Just over two years ago (at the time of posting this) I had completed a set of quality of life features for FE5 to be showcased in FEFE. I don’t remember what happened with that, but these additions never saw a release. The original set was incredibly buggy, hastily written, and poorly done. I’ve been asked about releasing them a few times but I’ve wanted to work out the bugs before doing so. I feel like they’re now in a state where I’m comfortable releasing them.
At the time of writing this, all features planned to be in FEFE are functional except for hold start to skip animations
.
You can download the GitHub repository here.
Additionally, you are free to modify, configure, and/or redistribute these additions individually or together as part of any projects or hacks provided that you link back to this forum post or the GitHub repository.
The README.md
file in the repository lists some additional things that are required to use the repository. You can configure which features you want by editing QOLConfiguration.txt
.
There are still known bugs (and there are bound to be some unknown bugs, too):
- Displaying a large number of HP bars may cause sprites to disappear
- Having many units and HP bars in a horizontal line may cause sprites to disappear
If you run into any other bugs or issues, please let me know.
Now, a little showcase of the implemented features:
Hold A to speedup movement
This is actually a vanilla feature that is locked behind completing the game at least once. Thanks, IntSys.
Equipped item preview
This displays a unit’s currently equipped weapon on the burst window. If the unit does not have an equipped weapon, it tries to display the first usable staff in the unit’s inventory.
Guard AI display
Units that don’t move due to their AI settings will have their movement range displayed as 0.
Hold L to swap animation modes
While holding L, switch which animation mode will be used in battles.
HP bars
When a unit has less than their max HP, display a bar with an approximation of their current HP. There are 13 different bars, ranging from nearly empty to nearly full.
Talk display
If a unit has a talk conversation available with another unit, this displays a bubble above the target.