Figured I'd make mention of these in a topic here so that people are more likely to notice. The Lion War ReMixed has a few nifty features that are easy to miss, but can add a fair bit of quality of life to your playthrough.
Smrt Encounters
Not to be confused with "Smart Encounters", this one isn't always on. Under normal circumstances, the game will continue to generate random battles randomly. However, if you are holding the X or O buttons as you pass over a green dot, you will never get a random encounter. If you are holding the O button as you land on a green dot that you chose as your destination, you will always get a random encounter. If you are holding the X button as you land on a green dot, you will never get an a random encounter. It's called "Smrt Encounters" because it's dumber than the regular Smart Encounters, and because I appreciate the dual Simpsons and Final Fantasy V reference.
Swap Ability Preview Targets
When you are preparing to use an ability that can hit targets other than the one target in the dead center of the attack (if there even is a target there), you can now press the □ button to switch between valid targets that will be targeted by the ability.
Zodiac Compatibility Highlighting
When your cursor is hovering over a unit on the battlefield, you can hold Square to engage "Zodiac Compatibility Highlighting". Units with Best Compat will be flash blue, Good Compat will flash green, Bad Compat will flash yellow, and Worst Compat will flash red.
Cross Skip and Scene Skip
During events, holding the X button will speed through the dialogue at a fast pace. The Start button will do the same, but during non-battle events, if Start is held at the point when the event first starts, shortly after a dialogue box closes, or after the camera finishes moving, the entire event will actually be skipped. This was done slightly crudely via event instructions inserted at specific points in the events instead of an ASM hack so that I could prevent it from breaking event-based minigames (before I knew how to ASM hack, which would have allowed me to have an enable/disable trigger on an existing hack that does this), so, on occasion, it can take a bit of time to trigger.
Extended Warranty
Any equipment of yours that is broken (including katanas with Draw Out) gets sent to the Fur Shop, where it is repaired and available for you to buy back. Any equipment of yours that is stolen will be regained after the battle ends.
Improved Level Scaling
Enabled by default, this option can be disabled in the Extra Options menu. Battles with level scaling will recalculate the levels of the units on the field after you deploy your units, using the highest level only of your deployed units instead of checking the entire Roster.
Improved Enemy Job Level Progression
Enabled by default, this option can be modified or outright disabled in the Extra Options menu. Enemies will initially calculate their unlocked jobs and available abilities as normal, but every time Ramza's sprite changes, they will check an extra source. They start out only calculating according their preset "Job Level", which can be set in the Encounter Table Data to any possible job from levels 1-8. After you become Chapter 2 Ramza, they will also do the same for their current Job, if it is different from their specified Job. Not every enemy will be in a different Job than their specified Job, but some are. Finally, after you become Chapter 4 Ramza, they will also do the same for the Job that their secondary skillset belongs to.
This means that as you progress through the game, enemies start tending to have more abilities available to them. The most obvious example of this (before I modified the functionality of his base skillset) was with Aliste: this mechanic grants him level 8 Draw Out, and he is extremely happy to Teleport 2 into the middle of your units and blast out whatever it is he's learned from the Samurai job.
Wariness
Enabled by default, this option can be disabled in the Extra Options menu. Units with 50 Brave or more will take normal damage, but with less than 50 Brave will take less damage the lower their Brave gets. Of course, units vulnerable to Chicken will have to be careful around Oracles and Mediators...
There is also a specific ability that can be equipped to cause the reaction chance to start going up once a unit gets below 50 Brave. Make sure you read those ability descriptions!
Enhanced Knockback
Enabled by default, the option to allow "Immortal" units and Ramza to be knocked back can be disabled in the Extra Options menu. Additionally, units that can enter or remain above water can now be knocked back onto a water tile. Units that don't have "???" stats can even be knocked onto a lava tile, which will instantly kill them and dump their corpse on the nearest walkable tile.
There are also specific action abilities with guaranteed chances to knock units back. Make sure you read those ability descriptions!
Banditry
Enabled by default, this functionality of the ability "Banditry" can be disabled in the Extra Options menu. A new Support ability, Banditry can not only be learned from the Thief job, it is innately equipped to them. Among other things, this will cause Thieves to automatically crit whenever they attack from behind, dealing fixed damage boosts depending on the weapon type. Daggers will deal double damage. Fists, bows, and crossbows will deal 1.5x damage. All other weapons will deal 1.25x damage. This means that you likely will want to bring ranged weapons when going up against Thieves - or to make sure that you turn your back to prevent them from getting at it!
Extra Options
I've mentioned them a few times here, but there are plenty of options you can use in this menu to tweak your experience to be more in line with the way you like to play games. Make sure you take a look through to see what else is available!
Smrt Encounters
Not to be confused with "Smart Encounters", this one isn't always on. Under normal circumstances, the game will continue to generate random battles randomly. However, if you are holding the X or O buttons as you pass over a green dot, you will never get a random encounter. If you are holding the O button as you land on a green dot that you chose as your destination, you will always get a random encounter. If you are holding the X button as you land on a green dot, you will never get an a random encounter. It's called "Smrt Encounters" because it's dumber than the regular Smart Encounters, and because I appreciate the dual Simpsons and Final Fantasy V reference.
Swap Ability Preview Targets
When you are preparing to use an ability that can hit targets other than the one target in the dead center of the attack (if there even is a target there), you can now press the □ button to switch between valid targets that will be targeted by the ability.
Zodiac Compatibility Highlighting
When your cursor is hovering over a unit on the battlefield, you can hold Square to engage "Zodiac Compatibility Highlighting". Units with Best Compat will be flash blue, Good Compat will flash green, Bad Compat will flash yellow, and Worst Compat will flash red.
Cross Skip and Scene Skip
During events, holding the X button will speed through the dialogue at a fast pace. The Start button will do the same, but during non-battle events, if Start is held at the point when the event first starts, shortly after a dialogue box closes, or after the camera finishes moving, the entire event will actually be skipped. This was done slightly crudely via event instructions inserted at specific points in the events instead of an ASM hack so that I could prevent it from breaking event-based minigames (before I knew how to ASM hack, which would have allowed me to have an enable/disable trigger on an existing hack that does this), so, on occasion, it can take a bit of time to trigger.
Extended Warranty
Any equipment of yours that is broken (including katanas with Draw Out) gets sent to the Fur Shop, where it is repaired and available for you to buy back. Any equipment of yours that is stolen will be regained after the battle ends.
Improved Level Scaling
Enabled by default, this option can be disabled in the Extra Options menu. Battles with level scaling will recalculate the levels of the units on the field after you deploy your units, using the highest level only of your deployed units instead of checking the entire Roster.
Improved Enemy Job Level Progression
Enabled by default, this option can be modified or outright disabled in the Extra Options menu. Enemies will initially calculate their unlocked jobs and available abilities as normal, but every time Ramza's sprite changes, they will check an extra source. They start out only calculating according their preset "Job Level", which can be set in the Encounter Table Data to any possible job from levels 1-8. After you become Chapter 2 Ramza, they will also do the same for their current Job, if it is different from their specified Job. Not every enemy will be in a different Job than their specified Job, but some are. Finally, after you become Chapter 4 Ramza, they will also do the same for the Job that their secondary skillset belongs to.
This means that as you progress through the game, enemies start tending to have more abilities available to them. The most obvious example of this (before I modified the functionality of his base skillset) was with Aliste: this mechanic grants him level 8 Draw Out, and he is extremely happy to Teleport 2 into the middle of your units and blast out whatever it is he's learned from the Samurai job.
Wariness
Enabled by default, this option can be disabled in the Extra Options menu. Units with 50 Brave or more will take normal damage, but with less than 50 Brave will take less damage the lower their Brave gets. Of course, units vulnerable to Chicken will have to be careful around Oracles and Mediators...
There is also a specific ability that can be equipped to cause the reaction chance to start going up once a unit gets below 50 Brave. Make sure you read those ability descriptions!
Enhanced Knockback
Enabled by default, the option to allow "Immortal" units and Ramza to be knocked back can be disabled in the Extra Options menu. Additionally, units that can enter or remain above water can now be knocked back onto a water tile. Units that don't have "???" stats can even be knocked onto a lava tile, which will instantly kill them and dump their corpse on the nearest walkable tile.
There are also specific action abilities with guaranteed chances to knock units back. Make sure you read those ability descriptions!
Banditry
Enabled by default, this functionality of the ability "Banditry" can be disabled in the Extra Options menu. A new Support ability, Banditry can not only be learned from the Thief job, it is innately equipped to them. Among other things, this will cause Thieves to automatically crit whenever they attack from behind, dealing fixed damage boosts depending on the weapon type. Daggers will deal double damage. Fists, bows, and crossbows will deal 1.5x damage. All other weapons will deal 1.25x damage. This means that you likely will want to bring ranged weapons when going up against Thieves - or to make sure that you turn your back to prevent them from getting at it!
Extra Options
I've mentioned them a few times here, but there are plenty of options you can use in this menu to tweak your experience to be more in line with the way you like to play games. Make sure you take a look through to see what else is available!