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Fantastic Frontier

Dark Fantasy RPG with Tech
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Fantastic Frontier 11 GODLOOP-0.1.7.2.zip

File nameFantastic Frontier 11 GODLOOP-0.1.7.2.zip
Uploader
MatuLivesMatuLives
Uploaded
May 15, 2026
Downloads
2.3K
Size
204.0 MB
Mod Loaders
—
File ID
8095263
Type
R
Release

What's new

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

 

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