File Details
Fantastic Frontier 11 GODLOOP-0.1.7.2.zip
- R
- May 15, 2026
- 203.95 MB
- 741
File Name
Fantastic Frontier 11 GODLOOP-0.1.7.2.zip
Supported Versions
General
Added voice lines and warning audio across the NEMESIS event flow
Expanded the NEMESIS annihilation sequence into a much larger staged spectacle
Improved structure spawning logic across the world so major structures are no longer tied to one fixed hardcoded result path
WARIUM
Added a full orbital collapse sequence after the NEMESIS core is destroyed that has been heaviuly updated
Added tighter random explosions around the core so the collapse feels denser and more focused
Improved Rods From God impact flow and aftermath timing
Skylock now only works in the overworld
Rods From God can now only be used in the overworld
Structure Spawning / World Generation
Majorly reworked structure spawning
Added a structure registry system so important structures can store and reuse their real placed anchors
Main Town, Heart of the Forest, Hidden Library, and NEMESIS now work through the registry instead of relying purely on fixed coordinate assumptions
Structure-dependent systems can now read the actual placed anchor instead of assuming the old hardcoded locatio. This allows quests, protection, NPC logic, and other world systems to follow the real spawn position of structure. Added smarter terrain resolution for overworld structures. Ground checking now evaluates a wider placement area before choosing the structure anchor.
Overworld structure placement now aims for more stable terrain results instead of blindly trusting one bad surface sample
Maintown loader was reworked to use anchor persistence and better placement handling
Heart of the Forest loader was reworked to use anchor persistence and better placement handling
Hidden Library loader was reworked to use anchor persistence and better placement handling
NEMESIS loader was reworked to match the newer structure system while keeping its fixed space origin
Structure loaders now use more targeted per-segment force-loading instead of holding huge unnecessary areas loaded the whole time
Segment loading now unloads between placements instead of keeping the full footprint active for the whole sequence
Fixed
Fixed cases where the satellite incorrectly reported missing core power even while the elite energy cube was present
Fixed Rods From God secondary blast timing so it no longer fails silently after the impact phase
Fixed control and destruction behavior interfering with each other too much by separating those systems properly
Fixed multiple world-start issues where satellite logic could react before NEMESIS had actually finished loading
Fixed several structure systems that still depended on old fixed coordinates even after structures could move
Fixed quest and world logic drift caused by structures no longer always being in their old hardcoded locations
Fixed missing or unreliable NEMESIS segment placement caused by bad loader force-load behavior
Fixed segment unload logic that could remove important overlapping chunk tickets mid-load

