130 lines
6.6 KiB
Markdown
130 lines
6.6 KiB
Markdown
# Iron Coast pacing and presentation update
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The 14 Iron Coast missions now use difficulty-scaled attack groups, clearer
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weapon feedback and distinct enemy/boss patterns. Original campaigns and their
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content definitions are unchanged.
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## Wave schedules
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Enabled scheduled enemies, including required targets and bosses:
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| Mission | Training | Rookie | Veteran | Elite |
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| --- | ---: | ---: | ---: | ---: |
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| I 1 — Breakwater | 25 | 34 | 43 | 52 |
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| I 2 — Tidal Relay | 29 | 40 | 51 | 62 |
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| I 3 — Saltworks Convoy | 32 | 45 | 58 | 71 |
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| I 4 — Stormwall | 35 | 50 | 65 | 84 |
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| I 5 — Cinder Docks | 45 | 64 | 83 | 107 |
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| I 6 — Iron Crown | 64 | 92 | 120 | 145 |
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| II 1 — Nightbreak Inlet | 30 | 43 | 55 | 67 |
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| II 2 — Undertow Run | 31 | 44 | 60 | 76 |
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| II 3 — Stormglass Refinery | 42 | 50 | 62 | 78 |
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| II 4 — Floodgate Zero | 42 | 50 | 62 | 78 |
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| II 5 — Skybreaker Arsenal | 45 | 53 | 65 | 81 |
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| II 6 — Emberwake Shipyards | 46 | 54 | 66 | 82 |
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| II 7 — Siege of the Iron Fleet | 57 | 65 | 77 | 93 |
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| II 8 — Black Tide | 61 | 69 | 81 | 97 |
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Counts are not simultaneous enemies or difficulty quotas. The 27 original
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missions have median scheduled totals of 139 / 139 / 228 / 313, but their
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lengths, target durability and attacks differ. Iron Coast now introduces flank
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groups and classic aircraft between objectives, with recovery space before
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bosses. Required targets remain reachable; aircraft leaving the playfield do
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not grant kills or complete objectives.
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## Comparison method
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The baseline covers all 27 original missions and all 14 Iron Coast missions at
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all four difficulties. Controlled pressure observations use the same firing and
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movement policy, with replenished shields to observe the complete schedule.
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Those measurements describe activity, not ordinary-player survival. Separate
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paid routes use actual inventory, shop transactions and carried shield charge.
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Median mean-visible enemies during the controlled observations:
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| Difficulty | Original missions | Stage I before → after | Stage II before → after |
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| --- | ---: | ---: | ---: |
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| Training | 0.65 | 0.28 → 0.52 | 0.22 → 0.42 |
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| Rookie | 0.67 | 0.29 → 0.86 | 0.22 → 0.50 |
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| Veteran | 1.30 | 0.31 → 1.26 | 0.25 → 0.59 |
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| Elite | 1.98 | 0.31 → 1.52 | 0.25 → 0.68 |
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The final Elite Iron Crown schedule removes ten extra reinforcements to leave
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recovery space before the Fleet. Its 145 scheduled enemies remain above
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Veteran’s 120. All lower-difficulty schedules are unchanged by that correction.
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The final paired Stage I routes complete all six missions at all four settings,
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with 96 full pilot/script-state/RNG save/load checks across baseline and revised
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routes. The Elite finale completes at tick 2,649 with 47 shield using the actual
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loaned Ion Lance and three purchased Field Repairs costing 37,500 credits.
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The same controller’s earlier runs without those purchases died before the
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Fleet; those failures remain recorded. This is one demonstrated paid strategy,
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not a promise that every loadout or movement policy survives.
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Stage II completes all eight missions and a finale replay at all four settings
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using carried inventory, paid supplies and normal damage. The lowest observed
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shield is 12 on Elite. Late-miss checks separately verify all mandatory targets
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remain reachable and objectives can finish; those observer checks replenish
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shields and are not survival results.
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The final package metadata passes actual 45-mod resource validation and exact
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save-pin roundtrips at every difficulty. Gameplay measurements use the frozen
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runtime definitions/scripts; the final version-number, README and blank-line
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whitespace corrections do not change gameplay tokens.
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## Enemy silhouettes and attacks
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Scouts and interceptors retain 24×24 logical bodies; turrets and siege units
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remain 32×32, and skimmers remain 32×24. Those footprints fit their original
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game roles; the update changes movement and firing rather than enlarging every
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enemy. Scouts now enter, attack and break away. Interceptors make a faster
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lateral pass and reversing exit. Ground units retain reachable firing lanes.
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Aim locks at the start of each short salvo. Difficulty adjusts warning time,
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shot speed, salvo length and recovery. Ordinary muzzle feedback uses compact
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cues instead of explosion blooms. Enemy projectile artwork is 6–7 logical
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pixels wide. Its visible size does not change the engine’s existing hostile
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projectile collision threshold.
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The first six bosses now have different patrols, dives, health phases and
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warning/recovery sequences. Definition health is 240 / 280 / 320 / 360 / 400 / 420,
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within the range of comparable original bosses; normal difficulty scaling applies.
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The first three use 84×56
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bodies, the next two 96×64 and Iron Crown 108×72. Stage II bosses retain their
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existing distinct bodies, health, damage and rewards, with revised attack timing.
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## Weapons and feedback
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Pulse Cannon, Seeker Swarm, Ion Lance, Railburst Cannon and Depth Charge retain
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their damage, targeting, cooldowns, effective ranges and prices. Pulse, rail and
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depth-charge shots use more compact artwork; brief hit arcs replace oversized
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explosions. Seeker artwork stays larger because the smaller trial lost readability.
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Audio is gated to actual attacks and hits, reducing sustained overlapping noise.
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| Weapon | Price | Role |
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| --- | ---: | --- |
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| Pulse Cannon | 185,000 | Primary weapon augmentation |
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| Seeker Swarm | 285,000 | Selectable homing missiles |
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| Ion Lance | 425,000 | Selectable penetrating beam |
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| Railburst Cannon | 685,000 | Selectable piercing rail shot |
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| Depth Charge | 525,000 | Selectable ground attack |
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Controlled damage comparisons cover 125 cases; 30 complete gameplay-state
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comparisons preserve damage, trajectories, RNG, collision, cooldowns and health
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while allowing cosmetic effects/audio to differ. SD/HD enemy and boss captures
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also check silhouettes, warning periods and firing feedback. Those bounded
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checks do not establish every loadout’s balance or hardware audio quality.
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## Using the update
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Enable **Iron Coast — Complete Campaign** or **Iron Coast II — Black Tide** in
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Mods and apply at the main menu. Dependencies select automatically. Existing
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pilots may receive the normal changed-mod warning; accepting it preserves saved
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equipment and progression. Use Ctrl to fire, Alt/Shift to cycle equipment, Z for
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Special and Space for owned bombs. Select mission-provided repairs before
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using Special; they consume actual items. Mission 6 lends an Ion Lance when
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inventory space permits—select it and hold Fire.
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Package-local acceptance files describe their recorded versions. Retained
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pre-retune 1.0 results are historical; they are not new-version playthrough claims.
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