops to 65 or below; each use restores 30
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and consumes one injector. The item costs 15,000 credits per injector and has a
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five-unit capacity, matching the Iron Coast repair rate of 500 credits per shield
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unit. Ordinary forward guns keep firing while a coolant injector is selected.
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The shared **Coastal Steel** music loops through the mission; nine local cues
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cover approach, furnace warnings, slag, cannon fire, shutdown, boss arrival,
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coolant use and victory.
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New generated terrain, briefing and transparent furnace-station masters are
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packaged as SD and HD PNGs. SD uses the original game palette; HD uses separate
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physical dimensions while preserving logical collision footprints. A reflected
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terrain period makes the repetition edges match exactly. The exact imagegen
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prompts, asset source hashes, procedural audio generator and generated outputs
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are tracked with the mod. See `prompts.md`, `prompts.json`, `provenance.json`
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and `asset-report.json`.
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Regenerate the outputs with:
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```sh
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python3 RustRaptor/mods/iron_coast_mission_5/build_content.py
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python3 RustRaptor/mods/iron_coast_mission_5/build_assets.py
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```
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Run `RustRaptor/mods/iron_coast_mission_5/validate.sh` for local original-data
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acceptance. Its control fixture uses only starter guns, bounded horizontal
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movement toward a station's x+8 coordinate (otherwise x=144), and selectable
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coolant when shield is at most 65. It tests normal registration resources
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(75 shield, 10,000 credits), the 100-shield fixture, identical repeated outcomes,
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all six native enemies appearing and moving, full-slot entry, one-time rewards
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and mission-state reset on re-entry. It does not directly damage enemies or refill
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shield during the controlled flight. Results are in `validation-report.json`.
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The original asset catalog is required locally and remains outside Git.
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The final local run finishes at tick **1,818** (about 78 seconds) from normal
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registration resources with **71 shield**, **31,950 credits** and two coolant
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uses. Repeating the same controls produces an identical world digest. The
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100-shield/zero-credit fixture finishes at the same tick with 66 shield and
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21,950 credits using one coolant. All six native libraries were seen moving in
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every run; full 20-slot inventories with zero or four reserve super-shields
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preserved their equipment. Required objectives, one-time rewards and restarting
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with retained script state passed. Human difficulty and presentation remain
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subject to ordinary play testing.
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