Towers¶
Tower dungeons chain multiple dungeon templates into one run.
Stage Types¶
| Type | Meaning |
|---|---|
first |
Entry point. Can be opened by command and may have entry costs. |
middle |
Intermediate chain stage between the first and last dungeon. |
last |
Final tower dungeon. Completing it completes the tower. |
Tower Chains¶
Tower chains can be short or span several floors:
FIRST and every MIDDLE stage must define next-dungeon. LAST ends the chain and ignores next-dungeon.
Behavior¶
- Players open only the
FIRSTdungeon directly. - Completing
FIRSTmoves the same party intonext-dungeon. - Completing a
MIDDLEstage moves the same party into its ownnext-dungeon. FIRSTandMIDDLEuse tower transition messages instead of normal completion messages.- Completing
LASTcompletes the tower and sends players to exit. - Failure in any tower stage fails the whole tower.
- Entry costs are allowed only on
FIRST.
Floor Cooldowns¶
Each floor may grant its own player cooldown. Automatic floor transitions are always allowed. New global deadlines replace existing ones, even when shorter; they are not added together. See Player Cooldowns for configuration and START/END/WIN timing.
Announcements¶
Tower global announcements are controlled by the entry dungeon.
announce-complete is broadcast only after the final tower stage completes. The broadcast uses the final stage dungeon name.
Important
Set announce-complete in the FIRST dungeon. The same setting in MIDDLE or LAST does not control tower announcements.
Spectators During Tower Transitions¶
Players who become dungeon spectators through death or sacrifice stay with the party as spectators when the tower moves to the next stage.
External spectators from /dungeon spectate <leader> move to the next stage with the party. Their original inventory and game mode are restored when they stop spectating or the run ends.
Visibility¶
/dungeon list and /dungeon open tab completion hide tower middle/last stage dungeon IDs. Players reach those dungeons through tower progression.