DungeonSettlers.wiki

Déblocage des régions (progression)

Steam

Dungeon Settlers ouvre ses régions selon une chaîne fixe, et le déverrouillage est dérivé, pas stocké. Clearing a region is the one and only thing that opens the next one.

En un coup d'œil

Règle de déverrouillageDérivé à chaque chargement : une région terminée ouvre sa voisine (OpenAdjacentRegion) ; rien d'autre n'ouvre une région
Chaîne de régionsVoile du Silence -> Terrier purulent -> Mine abandonnée -> Abîme Oublié -> Marais mort -> Tour de l'Apocalypse
Condition de complétionKill the region's clear boss (GAMESYSTEM_Dungeon_UnitForClearRegion: emplacement 0 (Le Voile du Silence) = Golem de pierre géant; emplacement 1 (Terrier purulent) = Sentinelle Chevalier enchaîné; later slots NULL) on the last floor, then press Return on the expedition result screen
Étages par région5 (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)
Condition de la salle du bossDUNGEONROOM_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
Final de la quête principaleRed Monster Rat (Quête principale 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 drapeau est activé et rouvre la région voisine de chaque région terminée (OpenAdjacentRegion).

The regions open in this order:

  • Veil of Silence
  • Terrier purulent
  • Mine abandonnée
  • Abîme oublié
  • Marais mort
  • Tour de l'Apocalypse

Only the first 2 regions have real content; the rest are placeholders (see the Contenu verrouillé page).

Clearing a region

Chaque région désigne un boss de complétion dans la constante 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] from 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 Return; 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.

Quête principale vs complétion de région

Terminer l'histoire principale est un axe distinct de la complétion des régions. La Doom rampant main chain (Quête principale 0 à Quête principale 8) ends with killing the Rat monstre rouge, 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 Quêtes.

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

Save editing

AttentionEditing 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 modifications fonctionnaient. Voir Fichiers de sauvegarde.