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!
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!
Server files download (only needed if you host a server)
Version 0.2.0 also adds support for giant enemies, with giant players also being an option in the future.
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.
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.
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!)
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.
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.
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!
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?
Aside from a massive amount of balance changes and bug fixes, these are the most notable areas of focus:
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!
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.
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:
During the release weekend, the following events are planned:
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.
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.
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.
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!
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!
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:
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).
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:
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.
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.
The following features are still on our todo list as required before the first release:
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.
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