I have improved the procedural tower scripts quite a bit and added a variety of extra features. They now will attempt to generate doors to rooftops whenever possible, treasure chests will remain locked until their accompanying hero is defeated, heroes will not respawn after being defeated, and the tower in its entirety will be awarded to the player in the event of all monsters within being cleared.

Note that the basic monsters will respawn between play sessions unless the tower is fully cleared. That however, like all things, is open to discussion and change.
I'm going to be updating the cave systems to work more like the new procedural tower system and limit their depth similar to the new towers so that they only go 5-30 "rooms" deep, spawn monsters and heroes, and have more kinds of loot in them.
v 0.4.2b - 2019.02.05
General
- Changed default hatch open direction to upward
- Fixed distant (old) tower models not turning back on when their terrain is disabled
- Fixed several errors when attempting to interact with structures that do not belong to you
- Light rewards from towers, procedural towers, and monoliths is no longer multiplied by level
Procedural Towers
- Earth elementals in towers now have a chance to spawn as champions
- Fire elementals in towers now spawn as heroes
- Fire elemental heroes and their treasure chests in procedural towers will now remain "cleared"/open after being defeated
- Clearing all the monsters in a procedural tower now transfers ownership to the player
- Added exits to roofs to procedural towers
- Increased treasure chest spawn rate in procedural towers
- Increased procedural tower monster spawn rate
- Improved procedural tower monster and object placement
- Fixed procedural tower treasure tier calculations
You may need to restart Steam for the update to begin.
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