Full Invasion 3 is an upcoming multiplayer PvE mod for Mount & Blade II: Bannerlord, in which players will work together to fight hordes of computer controlled enemies. It is produced and developed by Wave 53 Studios, currently headed by Maroon and Borridian.
Its predecessor, Full Invasion 2, is still the most popular multiplayer module in Warband's long and decorated history. Be sure to join our Discord server and follow our ModDB to stay notified of any news and updates in the future.
Development on this mod is currently underway!
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.
In this article, we provide an update on our development status, and our plans for FI3 and FI2.
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