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Hover system: move range is displayed on curse-over rather than on selection. This is a small QoL the FE series does well that many other tRPGs don't, and as I have probably said before it is my intention to make this game as comfortable to players coming off of modern FE as possible. Took some restructuring from the previous show to get it going though.

There's also the new way that the cell tiles disappear. That actually just kind of... happened?? when I was trying to solve for a slight delay (fun fact: RMMV has a resources profile so it actually shows you what specific commands in the script are lagging. god bless this universe) and changed the erasure method. But imo, it looks cool as heck, and it's totally consistent so I'm keepin' it for now at least.

So my plan as a whole right now is basically just to focus on drawing a thread through unit turns. Hover > Select > Move > Command > Combat > Wait. So, halfway there and the command menu is next. Once that all is finished I'll flesh out the various steps with things like player-defined movement and clearer cell colors.

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