This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
This brutalv21.pk3 replacement has been rebuilt, tweaked, sanded, and polished to a mirror-finish over the course of almost four years. Every bug you encountered in the past has been fixed. All BrutalDoom-specific features have been fleshed-out and fully realized with the combined efforts of the BrutalDoom community's many modders while keeping compatibility with zandronum and multiplayer at the forefront.
Can also be found at: Github v21.13.3
What has changed:
Load Order:
1. IWAD
2. Map-only PWAD
3. brutalv21.13.2.pk3
4. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.12.0:
- v21.13.3
- GRAPHICS/HUDS: Added padding to the edges of the helmet top and bottom images to make it fit every resolution
- SPRITES/MONSTERS/SHOTGUNGUY: Renamed sprites SPOSS0:SPOSZ0 to SPDHF0:SPDHM0 to fix XDeath animation of the VanillaShotgunGuy
- LastStandMonsters.txt: PR#422 Using the right effects for last standers
- Melee.txt: Make the player drop a zombiehead or cacoeye before picking up a barrel
- modeldef.blood.txt: Added missing definitions for bloodspots
- modeldef.blueblood.txt: Added missing definitions for bloodspots
- modeldef.greenblood.txt: Added missing definitions for bloodspots
- Railgun.txt: Fixed-up RailgunProjectile so that it will bounce once off walls/floors/ceilings
- SBARINFO.txt: Added the grenade counter to full helmet HUD
- Sergeants.txt: Changed frames for Death.HeadMinor, DeadShotgunGuy_NoBrain, DyingShotgunguyHitInEye, and DeadShotgunguySPOSZ to DeadShotgunguySPDHM
- Smoke.txt: Removed -NOINTERACTION from MicroSmokeColumn, added +NOBLOCKMAP
- VanillaMonsters.txt: Added DamageFactor "TeleportRemover", 0.0 to all vanilla monsters
Added A_GiveToTarget("SoulAmmo", 10) to death states of all former humans for the Unmaker
- v21.13.2
- All Weapons: Replaced A_Refire with A_JumpIfInventory("FiredPrimary",1,"Fire") where applicable
- Ammo.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to BasicAmmoPickup
- Archvile.txt: PR#414 Attempting to fix some of these
- Baron.txt PR#414 Attempting to fix some of these
- BDControls.txt: BDCamera is disabled when entering a vehicle and RollLeft/Right tokens are removed on exit
- Blood.txt: Moved in player blood actors from Player.txt
Alphabetized the file and fixed underwater blood spawns
- BlueGore.txt: Alphabetized the file and fixed underwater blood spawns
- BossBrain.txt: Added a y pos check to the Doom2Reloaded spawn state (Requiem bossbrain also has a x pos of -64)
- BossHealth.txt: Created a BDCheckPort script to give the inventory token "zandronum" if the player is not playing GZDoom
- Cacodemon.txt: PR#414 Attempting to fix some of these
- CapturedMarine.txt: Removed KillMe spawns from CapturedMarineBase (causing water to splash)
- CGuyShield.txt: PR#411 added a headless variant for the thrown actor
- ClassicWeapons.txt: PR#414 Attempting to fix some of these
- Commando.txt: Alphabetized all actors after moving in additions from DyingGuys
PR#414 Attempting to fix some of these
- CVARS.txt: Changed BDSpawnMarines to use a For loop
- Cyberdemon.txt: Removed +THRUACTORS flag from CyberStomp
- DEAD.txt: PR#411 Added a headless actor variant for DeadNazi
Move VeryFuckedUpRevenant into Revenant.txt
Move DeadNazi and DeadNazi_NoHead into Nazis.txt
Moved in MarineEattenByDemon and PlayerChaingunguyVictim actors from Player.txt
- DECORATE.txt: Remove #include ZombiemanVariations.txt and DyingGuys.txt
- DEFAULTWEAPON.txt: PR#414 Attempting to fix some of these
- Demons.txt: Alphabetized all actors after moving in additions from DyingGuys
PR#413 Some more fixes and corrections
PR#414 Attempting to fix some of these
- -DyingGuys.txt: Add missing Death.Shotgun: states(with no head spawn) to dying imp actors with no head
Removed DeadZombieman_Half spawn from ZombieManDyingAfterFatality
Fix dying sergeants with one leg gore spawns and death frames
Fix brutalized commando states, spawns, and frames
PR#409 A few correction and adding missing actors
Moved all zombieman actors into Zombieman.txt
Moved all shotgunguy actors into Sergeants.txt
Moved all chaingunguy actors into Commando.txt
Moved all demon actors into Demons.txt
Moved all imp actors into Imps.txt
Moved all labguy actors into LabGuy.txt
Moved all spectre actors into Spectre.txt
Deleted file
- DYNAMICLEV.txt: Removed the Delay(35) line for Plutonia map02
- Executions.txt: PR#408 Fix shotgun guy's head effect for first person execution
PR#409 A few correction and adding missing actors
- EvilMarineShield.txt: PR#411 Improvements and now uses MarineXDeath instead of SargeXDeath
Add missing XDeath: states to throwed actors
- Flamecannon.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to fake sprites
- GOREGROUPS.txt: PR#415 Changes to zombies and their head gib
- GreenGore.txt: Alphabetized the file and fixed underwater blood spawns
- Head_Sys.txt: Made MeatShield pain states more granular
- HellishMissile.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to fake sprites
- IconofSin.txt: Created a ZHellLaser attack with zandronum's inverted pitch for the customrailgun attack
- Imps.txt: Fix HeadShotActor spawn heights
Alphabetized all actors after moving in additions from DyingGuys
PR#414 Attempting to fix some of these
PR#417 Changes to brutalized zombies and imps
PR#418 Fix dying beheaded imps
- ImpShield.txt: PR#411 added a headless variant for the thrown actor
- Knight.xt: PR#414 Attempting to fix some of these
- Labguy.txt: Fix dead actor states and spawns
PR#410 Recorrected the decapitated one-leg sergeant
Alphabetized all actors after moving in additions from DyingGuys
PR#414 Attempting to fix some of these
- Limbs.txt: Add missing pain state to Gib_ChainArm
PR#415 Changes to zombies and their head gib
- LostSoul.txt: PR#414 Attempting to fix some of these
- Mancubus.txt: PR#414 Attempting to fix some of these
- MapDetection.txt: Fixed TNTMAP24DecorationSpawn failing to trigger
- Marines.txt: Added Damagefactor "Falling", 0.0 to friendly marines so they won't die from falling damage
- Melee.txt: Change Steady state to Goto Ready3
Updated all Pick states to the new meatshield code
- Minigun.txt: Adjust minigun operation when spinning-down for tactical class
- Nazis.txt: Touch-up Missile states and remove See2 and MissileWalkingFrontward(this isn't a word) state
PR#411 Fixes and improvements
PR#414 Attempting to fix some of these
- NaziShield.txt: PR#411 added a headless variant for the thrown actor
Add missing XDeath: states to throwed actors
- NukeLauncher.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to fake sprites
- Player.txt: Move GoFatality check before BDDisableCamera in RollLeft/Right states
- Revenant.txt: PR#414 Attempting to fix some of these
Alphabetized actors and moved MarineEattenByDemon and PlayerChaingunguyVictim to Dead.txt
Moved player blood actors to Blood.txt
Moved ChainguyguyContinue and ComeEatMeDemon actors to Tokens.txt
Made the footsteps less sensitive to the player's velocity
- Rifle.txt: Fix rifle shooting a nonexistent round when empty and firing after ADS
- Sergeants.txt: PR#409 A few correction and adding missing actors
PR#410 Recorrected the decapitated one-leg sergeant
PR#411 Added a gibbable headless berserk punched dead body variant
Alphabetized actors after moving in additions from DyingGuys
PR#414 Attempting to fix some of these
PR#415 Changes to zombies and their head gib
PR#417 Changes to brutalized zombies and imps
- SGuyShield.txt: PR#411 added a headless variant for the thrown actor
Add missing XDeath: states to throwed actors
- Spectre.txt: Alphabetized all actors after moving in additions from DyingGuys
- Spiders.txt: PR#414 Attempting to fix some of these
- Spiders2.txt: PR#414 Attempting to fix some of these
- SNDINFO.BD.txt: Notated-out dsbarex6 sound effect
- Tokens.txt: Moved in ChainguyguyContinue and ComeEatMeDemon actors from Player.txt
- Volcabus.txt: PR#414 Attempting to fix some of these
- WeaponSpawners.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to BasicWeaponPickup
- ZmanShield.txt: PR#411 added a headless variant for the thrown actor
- ZombieCivilianShield.txt: PR#411 added a headless variant for the thrown actor
Add missing XDeath: states to throwed actors
- Zombieman.txt: Removed DeadZombieman_Half spawn from Death.Cut state and removed the DeadZombieman_Half actor
PR#409 A few correction and adding missing actors
PR#411 Added a gibbable headless berserk punched dead body variant
Alphabetized all actors after moving in additions from DyingGuys and ZombiemanVariations
PR#413 Some more fixes and corrections
PR#414 Attempting to fix some of these
PR#415 Changes to zombies and their head gib
PR#417 Changes to brutalized zombies and imps
- -ZombiemanVariations.txt: Moved PistolZombie actor into Zombieman.txt and deleted file
- v21.13.1
- MAPS Folder: Moved maps into their own individual wads and into a new MAPS/ directory
Moved the deepwater effect sector off the map on testmap (you could see it underwater)
- Textures/Liquids folder: Replaced all brutal doom liquids with hidef versions from ProjectRemap's Liquid Texture Pack v4.0
- All Friendly Marines Files: Fixed-up the guarding versions.
- All Monster Files: Removed all Crush states so that XDeath will be used instead to reduce FPS drops
- Archvile.txt: Removed A_Jump()'s from Death.Explosive and Death.SSG states
- Axe.txt: Added +MTHRUSPECIES to AxeAttack (pass through marines)
- BFG.txt: Added +MTHRUSPECIES to SuperBFGExtra (pass through marines)
- Dead.txt: Added +NOBLOCKMAP and +MOVEWITHSECTOR to a few gorespawns (they were blocking teleport destinations)
Added DamageFactor "TeleportRemover", 1000.0 back to curbstompedmarine
- Doom1Remap.txt: Change "BDECSpecimenTankDestroyed" calls to "BDECSpecimenTanks4"
- DyingGuys.txt: Removed Monster property and add +SHOOTABLE so they dont disappear when spawned over water
- Fire.txt: Added +MTHRUSPECIES to FlameThrowerMissile (pass through marines)
- Health2.txt: Removed +INVENTORY.NEVERRESPAWN from health and armor bonus actors
- HellishMissile.txt: Added +MTHRUSPECIES to revenantseekermissiles2 (pass through marines)
- Knight.txt: Removed Monster property from Dyinghellknight1 and added +SHOOTABLE flag
- Limbs.txt: Added DamageFactor "TeleportRemover", 1000.0 back to BigGibBase
- MapSpecificDec.txt: Change BDECSpecimenTanks height to 72
Create a BDECSpecimenTanks4 actor that takes the place of the old BDECSpecimenTankDestroyed
Fix BDECSpecimenTank and BDECSpecimenTankHasSpecimen death states which spawn BDECSpecimenTankDestroyed after A_Noblocking
Move blood squirting animations into BDECSpecimenTankDestroyed that will be spawned on BDECSpecimenTank death
- Puff.txt: Added +MTHRUSPEICES to HitPuff (hitscans pass through marines)
- Railgun.txt: Changed +THRUACTORS to +MTHRUSPECIES on RailgunProjectile
- Saw.txt: Added +MTHRUSPECIES to SawDamageHorizontal (pass through marines)
- Teleports.txt: Added the BrutalTeleportDest actor back in (to clear destinations for monsters to teleport in)
- Tracers.txt: Added +MTHRUSPECIES to Alerter and Taunter (pass through marines)
- v21.13.0
- Brightmaps/Monsters/Nazi: Removed NAZW sprites
- Sprites/Monsters/Nazi: Removed NAZW sprites (duplicate frames and legs were not animated)
- All Monster Projectiles: Set speed to 5 units faster than vanilla Doom
- Baron.txt: Optimized code and removed unnecessary A_CheckSight() calls
Removed +DONTHARMSPECIES
- Belphegor.txt: Removed +DONTHARMSPECIES and touched up the belphegor fireball
- BDControls.txt: Created a CheckVoodoo script to set the playerpawn to the Voodoo state only for voodoo dolls
- Burn.txt: Fix burning zombieman actors that were not dying
- Cacodemo.txt: Optimized code and removed unnecessary A_CheckSight() calls
- Commando.txt: Optimized code and removed unnecessary A_CheckSight() calls
- Commands.txt: Created a RailgunRecharge script to allow for unzooming after firng and preventing refire until recharged
- Cyberdemon.txt: Adjusted headshottarget spawns
- Dead.txt: Optimized code and removed unnecessary A_CheckSight() calls
- Demons.txt: Optimized code and removed unnecessary A_CheckSight() calls
- Doomdefs.bm: Moved texture/flat definitions into doomwalls.bm
- DoomMonsters.bm: Removed NAZW definitions
- Doomwalls.bm: Alphabetized texture and flat definitions
Removed switch definitions that conflict between Doom 1 & 2
- DualMP40.txt: Moved DecorativeTracer spawns to 8 units left/right
- DualPistol.txt: Moved DecorativeTracer spawns to 8 units left/right
- DualRifle.txt: Moved DecorativeTracer spawns to 8 units left/right
- DualSMG.txt: Moved DecorativeTracer spawns to 8 units left/right
- DyingGuys.txt: Removed +SHOOTABLE flag from actors that already are monsters so that A_NoBlocking will unblock the actors on death
- EEEVILLL.txt: Removed +DONTHARMSPECIES
- Explosives.txt: Add +FORCERADIUSDMG flag back to GrenadeExplosion
Added BounceType "None" to ShortGrenade to keep it from bouncing off headshot actors
- Fireworks.txt: Removed Monster property from barrel and replaced RGF_MONSTERS with RGF_OBJECTS for the A_RadiusGive()
- Flamecannon.txt: Changed BigFireBallWithGravity to PlayerFireBall (it doesnt have gravity anyways)
- Footsteps.txt: Set Damage property to 0 for Cyberdemon & Mastermind footsteps (getting themselves killed in monster closets)
- Knight.txt: Optimized code and removed unnecessary A_CheckSight() calls
Removed +DONTHARMSPECIES and touched up the greenplasmaball
Fix DyingHellKnightNoHead still being shootable and popping back up after death when shot
- Labguy.txt: Optimized code and removed unnecessary A_CheckSight() calls
Adjusted headshottarget spawns
- Mancubus.txt: Removed +DONTHARMSPECIES
- Motherdemon.txt: Changed damagetype of projectiles to "fire"
- Nazis.txt: Changed NAZW frames to NAZI
- PainElemental.txt: Optimized code and removed unnecessary A_CheckSight() calls
- Player.txt: Created a Voodoo state that only render frame PLAY A -1 and stops for voodoo dolls
- Railgun.txt: Allow for unzooming after firing and preventing refire until recharged
- Sergeants.txt: Adjusted headshottarget spawns
- SpecialDoom1Bosses: Adjusted headshottarget spawns of GreatCyberdemon and CyberDemonBoss
- Spectre.txt: Optimized code and removed unnecessary A_CheckSight() calls
- Spiders.txt: Removed +DONTHARMSPECIES
Set EnemyPlasmaBall speed to 25 like vanilla Doom
- Spiders2.txt: Set PurplePlasmaBall speed to 25
- Tracers.txt: Made the alerter's speed progressively increase over time so monsters can't dodge at point-blank range
Feature request: I want to use the enhanced OG maps, but the mod conflicts with Project Brutality. Having two separate files for gameplay and maps would be useful for those times I want to experience the abstract OG campaign, but prettier. I am guessing that the upcoming Brutal DOOM v22 won't have the enhanced standard campaign, as I recall MKIV feeling that people won't care.
I think it was called "Recurring Nightmare"?
Project Brutality? Brutal Doom and PB aren't compatible theyre both gameplay mods doing the same thing it's redundant to use them together and there will be conflicts. Have to use one or the other. And the only maps that BD adds are the test map and the deathmatch levels, everything else is done through scripts with modifying the vanilla campaigns. I dont play or develop PB so, I cant help with this I focus solely on brutal doom only.
BROS_ETT_311 says his mod does exactly what you are asking for:
Moddb.com
This is exactly what I wanted. Thank you very much. :)
it wouldnt be easier to play Extermination day? Its a pretty good wad that goes through the whole doom timeline using the enchansements from gzdoom and brutal doom.
I played 6 mission and I saw no slug shell box in this version. It was removed or something? Btw the changes to m79 is awesome
No slugs are there you might have just been unlucky with the RNG. Changemap test in the console to go to the test map and you will see.
This **** is amazing. Just imagine this on Doom 64
Hey man. I don't know if this is intentional or not, but the screen does not flash yellow when picking up items. What can I do to fix it?
Yeah I disabled that on purpose it was giving me a headache. The wife and I play each night on multiplayer and go to the test map to load up before warping back to the map we left off on the night before so, running across all those tables picking up all the guns and ammo with the screen blinking constantly is annoying and headache inducing.
Man, excellent work, the only complaint I have about the mod, is the design of the assault rifle, honestly I like the original better than this one, I don't know if you are going to bring it back to its old skins
I don't plan on bringing the old one back, I chose this PB G36K because it already had sprites made for a scope and some Cacoward winner WADs have huge maps where a x4 scope is useful to have. If you compare the old single assault rifle to the old dual rifle sprites they dont look like the same weapons, the sprites dont match and that always bothered me.
oh ok, I only have 2 questions, are you going to keep updating the addon? (and what do you plan to add in the future?), is there any way that the revolver can spawn naturally in the game? or is there an option inside the mod?
Yes I will keep updating the mod, the wife and I play online every night so I'm always playtesting it.
I have no plans to add anything in the future, I want to avoid feature-creep and have this turn into Project Brutality, I only plan to continue fixing any bugs and polishing things up.
The revolver will spawn in the game currently, it just has a low % chance of replacing the single-barrel shotgun on maps since it's supposed to be a secret weapon. Maybe not in vanilla Doom but a lot of the Cacoward winners and community-made WADs out there have bigger maps and more weapon spawns and you have a higher chance of seeing every weapon since there are more chances for it to roll a revolver instead of a shotgun. Can always just warp to the test map before playing as well and pickup every weapon you want, thats what the wife and I do before playing each night.
I don't know why but chaingun marine always chase the giant cyberdemon in extermination day map eday23 and get killed. Others stand still if I command them to stay
Ok Im seeing some weirdness with the guarding marines so, yeah this is a bug and will be fixed in the next update. Thanks for catching and reporting this.
I notice a few things:
MG42 can replace BFG spawn, but BFG spawn in MG42 location, thus making it much harder to obtain
Friendly marine often jump down to dangerous position below and not stay in the high ground, this is suicidal if gravity dmg on
Imp in leaping attack animation is 3 times tougher to kill than normal, idk if it's intended or not
Cyberdemon's stomp attack have no effect on spider mastermind at all, thus making mastermind win in any close combat
New glowing effect on liquid is beautiful, I like it
The MG42 replacing the BFG rarely is on purpose. Its a secret weapon and it should be rare. And it was added to the BFGSpawner so that you can find the MG42 on any megawad you play with brutal doom and not just on maps that specifically have it placed.
I've never seen or noticed a friendly marine die from falling damage before (Eday is the only wad I have played with falling damage on) but was able to duplicate this and it is fixed now for 21.13.2.
There is no way for the Imp to be an arbitrary 3 times harder to kill during leaping. It's hit points dont change and no flags or damage resistances are changed. Its not spawning a new actor either so, just kick them in the face I guess but, nothing in the code is making them tougher during the LeapAttack state.
Verified the cyberdemon stomp issue and that is now fixed for v21.13.2 as well.
Thanks for catching all of these, glad you like the liquids they are taken from ProjectRemap's HidefLiquidTexturePack v4.0 (v6.x is out now). He does great work.
v21.13.1 Expansion (Stable) is the latest version right? Do I have to use it with the old 21 or can it be played alone? (called an "expansion").
I've been playing for weeks with v21 (older version I think...it's 86Mb) and I'm really happy to see that the project continues,unfortunately I'm an old man and I don't understand English well sorry (I use google translator) it's great how have you improved a 1993 game (I was 20 years old) you did a superb job!! it's really fulfilling and FUN even after almost 30 years. I renew my heartfelt congratulations to those who put effort and PASSION to entertain us you are really good, I envy you because you know how to do all this !!!!! thank you thank you!
This is a brutalv21.pk3 "replacement" to be used instead of the old brutalv21.pk3. And thanks I'm glad you enjoy it. I still would give Sgt_MarkIV all the credit since this is his baby.
More I play with BD the more I am convinced that it is the most BALANCED of all the "brutal" projects..... I love it more and more Thank you very much Sergeant !!!
In this version, on the Gzdoom3.1, the game dyes from a shot from BFG
Update GZDoom to 4.10.0 then
AWESOME! If I am looking for some classic arcade fun with modern enhancements, it's time for BRUTAL DOOM!
The explosive Barrels seem to be lower than in normal Doom or brutalv21. Is it done that way on purpose?
What do you mean "lower"?
Here's a comparison:
Pasteboard.co
my barrels have the same sprite offsets as the vanilla barrels in the Doom.wad as well. this is a sprite clipping issue so, go into options>display options>opengl options>adjust sprite clipping>always or smarter and that will lift them out of the floor.
Thank you. It worked.
In vanilla Doom this parameter has no effect on the position of the barrel at all. In your version, it is better to use "smarter". With "always" some sprites float in the air.
What do you mean by vanilla Doom? Like software render? I know the mancubus sprites look like theyre floating in air with opengl and have asked the zandronum devs about it, its just how the render engine works compared to software render vs opengl and I cant fix that. What specific sprites are you looking at?
No. Vanilla Doom is also under OpenGL.
There also in "sprite clipping>always" mode, some sprites float in the air.
But there for some reason any change in "sprite clipping ..." has no effect on the position of the barrels at all. It's like the barrels are fixed all the time.
In your "v21.13.1" mod, changing the "sprite clipping ..." parameter also moves the barrels.
But that's not a problem, the "sprite clipping>smarter" setting looks quite good. The barrels only go to the floor a little bit.
Thanks for your work, I prefer to use your "BD-Expansion" mod, especially since it has a good addition "Compatibility Patches".
You must be playing GZDoom then. With zandronum the sprite clipping option moves the barrels without brutal doom but I see in GZDoom they do not move with only vanilla loaded. *shrugs* I mainly care about zandronum since I play this on online coop with the wife each night. I will add/try to keep GZDoom compatibility if possible but there are things Graff has changed in GZDoom that break things in Brutal Doom and are out of my hands. I will always maintain zandro compatibility over GZDoom.
Yes, I played through GZDoom.
The barrel height in this mod is set back to vanilla Doom at 42. Brutalv21 it was at 32.
yo this still got the updated gore system from Gold?
You mean "brutalv21 Gold"?
Yes, but by a different author, "BLOODWOLF333".
Corrected some errors of the original.
More balanced version, in my opinion.
Yeah this is brutalv21gold with mainly bug fixes and very few additions.
hell yeah brother, downloading
How can I hide/remove Doomguy so only the kitty is visible? Running the Stray Doom cat mod with Brutal Doom expansion. This is a phone shot, running GZDoom in Kubuntu LTS.
Gyazo.com
The mods are not compatible most likely. You can try loading the cat mod after brutal doom maybe, mods that are loaded after overwrite what is loaded before if they both contain the same actor definitions or sprite names. And the player sprite changes depending on the weapon selected so if that cat mod is only changing the PLAY sprites then this isn't going to work with brutal doom.
That worked, thanks. Modified the gzdoom.ini file under [Global.Autoload] and made sure the cat mod was the last Path= line.
Excellent work on the original. I especially like the updated berserk, or rather rip and tear mode. It was always annoying that a right-handed punch instantly killed monsters with low HP. However, I noticed that the corpses of zombies and imps sitting against the wall were missing. I have never seen them during my passage. Is this a bug, or did they have to be removed on purpose?
They're still there, only changes I made to them is that they now periodically thrust backwards (in the case of them landing against a door) and if you open the door behind them they will fall over. I will check them tonight and see if something is broken.
I touched up their code and they seem to behave correctly now so this is fixed for 21.13.2
Good. And when will this newest version be released approximately?
Around Feb 27th I release a new version after playtesting and working on it for two months at a time.
Are you planning to remove fatality? Maybe fataliti can be disabled in the settings?
No. Press reload with fists selected and it will change to normal vanilla berserk attacks without doing fatalities. So many people would be ****** if I removed that, just no.
What can a lagging step sound do?
I have now turned off the step sounds in the settings.
Honestly thats how I play, I turn them off I find the footsteps annoying. But, I just fixed them and made them less sensitive to the player's velocity so this will be fixed in v21.13.2.