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 huge variety of new units for all factions, as well as offering several new game modes and features. It is available in 9 different languages, most of which were translated by humans; English, Russian, German, Czech, French, Spanish, Italian, Polish, & Chinese.
BrewLAN 0.8, not including any of the packaged sub-mods, adds around 150 new units. Including Bubble Tea, Caffe Corretto, and Research & Daiquiris (The 3 main extra units mods), BrewLAN adds 38 for Aeon (T1: 9, T2: 8, T3: 18, EXP: 4), 48 for UEF (T1: 11, T2: 9, T3: 22, EXP: 6), 48 for Cybran (T1: 8, T2: 9, T3: 24, EXP: 7), 46 for Seraphim (T1: 9, T2: 12, T3: 20, EXP: 5). Most, but not all, can be seen in the image to the right.
The sub-mods included with BrewLAN are subdivided by the categories Units, Gameplay, RNG, and Aesthetics, and modules.
Mods that you'll probably want active for most games.
Bubble Tea: Adds experimental shield structures for Aeon, Seraphim, and UEF.
Caffe Corretto: Adds a bunch of extra turrets, so far only for Cybran and UEF.
Research & Daiquiris: Overhauls how the game treats tech levels, and includes a large number of units to facilitate that, such as research centres. This does not function anything like Supreme Commander 2, and only affects how you get to the various tech, not what they consist of. This mod also serves as a location for me to dump my other units that don't fit into BrewLAN, Bubble Tea or Caffe Corretto.
Twists to standard gameplay. You may only want one or two from this category active at any given time.
Crystal Hill: King of the Hill game mode. Functions as it does in Age of Empires II.
Paragon Game: With locked teams, it gives the players on the smallest team(s) a starting Paragon, with a few shields, and support commander each. On unlocked teams everyone gets that.
TeaD: Replaces everything with a, currently quite basic, tower defence. Work in progress.
Antimass: Swaps mass and energy production. Have fun with those shields.
Corrosive Ocean: Water exposure deals exponentially growing damage over time.
Metal World: Maps spawn without mass points. Mass extractors have no limitations.
Waterlag: Lets buildings which aren't factories, walls, silos, or experimentals be built on water.
Mods that affect gameplay in random ways. Take or leave them as taste dictates.
Cost Variance: Randomly increases or decreases the costs and stats of some units.
Crate Drop: Command & Conquer style random crates appear on the map. Picking them up gives gifts. Has a hats-only option.
Lucky Dip: Tech demo mod for situations where multiple mods add similar units; per player it restricts all but one at random. Partially configured for BlackOps and BrewLAN.
Do-nothing mods, only Experimental Icons Overhaul, Baristas, and maybe Damage Numbers are recommended for regular use from his category.
Baristas: Tags each unit with the name of the mod it is from, listed as an ability. So you know what is from what.
Damage Numbers: Damage numbers float up from your units showing what they have dealt and are being dealt.
Experimental Icons Overhaul: Replaces the default circle strategic icons for experimental units with icons that actually mean something.
Pulchritudinousity: Increases the view distance of various things for the sake of taking better screenshots. Not recommended for regular games due to increase performance drain.
Expert Camo: Framework mod for custom skins for units. Functionally inert on it's own, and not currently used by any BrewLAN mod.
Debug Tools: Creates numerous log outputs for things, including unit locations, expected AI thread values, DPS, and other such things. For testing purposes only, not designed for use in real games. Causes severe lag when Cybran engineers build.
BrewUI: Adds the BrewLAN field engineer tab. Functionally inert without BrewLAN active.
BrewLAN: Gantry AIx: Additional difficulty for Sorian AIx, giving fairly severe hacks for the AI when they build an experimental factory. 3 variations exist. You can play them all together, but you probably shouldn't. The variations are:
It probably hasn't escaped your notice that there hasn't yet been a post outlining what has changed between 0.7.5.5 and 0.8. The short answer, and also the reason why there hasn't been a post yet, is "a lot". The less short answer to the question of why there hasn't yet been a post is because the changelog between those two versions is over 1300 lines long, and represents about two and a half years of development, and condensing that down to something easily digestible, and that people will actually read is no easy feat.
The second big question is probably "why was it delayed by nearly 2 years when the initial reason for the delay was a broken leg sustained less than two weeks before the originally announced release date?" Well, the real answer to that question is probably a bit too introspective and weird, and can probably be boiled down to "feature creep question mark?" But, the whys are less important than the whats, and it's the whats and whens that we are here for, so without further ado:
What is new? I suppose we should start with the big stuff. Everyone likes the big stuff.
In order from largest to smallest, more or less, we have:
That's all the new experimental units in BrewLAN 0.8. BUT WAIT THERE'S MORE! BrewLAN 0.8 also includes a plethora of sub-mods, three of which focus on additional units, all three of which include some number of experimental units, and all three of which are entirely new packaged with BrewLAN 0.8. So a slight tangent:
These extra unit sub-mods are, in order pictured:
That might not seem like a lot of additions to the lower tech levels, but BrewLAN has long been close to finished at those levels, and not much more inside the main BrewLAN is planned at the lower tech levels. However, that doesn't include the sub mods; Research & Daiquiris alone added 8 tech 1 units, with numerous more planned. Which brings us to:
But first, I should probably address the full extent of the so-called BrewLAN 0.8★ ninja update that occurred on 18|08|18: The changes were the addition of Maelstrom to Caffe Corretto, the addition of real AI support for Research & Daiquiris, and some minor translation corrections. The reason I refer to this update as 0.8★ rather than 0.8.1 or something is because it contained no functional changes to BrewLAN itself, and is 100% compatible with the original release version of 0.8, save for the two updated sub-mods, which report different versions, and will prevent anyone from using the different versions together.
In two days, on 26|08|2018, BrewLAN will be 9 years old. 13|10|2018 will be the 9 year anniversary of the first public release. I am currently planning to release BrewLAN 1.0 either on it's 10th birthday, the 10th anniversary of the first public release or on 10|10|2019 between the two anniversary dates. This means that BrewLAN 0.9 is pegged for release in around 6 months time, and I might do a 0.9.9 release on 09|09|19 because I'm a sucker for those sorts of release dates. I should probably also stress, that just because I plan to release BrewLAN 1.0, doesn't mean I plan to finish development on everything Supreme Commander on that date. Just that I'll consider BrewLAN feature complete.
And that is the concise summary of all the new units in BrewLAN 0.8. I'll leave you with shameless plugs for my Patreon page, where I post quality related content such as time-lapses, concept art, and original un-reduced textures, and the LOUD Discord, where I can frequently be found posting about random things I'm doing at that time, but that don't make for a good promotional image. Ciao.
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