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.
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.
It's been two months since we ramped up the development of Full Invasion 3, and we've been making great progress. Though we're not ready for a public test yet, we figured we'd share some of the features we've been working on so far!
One of the first orders of business was creating a new way to select classes and equipment in the mod. In the Native module, Bannerlord makes use of a perk based system, in which players select two perks to "customize" a class, leading to only a handful of variations. We were always determined to remove this system in favour of a system more in line with the possibilities in Warband.
While we were working on this, we found out that Bannerlord does not even take a look at the stats of the armour you are wearing! Instead, the class and perk combination completely determines your armour value and movement speed.
The system we made as a replacement for this is currently completely functional, and works just like it did in Warband, with some visual improvements:
In order for us to have an actual game, we of course need an Invasion with an objective! This core system is still under development, but the basic parts (spawning the AI in groups, determining when to spawn which groups, etc) are in place.
There are several improvements in this area that Bannerlord allows us to make compared to Full Invasion 2:
We've done a lot of work in this area so far, but we're still working on improvements.
One of the more exciting new additions is the use of transport vehicles by bots. These transports are fully destructible, and allow the bots to ride each other around, give them mobile shelter, or allow them transport across a sea!
There are still quite some features that we want to develop before we create a first public test release. Including these features in the first release will allow us to have a first version that already accurately portrays what the core of the mod will play like.
The following features are still in development, and will need to be finished before we can make a public test release:
There are several other small improvements that we're working on in the meantime (better UI, extra equipment options, health restoration, etc), which will also likely make their way into the public test release.
If you would like to stay up to date with our progress, please join us on our Discord server! We regularly post sneak peeks there of what we're currently working on.
Our Full Invasion 3 ModDB page has been silent for a long time. This was unfortunately caused due to the fact that we were unable to properly begin developing the mod because the dedicated server files for Bannerlord were not released.
This has changed recently, however!
With the recent closed test for multiplayer testing (which our team got invited to) we've been able to get started on developing Full Invasion 3:
This also means the prediction we made in our last blog post (back in 2020) was sadly accurate: we couldn't get started until 2022.
Either way: over the past 2 months we have secretly been working on Full Invasion 3 in the background during a closed test with Taleworlds. Now that this test is concluded, we can share that we are working on the mod, and that we're close to ready to start with alpha testing! We are currently working on a Proof of Concept version of the mod, for which the development is looking very promising, and which will be released to the public when it's ready.
Replacing the perk system with a Warband-like equipment system means you can make whatever whacky combination you wish for!
If you want to stay updated on the progress of development, join us on our Discord server! That is the main form of communication that we use, and also where we will be looking for testers for the mod. We also regularly share sneak peeks into our development Whenever important milestones for the mod are achieved, we will share them on ModDB too, but I don't look here nearly as much as I do on Discord.
Our team is extremely excited to finally get started on the development of the mod! We've been waiting for years to get started, and we're very quickly learning all the nuances of the systems we're using. We are very excited to share this with you, as you have all been waiting just as long as we have, so stay tuned for the upcoming public tests!
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