Thanks for all the feedback man, I really appreciate all the positive things you noticed. There is a lot of things, so I will just adress a few that I feel like explaining a bit.
Indeed, I went with a "criminal empire" kind of deal, glad you liked the opening scroll, is a lot of text to read and I have been thinking on some ways to make it less "text heavy" but I also think is does a bit of rug pulling, because it can make you think that the map is gonna be palying out the events described but then is a completely different thing :D (I don't think you noticed it, but the report changes slightly based on the party picked)
I'll take note of all the bugs and give the script and descriptions another revision. Man, that nasty infinite new turn loop is a pain, I though I had squashed all intances of it. And sadly is part of the reason there isn't an End turn map command, it has the nasty issue of bugging the turns. Also Alfonzo not having access to the bag is also a bug D:
Regarding not being able to take out weapons from the bag, I hacked together an equipment system, so you can only take out weapons if can use them (and have "free hands", ie you have to store your bow then take out the new bow)... thinking about it, I should make the convoy allow you to trade the item directly.
Also, the stat rename, while can seem a bit superficial because they work as their original counterparts in principle, most of them have some reworked functionality, for example if you track P-Def and Vit, you will notice is not a simple 1-to-1 relation (even accounting for equipment P-Def bonus), same with all other secondary stats. I need to add goinza's bottom window for the stat description part, but I'm really really conservative when adding QoL plugins, so I go slowly adding them project to project. (I actually had your big unit map windowin the previous and forgot to copy it into this project) and yes, Fibonacci persuit is at play here :D
But I love your comment of finding out stuff by turn 40+ because that is the kind of design school I go for, I'm really not into the whole "explain every mechanic and feature of your game outright" I want to make the player find out stuff on their own as they get more into the game, I guess is a kind of old school thing. That is the mindset that inspired making the first choice kind of "I have no clue what this does" for the first time playing, but it easily makes sense for replays if you pay attention while playing.
But it not always works, I actually removed the effective description on weapons to make finding out what weapons work against what, mix into that replay value and that makes the boss weapons underwhelming at first sight. :( But if it make you scratch your head a bit I guess I kind of achieve my objective lol. And I'm not really always logical with it eaither because I do have that Skill info extension of Marky's Skill info window plugin explaing skills in depth haha. I need to work on picking a side for everything I guess.
On the ending, Eioneous is a demigod, he is a playable character in Rookie's Day that works as a FE3 Manakete, and all the feedback I got regarding him was that he was really busted and why did a mercernary company had a Demigod around? (Because he was barely adressed on that game's plot) so I took the chance to explain that in the ending as a "post-credit" scenes kind of thing, shameless plug to another Americo game is shameless ;)
PD: Dank Boar... is a Dankboi reference, I just like that guy it makes me laugh lol.