DungeonSettlers.wiki

Wie Regionen freigeschaltet werden (Fortschritt)

Steam

Dungeon Settlers öffnet seine Regionen in einer festen Kette, und die Freischaltung ist abgeleitet, nicht gespeichert. Clearing a region is the one and only thing that opens the next one.

Auf einen Blick

FreischaltregelWird bei jedem Laden abgeleitet: Eine abgeschlossene Region öffnet ihre Nachbarregion (OpenAdjacentRegion); nichts anderes öffnet eine Region
RegionsketteSchleier des Schweigens -> Eiternder Bau -> Verlassene Mine -> Vergessener Abyss -> Totes Moor -> Turm der Apokalypse
AbschlussbedingungKill the region's clear boss (GAMESYSTEM_Dungeon_UnitForClearRegion: Slot 0 (Schleier des Schweigens) = Riesiger Steingolem; Slot 1 (Eiternder Bau) = Kettenritter Wächter; later slots NULL) on the last floor, then press Return on the expedition result screen
Etagen pro Region5 (GAMESYSTEM_Dungeon_MaxFloor)
Floor -> phaseGAMESYSTEM_Dungeon_PhaseUnit = [0, 1, 2, 3, 4, 5]: floor n runs phase PhaseUnit[n], so floor 5 runs phase 5, the boss phase (index 0 is the safe floor)
Voraussetzung für den BossraumDUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase [5] - floor 5 of Veil of Silence is that phase, so the boss floor generates in stock play
Dead tableGAMESYSTEM_Dungeon_Floor_Phase_Division* exists in the data but no build since B.0.3.40 reads it (binary string-literal check, 2026-09-04); it decides nothing
Auto-clear (demo builds only)B.0.3.x demo and playtest builds marked Veil of Silence cleared from floor 5's result screen (DemoClearConditionResolver); compiled out in DS_B.0.4.11, the check never fires
Finale der HauptaufgabeRed Monster Rat (Hauptaufgabe 8) ends the story; it does NOT clear the region or unlock anything

The region chain

Every time a campaign loads, the game resets every region to locked. It then walks the regions whose IsCleared Flag gesetzt ist, und öffnet den Nachbarn jeder abgeschlossenen Region erneut (OpenAdjacentRegion).

The regions open in this order:

  • Veil of Silence
  • Eiternder Bau
  • Verlassene Mine
  • Forgotten Abyss
  • Toter Sumpf
  • Turm der Apokalypse

Only the first 2 regions have real content; the rest are placeholders (see the Gesperrte Inhalte Seite).

Clearing a region

Jede Region nennt einen Boss besiegen in der Konstante GAMESYSTEM_Dungeon_UnitForClearRegion. In the current data 2 slots are filled:

2 of the 8 slots are filled; every later slot is NULL.

RuleThe dev comment on the constant is explicit. A NULL slot means the region has no boss and never unlocks the next one.

The chain, traced in the DS_B.0.4.11 binary (2026-09-04):

  • Every campaign region has 5 floors (GAMESYSTEM_Dungeon_MaxFloor). Floor n runs dungeon phase PhaseUnit[n] von GAMESYSTEM_Dungeon_PhaseUnit = [0, 1, 2, 3, 4, 5] (index 0 is the safe floor), so floor 5 runs phase 5.
  • Phase 5 is the boss phase: its room pool is Entry -> Boss -> Portal, and the boss room (DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem, AvailablePhases = [5]) generates there. Festering Burrow's floor 5 generates DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel the same way.
  • Killing the clear boss on that floor flags the region's boss as defeated (TryMarkCurrentRegionBossDefeated). The expedition result screen then offers Zurück; pressing it commits the transition and marks the region cleared (SetClearRegion -> SetDungeonClear -> SetRegionClear) and opens the neighbour (OpenAdjacentRegion).
  • On the boss floor the exit portal is already the next region's portal (BUILDING_DungeonFloorPortal2 on Veil of Silence, BUILDING_DungeonFloorPortal3 on Festering Burrow).

Corrections to earlier readings

"The Golem cannot spawn." Earlier versions said Veil of Silence's own phase table, GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence, caps the region below the boss phase, so the boss room could never generate.

That table exists in the data, and no build since B.0.3.40 reads it. A search of the game binary's string literals finds zero references in B.0.3.40, B.0.3.44 and DS_B.0.4.11. The floor's phase comes from GAMESYSTEM_Dungeon_PhaseUnit, as above. The boss floor was reachable all along.

"A second lock keeps Festering Burrow closed." Earlier versions also described hardcoded Festering Burrow exceptions in the binary. Those instructions existed in B.0.3.14 and are gone from B.0.3.40 onward:

  • IsRegionBlocked returns false for every region
  • SanitizeRequestedRegion returns its input unchanged
  • Neither OpenAdjacentRegion nor GetAvailableRegion tests the region number

Demo-build auto-clear

In the demo and playtest builds (B.0.3.x) the game also auto-completed Veil of Silence. A demo-only resolver marked the region cleared from floor 5's result screen, boss kill or not.

DS_B.0.4.11 removed that behaviour. The resolver is compiled to a constant false, and the result screen reads the real boss-defeated flag.

Hauptaufgabe vs. Region abschließen

Die Hauptgeschichte abzuschließen ist eine andere Achse als das Abschließen von Regionen. Die Kriechendes Unheil main chain (Hauptaufgabe 0 bis Hauptaufgabe 8) ends with killing the Rote Monsterratte, an elite monster, not the region's clear boss.

Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. See Aufgaben.

RuleOnly the region's clear boss flips the IsCleared flag that drives the unlock chain.

Save editing

VorsichtEditing a region's IsLocked field does nothing on current builds, because the unlock is re-derived on every load. The only save-side lever is the previous region's IsCleared.

Older ~B.0.2.x builds stored the unlock instead, where IsLocked Änderungen funktioniert haben. Siehe Spielstände.