A minor update will be uploaded in the next day or so; it’s got some bug fixes, but more importantly, it restructures some stuff with the prologue.
Right now, the prologue is pretty much already a chapter, so I’ve split a few small scenes from the current prologue/chapter one and spliced them into a new, short prologue. The current prologue will be renamed to “chapter one,” and the current chapter one will become “chapter two.” As a result, the currently-in-progress chapter two will actually be named “chapter three,” and the new “prologue” will be a mix of spliced scenes and new content.
If you read that and did something like this, that’s understandable:

To recap, what’s happening is a renaming of chapters to make room for a new prologue that better serves the role of what a prologue should be:
- (New addition) → new, short prologue
- Current prologue → renamed to chapter one
- Current chapter one → renamed to chapter two
- Upcoming new chapter (previously would’ve been the “second”) → the new chapter three
Why, you ask? After some personal reflection, I decided TGF needed a shorter prologue that served as more of a hook and less of an all-in chapter, hence the re-arrangement. Not much has changed, but there might be a few continuity errors (or quickstart errors) as a result of the splicing and renaming of some coding segments. I’ve tried to eliminate as many as possible but, well. Heh. I’m only human, after all.

The content of the new chapter (formerly would’ve been named “two,” will now be named “three”) remains the same. Since this update is minor and not a significant content update, I will not be updating the thread title/“last updated” stamp to prevent confusion.
For anyone curious about the new prologue segment, you can expect it in the next day or so; I will quietly release it into the wild and let it do its thing.
Also, if you’ve made it to the end of this extremely long post, which I intended to be three sentences long… er. Congrats! I rambled. Again. 
EDIT: Forgot to mention! Previously, Maximus’s fate could be (relatively) easily determined by reading the code; however, I felt like that was a little dull and lacking in spice, so I’ve adjusted that code segment. If you pick the option to give Maximus advice (rather than directly saving him (which results in MC knowing he’s alive) or directly abandoning him (which results in MC knowing he’s dead)), depending on your relationship with him (positive or negative) there will be either a 70% randomized chance that he lives (if the rel. is above the threshold) or a 70% chance he doesn’t (if the rel. is below the threshold). This way, those who don’t want to be super warm and Fuzzy with Maximus aren’t automatically locked out of the possibility of Maximus being alive and later returning, and those who are only lukewarm don’t guarantee his safety.
I think most people don’t choose to be buddy-buddy with Max and thus fall into this “give advice” category, so it’s a bit more fun with a splash or randomization. This way, nobody can know for sure what’s become of Maximus–not even me! It’ll make for a fun (or maybe a horrible?) surprise later. 