We know that we have mostly ACW fans here at SOW. We knew that some would be disappointed. Consider this just another step in improving the engine. We weren't quite ready to tackle our very ambitious plans for our next ACW game. We felt that this was a good in between along the way. We were closer to the functionality of Waterloo, then the next ACW. So we took a lot of what we were planning on doing and came up with this idea. We also listened to a lot of fans and other's whom opinion we respect and decided as a team to move our focus.
With Waterloo we really have a chance to test the modding of the engine. That is one major focus of this release. We needed to be able to handle more uniforms, that's done I'm happy to say. Tim is still creating them, but the functionality is there. We needed to incorporate threading in the engine to pick up the speed. That's partially done. We also got another programmer on the team. You all know pakfront's tools from the boards, but he also knows a lot about graphics, something that I am sorely juvenile on. He doesn't know the game language as well, but between the two of we are going to make a better game. Jim is still heading up all the major design and he's got a list for me a mile long. Matt is heading up the maps and scenarios and Randy is going to kick your butt again

Jolly and Tim are working on the maps as well and they are beautiful! Best textures ever. Flany is going to keep everyone updated, as he's agreed to help out with our marketing, we really need help in this area. With him you should finally get some regular updates on our progress. Larry, with some help from Matt and I, is working on the campaign design. It's an area he's passionate about and we'll work together to make something easy to use and fun to play. Our new Waterloo experts, Mitra, Gunship, Riccardo, Alberto, bring a lot of knowledge to the table, helping and advising us as we move forward. Mitra is especially focusing on the AI, trying to work on the new modding capability (already complete) and see what's going to have to change to tackle Waterloo. Everyone is pretty new and finding their place. We like to see where people fit in and work towards their strengths. We need the manpower to test, but we also make sure that there is opportunity in other areas if people want to step up. Conor is our lead QA and this will be his first major release in that role. He's also your Courier advocate. Takes a while to send one from Ireland to New Jersey, but so far they are working out well. Our core test team of Chuck, JC, John, Dave, will be trying to break the game for the next year. New faces of Scott, Stefan, Steve, Flany, and Jim are helping out with testing and trying to find a home in the development process. As always Oliver and DaveD are answering your questions on our sites with Randy making sure the Matrix questions are answered. Oliver is going to help with the new gui toolkit for the game and also making sure that our localization works. DaveD is our in house tech support and knows the systems that keep the team running. Russell is slated to do all the GUI artwork, and Tim as always is doing the units, textures, SOW site when we're ready, and every other art task that requires any skill
There's a lot of other hats people wear and I'm sure I didn't get them all. But you can see that it takes a ton to make these games and it's a true team effort. It will get tougher once we have to pick and choose which features make the cut, but the core is set. It's a SOW game and that means there's a level of quality and historical accuracy that must be met. On that there is no compromise.
So please support us how you can and ask your questions, make your points. Help us meet our goals. Thank you!