BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for almost a decade. 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.

Report RSS BrewLAN 0.8 — 08|08|18

BrewLAN 0.8 is coming 8th of August 2018 to Steam, LOUD, and FAF.

Posted by on

BrewLAN 0.8
EVERYONE IS HERE

The long awaited version 0.8 is finally on the horizon.

With nearly 2 years and over 1000 changelog lines since the last release, it's nearly here.

  • Around 200 units to play with.
  • New game modes.
  • Over 20 sub-mods.
  • Supports most custom AI.
  • Supported by LOUD.
  • Also coming to FAF.
Join the discussion over on Discord: discord.gg
Post comment Comments
Taekwondo
Taekwondo - - 63 comments

BrewLAN 0.8 — 08|08|18 => Yeeeeeees! I can not wait for it!

Reply Good karma Bad karma+2 votes
Arlenor
Arlenor - - 14 comments

Ich freu mich schon sehr darauf.

MFG Arlenor

Reply Good karma Bad karma+2 votes
Scoobie
Scoobie - - 42 comments

Hi, I posted this previously, but not in the right place I suspect. As you're getting close to release, I thought I'd re-post here. I made these observations on the 10th of July, so perhaps you've already addressed them. Cheers.

Hey Balthassar, hope you're keeping well?

I just had a quick play with the latest Experimental build and noticed a couple of odd things...

1) The Spy Satellite seems to be using fuel - it only has about 50 seconds worth - running out of fuel only appears to affect its speed, it doesn't crash or anything

2) More seriously, it doesn't really work any more. You still get the terrain revealed underneath it in a circle as before. However, no units are actually revealed.

Basically the spy satellite doesn't visually show units within the revealed terrain circle. It just shows markers, like when units are detected by radar, but still outside visual range. I did have a T3 Radar up, so perhaps without it nothing at all would be shown.

Oh, I also noticed that I can queue up additional spy satellites, even when the original one is still active.

Other than that, BrewLAN continues to look and play well.

Cheers,

Scoob.

Reply Good karma Bad karma+1 vote
Balthassar Author
Balthassar - - 953 comments

I never noticed your post. I don't get notifications for comments unless they @ mention me, and I only check recent things for comments.

Most of those are intentional.

The Fuel thing is to simulate the speed whilst a rocket is getting it into position vs re-positioning with thrusters. It was to make it more useful quicker, but without being able to scout everything.

The vision thing however I will look into, assuming the enemy didn't have a cloak field from some other mod, that is a bug. Possibly related to the new elevation.

The ability to queue up additional satellites is intended. I separated the parent-child relationship between satellites and the launch facility. You only need one launch facility. You now have a separate "pop cap" for satellites. You will note some units now have 'Satellite Uplink' as an ability; most of those increase the satellite population cap. When you control no units with the ability the satellites all die.

The launch site can support 2, tech 3 radars can support 1 each, the dedicated omni from the R&D sub-mod can support 3, the Archimedes can support 0 (but counts for keeping them alive), and the Panopticon can support 9001.

It also is a nice aesthetic; having a bunch of antennae and dishes and a single launch site, rather than a bunch of launch sites.

Reply Good karma+1 vote
Scoobie
Scoobie - - 42 comments

Thanks, I did wonder if the fuel thing - and the associate speed boost - was to get the Satellite deployed on target more quickly. Great idea :)

The vision issue was odd. Like I said, I could see the radar blips, terrain was revealed but I couldn't actually see any units. My T3 Radar my well have been what was causing the blips to be visible, not the Satellite.

Btw: as you mentioned LOUD in your notes, I actually looked into it...can't wait for BrewLAN to be fully implemented there. I ran a test game on a 40x40 (larger Setons Clutch) map with seven AI's and me, and it was still running perfectly well at the four hour mark! That's an amazing improvement.

Scoob.

Reply Good karma Bad karma+1 vote
Jack_Jack
Jack_Jack - - 82 comments

FAF yes !!!!!

Reply Good karma Bad karma+1 vote
Taekwondo
Taekwondo - - 63 comments

Only 2 days left :-)

Reply Good karma Bad karma+1 vote
Taekwondo
Taekwondo - - 63 comments

Only 1 day left. I can't wait for it.

Reply Good karma Bad karma+1 vote
Taekwondo
Taekwondo - - 63 comments

Today is the day - BrewLAN 0.8 :-)

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,665 comments

one Question are you Satanist or you worshiping satan or why make this 666 beast mod ???

Reply Good karma Bad karma0 votes
Balthassar Author
Balthassar - - 953 comments

No, and because that was what the revision number was.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: