Full Invasion 3 is a multiplayer PvE mod for Mount & Blade II: Bannerlord, in which players will work together to fight hordes of computer controlled enemies. Available now!

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v020


Greetings, Defenders


Version 0.2.0 of Full Invasion 3 is live right now! After a few weeks of beta testing, this brand new version contains a lot of improvements and additions to the base mod, clearing the way to add brand new factions in future releases.

Come join us on our Discord server to find other players and to stay up to date on news for future releases!

You can support us on Patreon to get early release to upcoming versions and other goodies!

Download links

Client download

Server files download (only needed if you host a server)

dire wolves

The Dire Wolves, one of the new boss waves, with some... special features.


Changelog

Major additions

  • Added 3 new maps:
    • Mecalovea by Sheepbitter
    • Norheim by Klassix
    • Ruins of Sasamu by Sheepbitter
  • Added bosses to the invasion! Bosses spawn every 10% of the invasion healthbar, so there are 10 boss waves in total.
  • Added cavalry to the invasion! Cavalry is only enabled on certain maps, to ensure they don't break. Future releases will support cavalry on all maps.
  • Added healthbars to all agents (bots, players, horses, etc). These can be turned off in a new menu.
  • Added a complex system of modifiers and powers that can be applied to many different game objects. Currently only in use on boss waves.
  • Added a lot of sound effects to the mod to bring several features to life.

Minor additions

  • The loadout UI has had a facelift, replacing placeholder assets with gorgeous new assets created by Czar.
  • Added props to heal your horse and shields.
  • Added a background system that automatically generates random weapons using weapon parts, to support random weapon boxes in the future. Currently used for... something else.
  • Added the Battanian Scout class, a Soldier tier Battanian cavalry class.
  • Added a lot more background features and systems to support future plans.
  • Added a nice custom loading screen for the mod.
  • Players can now ready & spectate if no spawnpoints are available.

thugs

Version 0.2.0 also adds support for giant enemies, with giant players also being an option in the future.


Balance changes

  • Bots now all get more health as the invasion progresses, starting at 100 health and ending at... more.
  • Bots also get more health if more players join a server.
  • Tweaked the balance between the amount of ranged/infantry(/cavalry) bots that spawns.
  • Made several changes to the required levels of items for recruit classes.
  • Made ranged AI a bit less accurate in general.
  • Made several changes to XP gain, to even out the progression of item types more.
  • Blocking attacks with a shield now grants XP.
  • Added a fadeout timer for unused mounts.
  • Shields now all have proper resistance values, making them more effective.
  • Fixed several lances that couldn't actually couch.
  • Added shields to all Sturgian classes.
  • Buffed heavy crossbows to deal significantly more damage.
  • Tweaked the health values of siege equipment.
  • Numerous changes to the existing maps to make them more interesting and fix issues.
  • Reduced the level requirement for the Commoner's ridiculous armor from 50 to 25.

Fixes

  • Fixed an innumerable amount of crashing issues (most of which were added by the new features).
  • Fixed the crash that occurred when leaving a server.
  • Fixed using the armory counting as a death.
  • Fixed the scoreboard not updating when it should.
  • Fixed usable object markers not showing on the proper locations when using a non-16:9 monitor.
  • Fixed the UI from showing all polearms as 2 handed polearms. They now also properly show whether they can be braced and/or couched.
  • Fixed bastard weapons showing as 1 handed weapons in the UI.
  • Fixed the class preview always showing male characters even if you're not.
  • Various performance fixes that should help the game run smoother.
Mod of the Year Awards
Year in Review
Q2


The 2023 Mod of the Year has just kicked off, so join us in celebrating some of the amazing creations released in the last 12 months and major modding news. Whether it was an amazing update to a long running total conversion mod, or a whole new overhaul for a classic game. This article is breaking down the biggest headlines for April, May, and June.


April



What mods did you enjoy the most and who will be getting your vote this year? Are there any other mods that did a major release in Q2 this year that we missed? Let us know in the comments! Otherwise - now is the time to get your votes in for the 2023 Mod of the Year.

Intro

Hey there! Welcome to this week's roundup of the YouTube, where we covered a whole new world and a calm management sim!

(Note: this week we had a sound mixing issue with our IndieDB short and so we've unlisted it. IndieDB shorts are picking up next week as usual!)


Monday - Playthrough - Full Invasion 3



Full Invasion 2 is one of Warband's principle co-operative mods, where players work together against increasingly difficult waves of foes. Now, Bannerlord has been blessed by the threequel, Full Invasion 3, which although not as deeply rooted in fantasy media as its predecessor, enjoys a bright future on a new and innovative foundation.

Invasion coming in



Friday - Playthrough - Black Ops 2 Zombies Reimagined



Black Ops 2 Zombies was a divisive bag, owning some of the best and worst Zombies maps there are on offer. Whilst the sequel definitely won out in the modding game, Black Ops 2 still has a healthy homebrew scene of community run servers, and Reimagined is one such mod; rebalancing huge swathes of the game and turning an old gem a little bit new again.

Image 19



That's all for this round-up. What do you think about the mods listed? Feel free to discuss below and check out the YouTube for more videos past, present, and future!

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Full Invasion 3 release announcement


Greetings, Defenders


You read that right! We're releasing the 0.1.0 version Full Invasion 3 to the public on Sunday February 26th. We have a few things planned for the days leading up to the release, so read on for more. First, what have we been working on since the second progress report 2 months ago?

Progress

Aside from a massive amount of balance changes and bug fixes, these are the most notable areas of focus:

Invitational events

We've invited 300 players from our Discord server to join us in a series of tests to see how well the mod plays with large groups of players. The first event had a peak of 200 players on the server! We got some great feedback and data from those tests, which we've used to squash bugs and fix balance issues that otherwise would have gone unnoticed until after the full release.


A massive Thank You goes out to everyone who was able to join us for these events!

Refactored AI behaviour

A big change made during the last months was in the behaviour of the bots. During the initial tests, the bots never knew whether to prioritize players or objectives on the map. With this refactor, the AI will make proper use of the equipment they have available (well, mostly. Their brains are still a work in progress :P), properly prioritize objectives, and not create traffic jams in front of ladders.

New "Wardrobes" and Horse Troughs

We've recreated the old FI2 Wardrobes in order to change your class and gear selection without having to respawn. This time, however, it doesn't quite look like a wardrobe anymore, so they are renamed to Armories:


Release weekend

During the release weekend, the following events are planned:

Early Saturday: Full Invasion 2 Osiris Farewell Event

A final event will be hosted on Osiris as a farewell to the mod. We've worked on the mod for over 5 years, and we've managed to create and grow our amazing community through it, so we want to say a proper farewell to Full Invasion 2! This event will be public, and the factions of the event will be up to a poll. For more information about the event, join our Discord server.


Late Saturday: Final FI3 0.1.0 Invitational Event

As we've made some large balance adjustments since the last invitational event, we will be hosting one final Invitational Event on Saturday to test those final changes before the release. This event will not be public! We already have a large enough group of players available for this event. You can, however, join our Discord server to catch a livestream or two of the event.

Sunday (after final adjustments): FI3 0.1.0 Release!

On Sunday, after we've made some final adjustments based on the final invitational test, the public version of FI3 will be released! We will be hosting official servers in multiple regions right from the moment of going live, so you will be able to play on a server with a good ping right from the start.

You will be able to download the mod right from this Mod DB page, or on the Steam Workshop.

Greetings, Defenders


In our last progress report post, we mentioned that there are several large features still required before the first version of Full Invasion 3 can go live. Though we've had periods of less progression due to the holiday season and busy work schedules, we did make good progress on a lot of fronts, so let's go over the major points!

Progression system

As mentioned in the previous progress report, one of the major features we wanted to have ready is the progression system, and we currently have a first version done!

20221224131258 1

The current version of the loadout screen featuring the progression system (you can click on the image to expand it).


The progression system no longer makes use of gold, but instead makes use of two new terms: Mastery and Class Level. Both of these are gained by performing basic actions: hitting/killing bots (the only thing implemented for now), getting assists, healing allies as a healing class, etc. Let's break these terms down:

  • Mastery: this indicates how much experience your character has in a certain skill. Using the skill increases your mastery, just like proficiency in singleplayer. Increasing your Mastery in a skill unlocks better weapons in that category, and is required to unlock higher tier classes. This means your Mastery levels carry over between classes too.
  • Class Level: this indicates your character's experience with the current class they are playing as. Progression to your class level is made by gaining any kind of experience while playing as the class, and it's used to unlock better armour and horses for your class. Logically, your class level does not carry over between classes.

This system will of course be much expanded in the future. One of our goals is to include (almost) every skill from singleplayer in a meaningful way to Full Invasion (for example: Engineering for using/maintaining siege equipment, Scouting for... scouting).

Flag capture system

One of the major improvements planned for FI3 compared to FI2 is giving bots something more to do than just "Exterminate". For this we're implementing capture points, much like the ones being used in Siege mode in Native. Currently our mappers are hard at work implementing this system into the maps we have:

Bonus points if you can guess what the arrows try to explain.


This system requires a few more tweaks (like determining when the AI prioritizes capturing a point over attacking a player), but it's essentially ready for the first version.

Additional improvements

The rest of the time we've spent on working on smaller additional improvements, essentially filling gaps in multiplayer (that really should have been handled by Native to begin with, but alas), such as showing spectators in the scoreboard, making arrow refill barrels work with throwing weapons, adding health restoration props, etc.

Scoreboard improvements: showing the amount of bots and formations, showing spectators, reducing the size individual players take up (players want to play with more than 6 per team, who knew?), no longer showing "1 Players", and more.


Required for the first release

The following features are still on our todo list as required before the first release:

  • Create classes for the Calradia defender faction. We've currently only got Sturgian classes, but we have a good method down for adding more classes quickly (and let me tell you: it's a lot less of a hassle than in Warband).
  • Ensure all maps make good use of the capture system. We've currently got 3 maps for the first release, with more on the way.
  • Map rotation after a game ends. For some reason, this is not currently a feature in Native, so we have to ensure servers don't just reset whenever a game is over. Edit: this is inaccurate, as this is already a feature in Native, so less work for us!
  • AI improvements related to the capture system. As mentioned above, the bots need to consider the capture system as their actual objective.
  • Preliminary release testing. Once all systems are in place, we have to test to ensure we're not releasing something obviously broken to the public.
  • Set up dedicated servers to play on. Pretty self-explanatory.

There are further points to work on in the meantime, but if those don't make it into the first release, that's less of a problem. Therefore our goal is to release the mod once the points listed above are done.

We will be tracking our progress on these final points in our Discord server! So join us there if you'd like to keep track of how much further we've got to go.