Tester a'hoy, then :P
Good, good...
That's too casual, plus it doesn't work out very well with the no-restrictions "berserking" theme.
It's supposed to be out of theme; everyone who dislikes the feature can turn it off.
And let's not forget that Guts has very special armour... So we can attach certain abilities to the armour used - as an example, no Berserk if not in Berserk Armour etc.
I'll decrease the priority for this one, though.
Various boots and gloves maybe, and magical shirts/pants/kimonos
OK, I'll add it to the list.
I also suggest scroll magic. No complicated spell magic for the berserker, just collectable conjurations for those dangerous spots.
Note taken.
Woah Igor, seems you're not wasting time
Only time (heh) will tell.
there are still many major refactorings coming up
I barely resist temptation to refactor everything according to my own tastes and habits anyway :). I'll try to stay as modular as possible, to be able to integrate your changes as painlessly as possible... But it'll be a careful handwork anyway.
Second thing -- Campaign mode, and probably Difficulty levels will also be in the main branch.
Hmmm... then maybe I will postpone large-scale difficulty implementation (something simple will be implemented, though, otherwise it'd be hell balancing everything that is going to be thrown in).
Campaign... Then I'll stay away from "traditional" one for now.