private void SelectDungeon_Load(object sender, EventArgs e)
        {
            switch (_state.DungeonType)
            {
            case DungeonType.EX:
                exButton.Checked = true;
                break;

            case DungeonType.ASCENDED:
                ascButton.Checked = true;
                break;

            case DungeonType.ELDER:
                elderButton.Checked = true;
                break;

            case DungeonType.BOUNTY:
                bountyCheckbox.Checked = true;
                normalButton.Checked   = true;
                break;

            case DungeonType.EXBOUNTY:
                bountyCheckbox.Checked = true;
                exButton.Checked       = true;
                break;

            case DungeonType.ASCBOUNTY:
                bountyCheckbox.Checked = true;
                ascButton.Checked      = true;
                break;

            default:
                normalButton.Checked = true;
                break;
            }


            if (_state.Player.CompletionTracker.Count == _state.GetCapCount())
            {
                finalAscentButton.Enabled = true;
            }
        }