DungeonSettlers.wiki

地域のアンロック方法(進行)

Steam

Dungeon Settlersは固定チェーンで地域を開きます。プレイ中、地域をクリアすることは次の地域を開く唯一のことです。セーブは各地域のロック状態を保存し、ゲームはそれを保存時点で読み込みます。

一覧

解放ルール地域をクリアすると、それにリンクされている地域が開かれます(OpenAdjacentRegion)。セーブは各地域のロック状態を保持し、ロードはそれを保存時点で復元します
地域の連鎖沈黙のベール -> 腐敗した穴 -> 放棄された鉱山と無限深淵。忘れられた深淵とデッドスワンプは互いに開く。クリアはタワーオブアポカリプスを開かない
クリア条件Kill the region's clear boss (GAMESYSTEM_Dungeon_UnitForClearRegion: 枠 0(沈黙のヴェール)= 巨石ゴーレム; 枠 1(ただれた巣穴)= チェインナイト・センティネル; later slots NULL) on the last floor, then press Return on the expedition result screen
地域あたりのフロア数5(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)
ボス部屋の要件DUNGEONROOM_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
メインクエストのフィナーレRed Monster Rat (メインクエスト 8) ends the story; it does NOT clear the region or unlock anything

The region chain

沈黙のベールは最初から開いています。地域がクリアされると、ゲームはそれにリンクされている地域を開きます(OpenAdjacentRegion)。リンクはコード内で固定されています(SetAdjacency).

リンクは:

  • Clearing Veil of Silence opens Festering Burrow.
  • Clearing Festering Burrow opens Abandoned Mine and the Infinite Abyss.
  • Clearing Abandoned Mine opens nothing.
  • Clearing Forgotten Abyss opens Dead Swamp, and clearing Dead Swamp opens Forgotten Abyss.

No clear opens Tower of Apocalypse, and no clear of the first three regions opens Forgotten Abyss or Dead Swamp.

Only the first 2 regions have real content; the rest are placeholders (see the 制限コンテンツ ページ)。

Clearing a region

各地域は クリアボス を定数 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.

メインクエストと地域クリア

メインストーリーのクリアは、地域のクリアとは別の軸だ。 這い寄る破滅 main chain (メインクエスト 0 から メインクエスト 8) ends with killing the 赤いモンスターネズミ, 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 クエスト.

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

Save editing

Noteゲームは各地域の保存された IsLocked value as it is. A region saved with IsLocked falseは開いています。前の地域の~を設定する IsCleared alone opens nothing, because the load does not re-open linked regions.

Some earlier builds re-derived the unlock from IsCleared on every load. On those builds IsLocked edits did nothing. See セーブファイル.