Full Invasion 2 is a co-op module for Warband where players battle countless waves of invaders and bosses to survive as long as possible. It has been rated by the community numerous times as the most popular multiplayer module.

Full Invasion: Osiris, a completely new module, is now available.



Full Invasion: Osiris 1.21 | Full version [Current]


Official Steam Group

Wave 53 Studios

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Happy holidays, Defenders!


Greetings everyone! For these holy days, during which we have to stay inside anyway and as promised in the previous article, we'll be discussing the plans we have for the next major version of Full Invasion 2: Osiris 1.3! Though we are quite happy with the way Osiris works in version 1.21, and we initially intended for that to be the final version of Osiris, circumstances changed (as mentioned in the previous article)! So, we decided to take another look at the main drawbacks of the current version of Osiris, and see how we can tackle them.

Generally speaking, the changes we plan to introduce can be divided into these categories:

  1. Improving the mod's balance
  2. Stirring up the meta
  3. Changing features that prevented fun
  4. Improved admin features
  5. New additions

So, let's get into it!


Improving the mod's balance

The changes in this area won't be very massive. We're planning to change the stats on some outlying items (super light-weight armour with pretty good armour values, for example) and classes. We're also looking into changing the anti-staggering mechanism that bosses and large enemies use right now. As it stands, this feature hinders melee players the most, and greatly increases the danger level for anyone in melee range of a boss. While the anti-staggering mechanism serves its purpose nicely (making bosses and large enemies a bigger threat that can break stalemates), the impact it has is much larger on servers with a smaller playerbase and punishes unprepared new players severely.

Keep in mind that we are making another change (more on that below) that might also alleviate these issues with the anti-staggering mechanism, so we're awaiting that before we make any other changes to this mechanism in particular.

Stirring up the meta

By now, a lot of our veteran players will be used to the idea of what options are the best to pick in what scenario. Use these particular stairs in Brytenwalda, stock up on legendary shields, et cetera. While we don't want to take away any options currently available to our players, we do want to add a few more viable alternatives, and perhaps tone down some aspects of the mod that were overperforming. This means we're adding new classes (in all categories, but Elites most of all) to multiple defender factions.

One of the main things that causes an established meta, is players knowing exactly what to prepare for. So what if we introduce something that... cannot be exactly prepared for? That's why we're adding:

20201225203509 1


The "Full" Invasion!

That's right, we're adding a new invasion faction that is completely random. Every group of bots that spawns is drawn from a random different invasion (current wave appropriate, for the most part). This means you may be fighting Snagas and Greek soldiers at the same time, or Pride Demons, Chaos Knights, and Uruk-hai! Every playthrough of this invasion is unique, and will test your preparedness in different ways, especially since every bosswave is unique too.

Changing unfun features (AKA: new respawn system)

The largest drawback Osiris currently has is the fact that respawning takes a long time. Under the best circumstances, you may respawn after a minute or two, but if you die at an unlucky moment late into the invasion, you may have to wait up to 20 to 30 minutes. That's way too long to be fun to anyone, and it's a severe roadblock for many new players. So we're changing how the respawn system works. In short, the new system we have in mind works like this (keep in mind that the numbers will probably change):

  • Players start the game with 2 lives.
  • Players receive an extra life for every 2 defeated waves, up to a maximum of 5 lives.
  • If a player dies, they will respawn after 60 seconds (not sure on the amount of time yet).
  • Players can choose where to respawn, to prevent them from spawning in the middle of a group of enemies.
  • If a player is out of lives, they must wait until they receive an extra life to respawn.
  • If all players are dead simultaneously (regardless of any remaining lives), the invasion wins.

Additionally, we are considering removing the gold loss when you die (unless you're a hero class, in which case you'll still lose 50% of its cost like you do now).

We believe these changes will help alleviate the roadblock mentioned before, making it easier for new players to enjoy the mod in the process. This change will make the mod a lot easier, so we'll have to compensate in other areas...

An early version of the respawn point selection screen, showing the living friendly and enemy entities, and all interactable props.


Improved Admin features

We will also introduce some much requested quality-of-life changes for admins, including:

  • The ability to enable or disable any class or subfaction in a faction (for events or other purposes) with a simple checkbox in the class selection screen,
  • More custom maps (with names that are easier to remember),
  • Adding new props that simulate ground textures, to make certain new map features possible.

New Additions

We're also adding some new stuff, just to make it all more interesting! As can be seen in the gif at the top of this article, we're (finally) readding fire arrows to the mod. These will be available to (almost) every archer class in the mod, and can be shared between players just as easily as regular arrows. Other new additions include:

  • A new LOTR subfaction: The Armies of Isengard! This subfaction will include playable Uruk-hai and Isengard Berserkers.
  • New elite classes and heroes for the Crusaders and Saracens.
  • New legendary items.
  • Swinging your (two-handed) firearms as melee weapons.

All these changes will make for a nicely proportioned patch, in our opinion. As it stands, we have several months worth of development and testing (testing most of all) ahead, so this patch won't be released for a while yet, but we think it'll be worth the wait!

If you wish to discuss this article with the rest of the community and us developers, join our Discord server. For now, we hope you all have a wonderful 2021!

Moving forward with Full Invasion 3 and Full Invasion 2

Moving forward with Full Invasion 3 and Full Invasion 2

News 3 comments

In this article, we provide an update on our development status, and our plans for FI3 and FI2.

Full Invasion: Osiris - "The Next Stop"

Full Invasion: Osiris - "The Next Stop"

News 18 comments

In this article we discuss several major balance changes planned for the upcoming major release, Osiris 1.1.

Full Invasion: Osiris is available now!

Full Invasion: Osiris is available now!

News 14 comments

Full Invasion: Osiris' release is finally here after nearly two years of development! Download details and the changelog can be found inside.

Full Invasion: Osiris - "The Countdown Begins"

Full Invasion: Osiris - "The Countdown Begins"

News 5 comments

Full Invasion: Osiris, two years in the making, releases in two days on Saturday, October 13th 2018. Get your hype going!

RSS Files
Full Invasion: Osiris 1.21 | Full version [Current]

Full Invasion: Osiris 1.21 | Full version [Current]

Full Version 3 comments

**Please click 'read more' below for important information.**

Full Invasion: Osiris 1.2.1 | Full version Installer [Current]

Full Invasion: Osiris 1.2.1 | Full version Installer [Current]

Full Version

The installer for Full Invasion: Osiris. This installer will install version 1.21, and only works on Windows machines! **Please click 'read more' below...

Full Invasion: Osiris | 1.21 Patch for 1.2

Full Invasion: Osiris | 1.21 Patch for 1.2

Patch 1 comment

The 1.21 patch for Osiris. This is not a full download, but a patch for people who already have version 1.2!

Full Invasion: Osiris 1.21 | Server Files [Current]

Full Invasion: Osiris 1.21 | Server Files [Current]

Server

These are the files required to run a dedicated Osiris server. You do not need to download these files if you do not intend to host a server!

Full Invasion: Osiris 1.2 | Server Files [Outdated]

Full Invasion: Osiris 1.2 | Server Files [Outdated]

Server 1 comment

These are the files required to run a dedicated Osiris server. You do not need to download these files if you do not intend to host a server!

Full Invasion: Osiris | 1.2 Patch for 1.1

Full Invasion: Osiris | 1.2 Patch for 1.1

Patch

The 1.2 patch for Osiris. This is not a full download, but a patch for people who already have version 1.1!

Comments  (0 - 10 of 1,875)
Metzgerrmeister
Metzgerrmeister

I agree with grenadier with the kicking from servers bit, I've been kicked for absolutely no reason besides wanting the server to themselves, which is really confusing for newer players I imagine, (and quite selfish) and if there are no other servers up, that means you have to play alone and hope somebody joins before you die of boredom. I really hope that kicking is removed, or replaced with a better system, if possible.

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Halfkroon/Maroon Creator
Halfkroon/Maroon

Sometimes a small group of players will use a server and abuse the kick function to make sure no one else joins. This is very annoying if you're just trying to play the mod, though the kicking system can be quite useful to remove actually disrupting players when no admins are around, so we can't just remove that because some people abuse it.

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Presciencer
Presciencer

I understand your point, I suggest you to enter in official Full Invasion discord and then add also Gondolin and TweT, and stay tuned for events. If you enter in a server nearest to be full expecially in the evening, probably an event is running. Events have got rules of joining for example only some subfactions or roles are allowed. Sometimes they kick you without warning during event if you take another classes, my suggestion is: when enter in a server spend some seconds in lobby, watch the game for a while before join so the admin can have the time to explain rules to new players.

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Metzgerrmeister
Metzgerrmeister

Thank you both for replying, this was helpful

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Presciencer
Presciencer

I remember to all steam users to go into worshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1390992668) and subscribe this mod, so you can automately being updated of any change of this mod.

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TheImmortalGrenadier
TheImmortalGrenadier

Nice, Now my last message was even deleted. Thanks a lot really

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Halfkroon/Maroon Creator
Halfkroon/Maroon

You're welcome to dislike the mod, but cursing our community and admins will get your comments removed.

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TheImmortalGrenadier
TheImmortalGrenadier

Osiris sucks. Apart from respawn time and lot of waiting almost every map change i get a Runtime error, or even while in the middle of a round. Some players enjoy to kick you while youre running away from bots to make you get killed. Maps and factions are so limited that theyre always the same, too few maps too few factions amber 2.0 was 1000 times better. Im rating the mod what it deserves: 1, if you will make such a mess in Bannerlord i will completely lose interest in Full invasion because it has became boring and lame

EDIT: I'm not an hater, I do like a few things about the mod, example the heroes special abilities, and some new maps i m playing Osiris lately and sometimes its funny sometimes its annoying for the reasons listed above

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Halfkroon/Maroon Creator
Halfkroon/Maroon

If you'll take a look at our latest article, we're planning to tackle the respawn issue. As for the factions argument, I never truly understood that argument. Compared to previous editions of the mod, you have far more loadouts and classes to pick from within the same faction. So if you find yourself forced to play the same faction multiple times, you can choose to play an entirely different class every time. There are, of course, only a limited amount of truly "meta" picks for each faction, but that doesn't make all the other options invalid.

We have 33 maps to pick from, which I think is a pretty wide selection (granted, several of those maps are quite a bit worse than others).

Now, it's certainly the case that servers tend to play the same combinations of maps and factions over and over. There's not much we can do about that, though: again, there will always be a few options that are favored by the majority of the community. This was the case in Amber as well.

Runtime errors are unfortunate, but they are also the reason why we don't have more factions to choose from. Adding more factions greatly increases the amount of crashes that occur. You can try the steps from this guide to hopefully help prevent those errors: Steamcommunity.com

So, sorry to hear the mod isn't a favorite of yours anymore, but I politely disagree with some of your reasons why.

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TheImmortalGrenadier
TheImmortalGrenadier

Thank's for answer Maroon, and Earendil.
The mod is frustrating and a bit annoying but it also has many positive factors, as you were saying many classes and many different heroes and special abilities. I was just cricitizing a part of the mod, for sure the mod is funny played with friends. Anyways, concluding, another thing ive seen is that wave 34 it's waaaaay too OP. Can you believe 30+ people with at least 10-12 heroes all died to it? And only a dozen of bots died, everytime I join a server and i see wave 34 is near its like being in a nightmare, you should put difficulty of the wave much less, its completely overpowered, even if you bug the bot or stuck them in a remote and small space they'll kill you anyways...idk

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Eärendil_Ardamírë
Eärendil_Ardamírë

Hm, wave 34 is supposed to be really hard and be a tough challenge. People are not supposed to win it very often.
*everytime I join a server and i see wave 34 is near its like being in a nightmare*
This line of you pretty much describes how it should actually look like :D

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Eärendil_Ardamírë
Eärendil_Ardamírë

Yeah, those players kicking have also been there at Amber already, it sucks when you have such guy at an event around :/

With the fewer maps and factions, they come at the cost of having more expansive factions and a more stable loading of the mod. Amber has had a lot of crashes for me before. The fewer maps are also resulting out of this since one file needed to get changed which prevented reusing the old existing scenes.

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Highest Rated (67 agree) 10/10

One of the best mods I've ever played.

Jan 27 2013 by Blade4You2Die

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