Evening all, it's time for the first release of the month, and the end of The Ends. Both bad ends are now in the game, one for if you fence-sit on your final scheme for the form of the coup, and one for if you fail the Climax Mission. To be specific, starting the mission itself is not the point of no return - once you reach the first encounter and choose to proceed rather than abandon, that is when you are fully committed. A few messages have been added to highlight this fact. I've also removed a few buttons from the endgame sequence, I should point out that trying to use the Codex in the previous version may get you stuck, so...don't do that.
Additionally, we have some new artwork this release - in addition to the now-utilized Bad End CG (previewed above), we have a new Citizen Encounter CG featuring a pair of enthusiastic Vessians! Work is now starting on the first of the main ending CGs, so hopefully you can expect to see that before too long.
I'll be starting soon on the first Specialist epilogue scene, after which I'll be implementing the more strictly enforced endgame requirements, so if you've been experimenting with different Director choices, you may want to get that in while you can, as soon it will cost you...so to speak. That's about all I have for now, so, patch notes below, game links to follow. Enjoy!
v0.51.0 Change Log
Game Functions:
Mission Content:
Scene Content:
Art Content:
Codex Entries:
Bug Fixes:
Known Issues: