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 1.3 | Full version [Current]


Official Steam Group

Wave 53 Studios

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Greetings, Defenders


Full Invasion: Osiris version 1.3 is now available for download! After two months of beta testing - both closed and public - we are now ready to publicly release this update. It's been over a year since the last update to Full Invasion, which we considered to be the ultimate version of the mod at the time. Over time, however, our community pointed out that there were certainly areas for improvement, so once we learned we would be unable to work on Full Invasion 3 for some time yet, we decided to return to FI2 and create an even better version. Our swan song to the community, if you will. This update addresses the biggest concerns with earlier versions of the mod, by making it more accessible for new players (while ensuring our veterans remain challenged), getting rid of most of the wait time, adding much requested playable factions, improving the admin mechanics, and much more.

20210319215708 1

The new Roman subfaction of the Ancient World.


Download locations

As usual, there are three different ways to download the mod. You can either download the installer for Osiris on Windows, download the mod through the Steam Workshop, or download it the old fashioned way, as an archive. We recommend using the Steam Workshop, as that will automatically update the mod for you when we release future patches.

Changelog

Since we can’t list every tiny detail here, instead we’ll unceremoniously dump the major changes into a couple of arbitrary categories!

Factions

  • Changed the name of the Greek City States (both invasion and defender) to The Ancient World, and added the Roman Empire as a new subfaction to it. The invasion also has a bunch of Roman troops in it, and each boss wave has a Roman or Greek/Persian version.
  • Added a new invasion faction: The “Full” Invasion - a completely random invasion that randomly spawns bots from all other invasions.
  • Added the Isengard subfaction to the Lord of the Rings, and added Uruk troops to the Mordor subfaction.
  • Added two new Wissenland classes to the Empire of Sigmar. These classes are modeled after the line infantry and captain classes found in Napoleonic Wars, and can as such be used for NW-themed gameplay.
  • A lot of new invasion spawn sound effects have been added, especially for the Saracen and Crusader invasions.

20210516152458 1

The new respawn selection screen.


Balance Changes

  • Changed the respawn system to a life-based timer system, with the following rules:
    • Players start with 2 lives.
    • Players receive an extra life at the end of every wave, up to a maximum of 2 lives.
    • If a player lives all the way through a boss wave, they receive a third life. If a player dies during the boss wave, or joins late into the wave, they do not receive a third life.
    • If a player dies, they respawn 90 seconds later, even in the middle of a wave.
    • If a player has 0 lives left, they respawn as soon as they gain a life.
  • Added a spawnpoint selection system, with which players can choose where to spawn on the map.
  • Several hero powers have been changed to make use of this new spawn system. Most notably, Reinforce now gives every player with 0 lives (all dead players) one life, so they instantly respawn.
  • Several changes have been made to gold gain:
    • Players now receive 1000 gold at the end of each wave. This allows late joiners to instantly pick elite classes if they join past wave 20.
    • Legendary boxes now cost 40.000 gold to use, to prevent players from exploiting the fact that they join with more than 30.000 gold late game.
  • Almost all hero abilities have had their cooldown reduced. Several of the abilities have also had their effectiveness increased. Most notably:
    • Pulse of Undeath now works on all non-boss enemies, and spawns multiple skeletons from the same corpse if the bot was exceptionally strong.
    • The Corrupt/Shifting Sands ability now converts more bots at once.
  • Changed the way bosses resist staggering. The mechanism now works in the following way:
    • If a boss or large enemy is hit 5 times within 5 seconds, they become immune to staggering for 10 seconds.
    • Once an enemy’s stagger immunity triggers, it emits some particles, and its healthbar changes colour. Once its stagger immunity is gone, the healthbar returns to the normal colour.
    • Even during the stagger immunity, the enemy will still stagger under the same circumstances as before (hits to the head, or heavy damage with crush through weapons).
    • This system should allow skillful players to duel with bosses, since they’ll not hit often enough to trigger the immunity. Groups of players will have a bit more trouble, but will still have windows of opportunity to hit the boss when their immunity is down.
  • The Saracen, Crusader, and Calradian invasions are harder in the late game now.
  • The effectiveness of piercing weapons has been reduced somewhat (for both players and invaders).

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A new Isengard hero, with his Berserker guards.


Items

  • Added fire arrows to every archer class. Fire arrows are slightly more expensive than normal arrows, and come in slightly smaller packs.
  • Added 27 new legendary items, including lightsabers.
  • Added dozens of new items to the random boxes.
  • All firearms now have a melee mode. Pressing X with a firearm in hand (even a pistol) lets you smack enemies over the head with it. Send those bots to horny jail!
  • A lot of item variants from the Calradia and Crusader factions have been removed to make place for the Roman subfaction.
  • Almost every item in the mod (about 5600 of them) has had its stats changed. Poheniks, one of the new developers on the team, wrote a series of massive scripts and sheets to mechanically balance the items, while separating them into tiers (quite like the way classes are tiered). All this should help combat the feeling that weapons are very similar to each other.
  • High end weapons have been buffed quite a bit, both for players and for invaders. This should make the late waves quite a bit more dangerous, while giving players the tools to take them on.

Admin Features

  • The amount of custom map slots has been increased from 12 to 200. This should allow servers to customize to their hearts’ content.
  • Custom maps can now be renamed through the server files.
  • New props have been added to the scene editor. These are variants of the geometric props (simple cylinders, cubes, stairs, etc) which use the exact same texture as the ground textures.
  • The items that can be spawned in by admins have been changed to be more interesting.
  • Servers can now automatically broadcast a message that repeats every X minutes. The message and interval can be set in the administrator panel.
  • Admins can now disable (or re-enable) individual classes of a faction in the troop selection screen. This can be done by right-clicking the class while logged in as admin.
  • Added an option to the admin menu to slay every player playing as a currently disabled class (for those pesky players who picked a class before you disabled it).

Fire arrows in Osiris!


Classes

  • Every class in the mod (700+) has had their stats rebalanced, to change up the meta choices, and create a better identity for the factions and classes.
  • Several heroes give different buffs, or buff more/different troops.
  • Players can now view the stats, equipment and buffs of a hero, even when another player already purchased it. This will allow players to know what kind of buffs to expect (or drool over the greener grass on the other side).
  • A new class, the Arcane Engineer, has been added to the Arcane Empire, which plays differently from other classes. This class has access to several different types of arcane turrets, which have a set amount of ammo, and automatically fire on nearby enemies.
  • In total, 68 new defender classes have been added (each of these classes is in their invasion too).

Noteworthy Fixes

  • Fixed an issue where players would sometimes remain as their old class when trying to change to an elite class with the wardrobe (losing their money in the process).
  • Fixed Khamûl’s selection screen showing him seemingly buffing Sigmar troops instead of LOTR troops.
  • Fixed hero abilities triggering the cooldown on nearby heroes, if the first hero’s ability affected them.
  • The difficulty of the Grey Company wave has been reduced.
Full Invasion: Osiris 1.3 - The Juicy Details

Full Invasion: Osiris 1.3 - The Juicy Details

News 6 comments

In this article, we discuss some of the upcoming changes in Osiris 1.3! This version will merge the community's biggest wishes with our best ideas, and...

Moving forward with Full Invasion 3 and Full Invasion 2

Moving forward with Full Invasion 3 and Full Invasion 2

News 4 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.

RSS Files
Full Invasion: Osiris 1.3 | Full version [Current]

Full Invasion: Osiris 1.3 | Full version [Current]

Full Version 4 comments

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

Full Invasion: Osiris 1.3 | Full version Installer [Current]

Full Invasion: Osiris 1.3 | Full version Installer [Current]

Full Version

The installer for Full Invasion: Osiris. This installer will install version 1.3, and only works on Windows machines! **Please click 'read more' below...

Full Invasion: Osiris 1.3 | Server Files [Current]

Full Invasion: Osiris 1.3 | 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 | 1.21 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 [Outdated]

Full Invasion: Osiris 1.21 | Server Files [Outdated]

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 1.2.1 | Full version Installer [Outdated]

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

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...

Comments  (0 - 10 of 1,880)
Metzgerrmeister
Metzgerrmeister

trannies and ******* operate their servers and should rope themselves

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falselight
falselight

Is there any chance of this mod getting field battles or at least more AI on the friendly side? With the low player counts it's kinda skewed. This is the only decent co-op mod and it would be great if we could enjoy the full spectrum of Warband gameplay on it.

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Metzgerrmeister
Metzgerrmeister

(buried)

do not install this mod. it is being moderated by retards akin to discord mods and all they play is lord of the rings. the few servers that arent ran by the moderators are usually too high of ping but have the most unique polls. i loved this mod but its dead, its garbage and a complete failure compared to the original. no i will not elaborate. *******.

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Insockie2
Insockie2

Hello does this work on non steam version like GOG or pirated version? I was just wondering cause when I open multiplayer it doesn't show anything on the servers

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duckie427
duckie427

Hello, I've been banned from the official NA server for over a year. I would like to be unbanned.

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Halfkroon/Maroon Creator
Halfkroon/Maroon

As you've already had your second chance which you squandered after about a week: no.

Reply Good karma+5 votes
RyGomez
RyGomez

I am impressed that the mod is still being developed in 2021. I heard that due to the texture limit it impossilble to add more large factions, it's a pity that there will be no faction from With The Fire and Sword or classical Farmers for example. However, this year's patch 1.3 brought a lot of nice changes. On the biggest plus side for me: fight with boss and the fact that you don't have to wait forever for respawn. Also that can respawn not only during those 20 seconds between the waves - It was easy to miss that before. The spawnpoints are also a big advantage, although I think that a maximum of 2 lives would definitely be sufficient!
However, the era of watching 2 archers chasing 190 bots for 30 minutes is finally over!

New units, classes, weapons (fire arrows!) and of course the new invasion in 1.3 are really cool. Except for the overpowered ability of necromancer it's hard for me to find something here that I would not like here. Arcane Enginner is really unique unit (more such units with traps or even barricades!). Also good to see the fresh and good changes in the stats of the weapons, but some such as the Nestorian Rapier or throwing lances from arcane are quite strange (The more expensive version is worse than the cheaper one). Legendary weapons are also much more expensive and this is good bc of more gold at the end of wave but hmm I think some of this weapons really not worth the price. I don't know if you are planning a new patch, but maybe it could have better stats a bit or at least give some buffs to teammates?

A huge plus also for tools for administrators. Events are the driving force behind every mod, and the more options admins have, the more interesting events are. Class disabling, automatic messages and 200 of custom map slots is what Osiris events needed. The more such solutions, the better! I don't know if it's even possible or really usefull for others, but it would be fun if admins could spawn additional specific units, change the color of selected players on the scoreboard or spawn specific legendary weapons and reinforcements

The downside of this year's patch apart from having too many lives, is for sure athletic skills and the speed with which the bots are swinging their weapons. Also it happens a strange lag in the late game of some invasions (e.g. can't see when the enemy hits). Melee combat is almost impossible in these cases. Also the enemy units can spawn a little slowly and for me there are not enough of them in the early stages of the game.

However this does not prevent from enjoying the mod, the advantages are much greater. I probably spent more time in FI than in native so really thanks a lot for the superb work and best regards!

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HidanMac
HidanMac

I like the new 1.3 version ( I played this mod even before the amber version :) ) but all the fun is spoiled by the * new respawn system *. I understand that you made this respawn system in order not to wait for 2 waves after death and to attract new players. But damn it! After playing, I realized that this system completely changes the entire gameplay of the mod, and as you understood, for the worse. It could have been made much easier, respawn after 1 wave and that's it! Why are these 3 lives? Now with the new respawn system, playing is easy and boring.I thought that when you add a new respawn system, the mod will become more complex and interesting, but in the end, in my opinion, this * system * of yours killed all the gameplay of this mod.

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Halfkroon/Maroon Creator
Halfkroon/Maroon

Hi there,
We're still monitoring the new respawn system to ensure that it doesn't make the mod too easy. We've already made several other changes over the course of the betas to ensure the invasions still pose a challenge.
As for why we didn't change to just a 1 wave respawn, it's because we felt like that would just be a bandaid problem. The main problem we wanted to tackle with this new system is the immense wait times at the later end of games, and having a 1 wave respawn would cut those times down, but since late-game waves still usually last 10+ minutes, those wait times would still be quite excessive.

So bottom line: if we find that the mod is too easy now, we'll compensate more (for example: letting players have a maximum of 2 lives instead of 3, increasing bot damage, making it harder to get that second life, etc). I disagree that it "killed all the gameplay", though, since its main benefit is that it enables more gameplay.

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FeaRSTRR
FeaRSTRR

It is very bad to wait 2 rounds when you die, why does it not fall to 1 turn? This is my friend so he stopped playing this.

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Eärendil_Ardamírë
Eärendil_Ardamírë

Have a read at the update article, they changed it now ^^

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