Files
RustRaptor/mods/iron_coast_mission_4

Iron Coast — Mission 4: Stormwall

Enable this individual mission in Mods. Its seven installed dependencies are selected automatically: iron_coast_scout, iron_coast_turret, iron_coast_boss_4, pulse_cannon, seeker_swarm, ion_lance, and iron_coast_music, all at compatible 1.x versions. This mission is independently playable; the optional Iron Coast campaign pack supplies campaign ordering.

Choose Iron Coast 4 — Stormwall. Scout flights screen four coastal batteries on the right-hand cliff. Destroy all four emplacements and the Stormwall Arsenal to finish. Turrets enter at ticks 180, 340, 620 and 820; the Arsenal enters at 1150. Surviving batteries stop at logical y=72 and the Arsenal patrols at the top of the battlefield until killed. Waiting out the 3000-tick duration never completes the mission.

Six original aircraft entries mix with fourteen Iron Coast scouts. The base:enemy_0_73 and base:enemy_0_74 pair follows curved nine-point routes; base:enemy_0_23 and base:enemy_0_24 cross the battlefield; base:enemy_1_25 and base:enemy_1_26 use a second original curved entry. Their catalog definitions retain original flight points, speed, firing, animation and rewards. This package references them directly and contains no copied original sprites or definitions.

Hold Fire, move under each battery on the right, then follow the Arsenal's horizontal patrol. Its battery alarms and visible pauses warn before each three-shell salvo. A Pulse Cannon is loaned when absent and an inventory slot is free. It fires alongside the primary guns without weapon selection. The loan is returned on success or failure; owned equipment is preserved. Full 20-slot inventories skip the loan and start without deleting equipment. Storm effects are artwork and warning sounds; there is no hidden weather damage. The separate soundtrack mod supplies the looping Coastal Steel MUS composition through Rust FM synthesis. Victory awards 12,000 credits plus ordinary enemy destruction rewards.

The mission contains 216 SD/HD terrain pairs, matching SD/HD briefing art, two generated source masters and four synthesized WAV cues. Artwork, sounds, prompts and provenance are packaged here for Git. Original game data remains external. See prompts.json, prompts.md and asset-report.json.

Regenerate the deterministic packaging from the project root:

python3 RustRaptor/mods/iron_coast_mission_4/build_assets.py

After building RustRaptor in release mode, validate the real catalog, scripts and playthrough without changing any saves:

python3 RustRaptor/mods/iron_coast_mission_4/validate.py

Actual-input acceptance uses difficulty 2, held fire, y=160, and horizontal movement limited to four logical pixels per step, aiming at a visible turret first, then the Arsenal, then aircraft. It uses the mission loan and no purchased equipment, direct damage commands or shield refills. Separate tests check original enemies seen and moving, late reachable objectives, reward gating, one-time payout, full-inventory victory, loan return on failure, successful replay with retained script state and owned equipment. Final revision results are recorded in acceptance-report.json.

The revised eight-package run passes seven focused tests. A normal 75-shield/10,000-credit pilot completes at tick 1218 with 63 shield and 27,805 credits; the 100-shield/zero-credit fixture ends at the same step with 88 shield and 17,805 credits. All six native aircraft types are observed moving in both runs. A veteran with twenty occupied inventory slots also completes without receiving the loan or losing equipment. These controlled runs establish a viable path; they do not establish balancing for every player, loadout or difficulty.