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지역이 잠금 해제되는 방식 (진행)

Steam

Dungeon Settlers는 지역을 고정된 체인으로 열고, 잠금 해제는 유래, 저장 안 됨. Clearing a region is the one and only thing that opens the next one.

한눈에

잠금 해제 규칙모든 로드에서 유래: 정리된 지역이 이웃을 엽니다 (OpenAdjacentRegion); 아무것도 다른 지역을 열지 않습니다
지역 체인침묵의 장막 -> 고름 속 굴 -> 버려진 광산 -> 잊힌 심연 -> 죽은 습지 -> 종말의 탑
정리 조건Kill the region's clear boss (GAMESYSTEM_Dungeon_UnitForClearRegion: 칸 0 (침묵의 장막) = 거대 스톤 골렘; 칸 1 (문드러진 땅굴) = 체인 나이트 센티넬; later slots NULL) on the last floor, then press Return on the expedition result screen
지역당 층5 (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)
보스 방 요구사항DUNGEONROOM_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
주요-임무 결말Red Monster Rat (메인 퀘스트 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 플래그가 설정되고 각 정리된 지역의 이웃을 다시 엽니다 (OpenAdjacentRegion).

The regions open in this order:

  • 침묵의 장막
  • 문드러진 땅굴
  • 버려진 광산
  • 잊혀진 심연
  • 죽음의 늪지
  • 종말의 탑

Only the first 2 regions have real content; the rest are placeholders (see the 제한 콘텐츠 페이지).

Clearing a region

각 지역은 이름을 정리 보스 상수에서 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.

주요 임무 대 지역 정리

주요 스토리를 완료하는 것은 지역을 정리하는 것과 별개의 축입니다. 기어오는 파멸 main chain (메인 퀘스트 0~메인 퀘스트 8) ends with killing the 붉은 괴물쥐, 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 임무.

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

Save editing

주의Editing 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 편집이 작동했습니다. 참고 저장 파일.