The rotating part near the front is offset enough that when the gun drops, there's quite a bit of angle to play with. Minbarrelangle=1 is broken in this Spring version, but I wasn't intending to limit it. I suppose that, if a unit got right next to it, it'd look dumb firing down, but you're just never going to notice it, I think. I wish Spring had a Maxbarrelangle TDF tag, so that I could prevent this from ever happening, period, but <shrug> it's not that big of a deal anyhow.
At any rate, I almost have the new Sheep done. It looks quite a bit more... harmless... and cute. I hope people like it, because it's done, and I'm not changing it
The Lord (that'd be the humanoid) is mainly taking awhile because I've been so busy with IRL stuff this week, and my animator has been having computer issues. I'm probably going to end up animating the Sheep, Lord and Square Rook myself, starting tonight... and then we're ready for release of 0.3.
Total units at this point:
AutoFac
MegaFac
Sheep
Wolf
Archer
Knight
SpireRook
SquareRook
Holder
Lord
... as you can see, this is a very short list. Most mods have more units than this in their Tech Level One buildtree, but I believe quality pwns quantity, and I'm not settling for less.
I have a couple of other things that I will be putting in, but they're... not really units. This is pretty much it for this release. We'll add more units if there's a real demand for it, and it makes sense, but we're aiming for a small, high-quality and tight release. After that, we'll talk to folks about game-balance, make sure it's relatively tight, and then move on to something else.