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Fantastic Frontier

Dark Fantasy RPG with Tech

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