Those are indeed lovely. PM is definitely on its way.
Is the blade of the katzbalger meant to shade that dark, or is that just the way the light is set up in that render? Either way I like it, and if you don't mind I'll send the link to my friend who runs a Riddle of Steel game and occasionally does Poser renders from it - one of the PCs in that game bears two katzbalgers, and the landsknects keep challenging him to reclaim them, and dying. It has sort of become his hobby.
As I think I commented earlier, armies per se are mostly not a part of Darklands, so troops like the landsknecht and doppelhanders didn't actually appear there at all. [Even several military bits which appear in the source, concerning cities under siege and a Soldier's Row in some cities and suchlike, don't actually appear in the playable Darklands.] So in theory, while I'm in phase I of things (replicate, don't add), they won't appear in the game. But in practice, I do plan to integrate that material, and there's a bandit-soldiers encounter which would do wonderfully to be converted to renegade landsknechts. Which I think I shall do.
I also have a thought on including "sign up with the army" stuff once I've got the original material all incorporated, which the above inspired. I'll be letting that stew for a bit, but it's thematically appropriate (as a temporary tour of duty, if you start weighing in on the politics and actually developing allegiances).
Oh, and while I'm here...
Update: Version 0.1d is on way very soon. The content I referred to in my last update is all in, now, but as it happens I managed to make big inroads on further potion/saint functionality, which I hadn't meant to include -- so, given that that's now ~80% written, I'm holding off on 0.1d until I get that stuff added too. Up to another half-dozen potion types. Projected release, maybe Saturday, give-or-take a day. One part of what's been added has also been requested by Winter, for eventual inclusion in Craftmod, but you're gonna see it here first... then we'll fork it to Craftmod once it's proven out as stable.
And one of our sequencers, Blankshield, has got a handle on the format and process, at which point we'll be able to start adding new random encounters at much-increased speed. We've got a working list of a dozen or so which he's set up to tackle.
Lastly, I had an insight which may give us a workable Wild Hunt far sooner than expected. That's still a 0.1e or even -f release item, but it's much closer than I'd previously anticipated.