BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in development by a team of one for since 2009. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximise technical compatibility with other mods.
BrewLAN version 0.7.5.5, not counting its sub mods, adds 127 new playable units. 29 for Aeon (T1: 7; T2: 6; T3: 15; EXP: 1), 34 for UEF (T1: 8; T2: 5; T3: 17; EXP: 4), 30 for Cybran (T1: 5; T2: 5; T3: 17; EXP: 3), and 34 for Seraphim (T1: 7; T2: 9; T3: 15; EXP: 3). You can find more details on some of them by clicking each of these images:
In addition to the units, BrewLAN now also offers additional sub-module modifications for adding additional variance to game play, and has some optional extra features separated from the main mod. The first two offer new game modes with different starting or victory conditions, the second two offer small tweaks with big impacts on game-play (that probably exist elsewhere almost identically, they are quite simple in concept), and the final two are specific to BrewLAN. They are as follows:
BrewLAN 0.7.5.5 has full language support for English, French, German, and Russian. Of the included sub-mods Metal World, Antimass, Waterlag, BrewUI, BrewLAN: Gantry AIx 1 & 2, Experimental Icons Overhaul, Pulchritudinousity, Cost Variance, Crate Drop, and Lucky Dip add no new text to the game, so as such will function as expected for any language. Crystal Hill has new text notifications, which are available in English, German and Russian. Paragon Game is available in English and Russian. TeaD is only available in English.
German localisation by 106.Bluebird, French localisation by asdrubaelvect29 and jaisse, and Russian localisation by theonewhonevergivesa. If you would like to see BrewLAN translated into your language you can help! See the forum here for details.
No special installation is required for non-English language versions. If you are running the game in French, German, or Russian then you will see BrewLAN text in those languages. If you have any issues, bugs, spelling corrections, or anything else that requires attention, post it in the forum thread mentioned above.
Development for BrewLAN began on the 26th of August 2009, under the very short lived name of the "Tech 1 Balance Mod", because that was initial inspiration to create the mod; to balance tech 1 after a particularly unbalanced-feeling vanilla tech 1 only match. The actual name "BrewLAN" was adopted from a LAN party of the same name, hosted at the home of Joshua Wilson (CHCJoe) within the first week of development, where the mod saw its first multiplayer usage. The LAN itself taking its name from the fact CHCJoe was notorious for his tea; his enjoyment of it, and his frequent offering of it. Shortly thereafter, the first public download of BrewLAN, version 0.2b, was released on 13th of October 2009 with a sum total of 16 new buildable units (17 if you count the modified Novax, 18 if you count the Novax satellite separately); around a seventh of the current unit count.
Since we're nearing the end of March and 0.8 still hasn't been finished I thought I would give a rundown on what has been done since 0.7.5.5, and what I still want to do before the release of 0.8, development of which started mid January after I got back from my America trip to shoot guns and commentate from the couch of the AGDQ. This is a concise summary of changes, you can see all the full changelog here and a holistic comparison view of all changes in their entirety here, although fair warning if you check those, there is actually a lot of stuff.
First off though, I have released two new time-lapse videos on my patreon to my supporters, of the Arthrolab and the the Cybran mobile sensor. These are currently only available to the $5 bracket and above, but will be made available to the $1 bracket in a few days time. If you want to support the continued development of BrewLAN and my other endeavours, any amount large or small is welcomed, and if you can't afford or don't want to support that way, there you can support in other ways; spread the word, help the community, assist with translations, ect.
Secondly, the Tea Emporium, the BrewLAN forum here on ModDB, has been opened as a means of better keeping track of on going discussions and conversations. Feel free to discuss balance, technical issues, translations, suggestions, the weather, cats, The Glorious Adventures of Federal Inquisitor Percival Prime his sidekick filigree Titan and his quest for a new hat, which kinds of fruit tea best accompany which kinds of cheese, them new pokeymans and how Lunala is so much cooler than Solgaleo, whatever. I am also going to start posting the transcripts from the nightly changelogs there for discussion as and when they happen.
The list of new units actually in BrewLAN so far is fairly slim. I put that down to the fact that two of them are experimentals, two produced for side-mods are also experimentals, and all of them have fully unique models. Except the one. The one you haven't seen screenshots of. These are as follows:
As is always the case, I have made a bunch of sub-mods to do things that I either think should be optional or don't want in BrewLAN. These are:
BrewLAN now features partial support for the original Supreme Commander. As you probably know, the native environment for BrewLAN and its sub-mods is the Steam version of Forged Alliance. After minor tinkering 7 of the sub-mods work on in their entirety. Those being Cost Variance, Expert Camo, Experimental Icons, Metal World, Waterlag, Baristas, and Anti-mass. BrewLAN itself partially works; key units such as the experimental factories work as expected, however units with heavy reliance on FA content obviously don't work. The Darkness for example; the buff system it uses to attack omni doesn't exist, so it likely not worth the effort to fix it.
On the subject of FAF support, I have begun the testing process. The latest build of BrewLAN appears to work. I have only tested BrewLAN so far, not the sub-mods, but it currently appears to work on FAF, FAF Beta, and FAF Develop.
Other notable script changes include:
My current development focus is making sure everything works with FAF, so since that is almost entirely a programming based goal, expect fewer updates with new content during that process. The support for original Supreme Commander is not a priority, and I don't plan to work on that any more before the release of 0.8. Following that there are 10 more units on my plan that I want to get in for this release, and a few others which I might do, but that I don't consider essential. You can see a full spreadsheet plan of all units I plan to create for BrewLAN here, and a list plan with notes and other annotations here. It is worth mentioning that not all things on those lists are planned for 0.8. Some are for after, some might not pan out, some might get split out or expanded; it's more for me to remind me what I want to do, but it could be of value as an observer. The important part though; 0.8 is within sight. There is currently no set date, but it is within sight. And no breaks this time.
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