Dungeon system

Dungeon world nodes now open temporary expedition instances rather than granting an immediate reward.

Implemented:

  • Five-room dungeon progression.
  • Entrance chamber.
  • Trap room.
  • Elite encounter.
  • Skill-check puzzle.
  • Final boss fight.
  • Strength, Intelligence, and Charisma checks.
  • Equipment-aware combat calculations.
  • Weapon and armour durability loss.
  • Solo difficulty.
  • Guild difficulty with stronger enemies and better rewards.
  • Three daily solo attempts per dungeon.
  • Two daily guild attempts per dungeon.
  • Guild membership validation.
  • Two-hour temporary instance lifetime.
  • Server-side location validation before entry.
  • Server-authoritative room actions and rewards.
  • Dungeon health tracking.
  • Failure state when health reaches zero.
  • Dungeon completion XP and gold.
  • Rare dungeon equipment drops.
  • Quest-event integration for dungeon completion.
  • Automatic cleanup of expired instances.

Equipment investigation

The equip issue was caused by two separate equipment storage systems.

Earlier characters and starter items were stored in:

dodst_player_inventory

The newer equipment interface only operated on:

dodst_equipment_items

Items visible in the general inventory therefore had no matching equipment record that the Equip endpoint could own or update.

Equipment fixes

  • Legacy weapons and armour are migrated into the authoritative equipment table.
  • Rusty Sword migration.
  • Traveller’s Clothes migration to Traveller’s Armour.
  • Equip buttons now appear directly in the main Inventory.
  • Unequip buttons now appear for equipped items.
  • Added a server-side Unequip endpoint.
  • Dedicated Equipment screen now supports Equip and Unequip.
  • Inventory refreshes after equipment changes.
  • Equipment screen refreshes after dungeon rewards.
  • Level requirements use XP-derived character level.
  • Broken-item restrictions remain server-authoritative.
  • Maximum-health equipment bonuses are recalculated when equipping or unequipping.
  • Progression synchronization now preserves equipment health bonuses.