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Halloween Update 2019

The Halloween Event is live!

From now until midnight on November 2nd, there's all sorts of tricksy mystery afoot in the world of Dungeonmans. Challenge the The Horseless Headsmans, the rhyming master menace. Solve his riddles, open Spooky Baskets, and use your wits to make your way to his lair. Then kick his butt and grab some of the Halloween flavored powerful weapons he drops. High level heroes can discover special Halloween maps at the Cartography Table and find great rewards in a unique map style that is chock full of monsters.
  • A special Halloween themed adventure, with sub bosses and real bosses and five not-just-gimmicky weapons on the loot table.
  • Halloween flavored Adventure Maps with an all new layout and new rewards.
  • Festive Masks, to dress up like monsters, heroes, and who knows what else? These are gimmicky.
  • Open Spooky Baskets, which are almost always full of treats and not tricks.
  • Bees.


Halloween Updates For 2019

I wasn't able to throw in a ton of new content this year, but players who enjoy the Halloween Event and the duel of wits with the Horseless Headsmans will find some new rhymes to contend with during the various battle dialogs. There are also four new Halloween masks to find, three of which bring in some creatures and villains from Tangledeep!

Oh also the Spooky Baskets are prettier ✨

Dungeon Dissolver:

If you're a hard-grinding post game player and your world is choked with dungeons from various maps, you can head to the Cartography Table and craft up an item that allows you to blow old dungeons off the map. Be really careful where you use these, there could be unintended and rather permanent consequences for your overworld.

Save and Load issues in Boss Lairs:

Some dungeons have fancy bosses in special lairs with special rules. No spoilers, but if you've been playing for a while you know what I'm talking about. These lairs could fail in situations where the player saves, exits, and later returns. Specifically: save and quit, and Carefully Escape Dungeon. I thinnnnk I've beaten down most of these fail states.
  • Bosses should more reliably drop exit portals when they die, especially bosses in places where stuff's on fire and you need to dip out quickly.
  • Arenas should no longer have random monsters spawn in them after you return to them.


Bug Fixes and Quality of Life Improvements:
  • Sometimes traps rotate counterclockwise now. 2019 tech has allowed this.
  • Using a health-draining attack that gives you 0 health will no longer play the Thorns sound and say "Hero takes 0 damage from the kill!"
  • Psychomanser stances should behave correctly in the hotkeys again.
  • Psychomanser tower placing weirdness is fixed, but I bet there still might be a rare crash on tower detonation.
  • Offhand attacks that score critical hits should no longer say 0 if the main hand hit killed the target.
  • Bleeding particles fall correctly, that was making me angry.
  • By player request, Hammers can apply enchants that have been Sealed away. Sealing is meant to help reduce randomization in item magic mods, and so are Hammers, so why not make them work together?
  • Towns with at least 1 prosperity display their prosperity rank on the Overworld when you are on top of them.
Want More? Come to the Discord
The Dungeonfans Academy is where you go if you want updates on Dungeonmans, future AdventurePro games, and a chance to voice bugs / praise / grievances directly to the developer.

We also have a pretty solid group of hobby game developers! Lots of people working on roguelikes and other small projects, and always happy to share what they've learned. If that sounds like your thing, you have another reason to come by.