Boron Epilogue
The Boron Epilogue is the post-Main-story conclusion. After the player completes the Main arc, the epilogue triggers Kingdom End gate openings + news anchor announcements signaling the new territorial state.
- Script:
story_boron_epilogue.xml - Size: 8KB (small, transitional)
- DLC: Kingdom End
- MDScript version: 4 (
Startcue)
Trigger conditions
Section titled “Trigger conditions”Epilogue fires after Main story state advanced past Ch7. Specifically:
Setup_StoryStatevalidates story stateSetup_StoryStateWaitpolls until state ready
The epilogue creates a single dedicated NPC:
- Gate Opening Announcer (
Setup_GateOpeningAnnouncer) — News-anchor style voice character
Mission entry: “Kingdom End Gate Opening”
Section titled “Mission entry: “Kingdom End Gate Opening””Cue: GateOpening_TriggerHandling
Section titled “Cue: GateOpening_TriggerHandling”- In-game name: Kingdom End gates opening news event
- Path/Chapter: Epilogue (main)
- Find in game: Auto-fires after Main story Ch7 conclusion
- Prerequisites: Main story state = “completed”
- What player encounters:
- Trigger validation:
KingdomEndGateOpened_OnFailCheckensures cleanup if state not ready - Trigger event:
KingdomEndGateOpened_Trigger— initiates the gate-opening sequence - Open remaining Kingdom End gates:
OpenRemainingKEGates— all Kingdom End sector gates open - News anchor announces (
OpenRemainingKEGates_NewsAnchorSpeak, 30s polling):- News-anchor voice over reports the gate openings
- Player receives announcements about Kingdom End territory access
- Trigger validation:
- Where: Player anywhere (announcement is universal); gates open in Kingdom End sectors
- NPCs involved: News Anchor (Gate Opening Announcer)
- Reward:
- All Kingdom End gates opened (sectors
cluster_606_sector001Kingdom End I + connected) - Boron territory accessible without restriction
- Story state advanced to “Boron arc fully complete”
- All Kingdom End gates opened (sectors
- Chains to: End of Boron content arc (epilogue is terminal)
- Code reference:
story_boron_epilogue.xmlGateOpening_TriggerHandling
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that disable specific Kingdom End gates may collide with
OpenRemainingKEGates - ❌ Mods that change Kingdom End sector layout affect which gates get opened
- ⚠ News anchor mods may collide with
Setup_GateOpeningAnnouncer - ⚠ Custom faction mods that change Kingdom End sector ownership affect post-epilogue state
Effects after epilogue
Section titled “Effects after epilogue”Post-epilogue state:
- All Kingdom End sectors connected — Rolk’s Demise, Atreus Clouds, Menelaus Oasis, Towering Wave, Reflecting Stars, Kingdom End I all reachable
- News notification queue — player receives several news announcements about the gate openings (30-second polling spreads them out)
- Story state:
gamestart.storystate.story_boron_*flags fully set - Faction state: Boron return acknowledged; trade routes possible
Code references
Section titled “Code references”| Concern | Cue |
|---|---|
| Story state wait | Setup_StoryStateWait |
| Gate Opening Announcer setup | Setup_GateOpeningAnnouncer |
| Validation check | KingdomEndGateOpened_OnFailCheck |
| Trigger | KingdomEndGateOpened_Trigger |
| Gate opening | OpenRemainingKEGates |
| News announcements | OpenRemainingKEGates_NewsAnchorSpeak |
Related
Section titled “Related”- Boron arcs overview
- Prelude — entry arc
- Main story — preceding 8-chapter arc
The Epilogue is a state-transition rather than an interactive arc. It’s small but critical — without it, Kingdom End remains partially gate-locked even after the player completes the climax.