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And there was movement. And it was good.

This doesn't look like a huge step up from when I was first posting the movement grid last month, but it has been. Back then it was just a cheese method call with a movement grid but by now the game properly recognizes this as a turn in a battle and those dudes as units with individual stats and everything. 

...technically that monster dude is on the enemy team but that's fine cuz i haven't asked it to care about that yet.

my next step is to do what we talked about previously and move the calculation for the movement grids into the Turn Announcement and Movement animations. I couldn't do those before that existed but now I'm on it. That'll open the door for me to be able to display the movement grids on hover rather than on-click, which I think is a pretty key QoL feature that FE does right 

all in good time... and eight hour bursts.

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Hachilio Murray

A question about the movement path. There are multiple paths you may take to get to your final position. Can you as the user determine which path the character should use? If you lay down traps or hazards on certain tiles, I would certainly want to choose how my little warrior travels around it. Right now it appears you cannot, because the characters moved in a different path than your selector did to the final position