Lugdunon is a 2d multiplayer RPG / sandbox game that is reminiscent of the 16 bit console era. Lugdunon runs within your web browser, so no client download is needed. Lugdunon can also be played ‘on the go’ on mobile devices such as iPads and Android tablets. Players can engage in combat with each other or with NPCs, craft and trade items, empower their character with the advancement system, place and decorate in-game signs using the full-featured sign editor, and more! However, what is really interesting about Lugdunon is the ability to take the game and truly make it your own. With powerful in-game editors available to players who have been designated ‘Game Masters’ and the ability to run your own server, the sky is the limit! Currently, from within the game itself, Game Masters can create new crafting recipes, add and edit NPCs, paint the landscape using up to 16 terrain layers, raise and lower elevation to create cliffs and chasms, place items, and edit NPC spawn points.

Post news Report RSS 0.5.1 Released!

Alpha 0.5.1 released. Small update that includes action bar tweaks, a way to quickly travel to a home point, charge or 'casting time' support for actions, a new quest, and bug fixes.

Posted by on

Alpha 0.5.1 released. Small update that includes action bar tweaks, a way to quickly travel to a home point, charge or 'casting time' support for actions, a new quest, and bug fixes.

This release is smaller than usual, but serves its purpose in laying the groundwork for the next couple of updates to come.

Players can now quickly return to their 'home point' (currently defined as the family farm) by using a special item that is rewarded at the end of a new, simple quest given by Uncle Owain.

The action bar got some attention this release. An action button's keybind is now displayed just above the button, and the remaining time for a recharging action is also displayed in the top left corner of the button (in addition to the 'filling' animation that was already present).

Updated Action Bar

Actions can now specify a charge, or casting time. Actions with charge times are vulnerable to being interrupted while charging via movement, initiating another action, or by taking damage. The charging duration is represented on the character's unit frame as a thin yellow bar overlaying the health bar. It is also depicted on the action's button via a reverse filling animation and remaining charge time in the top left corner of the button.

Charged Actions

Also, a new underground tileset (ruins) has been put in place as well as a new resource node, in preparation for the spell crafting system that will be arriving in the next release.

The full changelog is listed below:

  • Action bar buttons now show a reverse filling animation (with countdown text) while an action is charging.
  • Unit frames now display a progress bar while an action is charging.
  • Added the ability for the ActionPerformedCommmand to kick off a recharge action when the command is processed. This is triggered if the “triggerRecharge” boolean command property is present and set to true.
  • Added net.lugdunon.command.core.player.ChargeActionCommand to allow for updating clients as to a charge action initiation or interruption.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. itemChargeInterrupted(itemDefId) to the client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. invokeRecharge(String itemType, long recharge) to the server side API.
  • net.lugdunon.character.Character. actionPerformedWith signature modified to include a “triggerRecharge” property.
  • Added net.lugdunon.character.Character. chargeActionInitiated(itemDef,type) to the client side API.
  • Added net.lugdunon.character.Character. chargeActionInterrupted(itemDef,type) to the client side API.
  • Added net.lugdunon.state.sprite.Sprite. animateFor(actionPresenceInstance,orientation,duration) to the client side API.
  • Added net.lugdunon.state.sprite.Sprite. interruptAnimation() to the client side API.
  • Added net.lugdunon.ui.ActionButtonType. charging() to the client side API.
  • Added net.lugdunon.ui.ActionButtonType. currentChargingStatusText() to the client side API.
  • Added net.lugdunon.ui.unitFrame.IUnitFrame. chargeActionInitiated(character,itemDefId,actionType) to the client side API.
  • Added net.lugdunon.ui.unitFrame.IUnitFrame. chargeActionInterrupted(character,itemDefId,actionType) to the client side API.
  • Added net.lugdunon.ui.unitFrame.TargetFrame. chargeActionInitiated(character,itemDef,actionType) to the client side API.
  • Added net.lugdunon.ui.unitFrame.TargetFrame. chargeActionInterrupted(character,itemDef,actionType) to the client side API.
  • All references to cooldown changed to recharge.
  • Reduced the FPS for casting animations from 10 to 6.
  • Throwing an egg is now accompanied by an animation.
  • Homing conch now accompanied by a casting animation.
  • Item charging (casting time) basics implemented.
  • Added net.lugdunon.state.item.action.BaseChargedAction class to server side codebase.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. itemChargeInterrupted() to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. itemChargeInitiated(BaseChargedAction ca) to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. getWeaponCharge(Item weapon) to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. getToolCharge(Item tool) to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. getWeaponCharge to client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. getToolCharge to client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. itemChargeInvoked to client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. getItemChargeStatus to client side API.
  • Added net.lugdunon.state.item.Item. getWeaponCharge() to server side API.
  • Added net.lugdunon.state.item.Item. getToolCharge() to server side API.
  • Added net.lugdunon.state.item.action.IActionHandler. invokeChargeAsWeapon() to client side API.
  • Added net.lugdunon.state.item.action.IActionHandler. invokeChargeAsTool() to client side API.
  • Refactored net.lugdunon.command.core.play.ReturnToHomeCommand to function as a charged action.
  • Fixed several issues with item cooldowns not syncing to the client properly.
  • Fixed an issue with ranged weapons not tracking their trajectory correctly.
  • Ranged weapon projectiles will no longer pass through solid (impassable) objects.
  • Action buttons now show their keybind value just above the button.
  • Action buttons now display the cooldown time remaining in hours, minutes, or seconds.
  • Added net.lugdunon.ui.ActionButton.setKeybind(keybind) to the client side API.
  • Added net.lugdunon.ui.ActionButtonType.currentRechargingStatusText() to the client side API.
  • Added conch shell item, icon, and tileset entry.
  • Added homing conch item, and icon.
  • Added net.lugdunon.math.Location class to the server side codebase. This object encapsulates a point and instanceid.
  • Added homeLocation property to net.lugdunon.state.character.PlayerCharacter class in the server side codebase.
  • Added net.lugdunon.command.core.play.ReturnToHomeCommand. This command returns the player to their home location.
  • Added net.lugdunon.state.item.action.spell.ReturnToHomeActionHandler. This action is used by the homing conch.
  • Added a new quest, available from Uncle Owain, to introduce the homing conch.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.update(delta) to the client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. itemCooldownInvoked(itemType,cooldown) to the client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats. getItemRechargeStatus(itemType) to the client side API.’
  • Refactored net.lugdunon.command.core.console.gm.WarpCommand, implementing net.lugdunon.command.core.IServerInvokedCommand to serve as a general purpose player relocator.
  • Added a ruins terrain layer and elevation.
  • Added a ruins instance template.
  • Added a ruins portal entrance.
  • Added a scribes bench resource node.
  • Added orange, red, green, blue, and violet wall sconces, as well as inivisible versions of all wall sconces. These are all different states of the wall sconce placeable and can be cycled using the configure tool after placement.
  • Fixed an issue with warping in edit mode.
  • Default character definitions are now capable of supplying character stat information.
Post comment Comments
Savvers
Savvers - - 14 comments

Where can i play this game since it is web? would very like to join alpha.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: