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Latest Update: Version 1.5 (January 23, 2021)

One hundred years after the events of Blackmoon Prophecy, the world of Gaia has recovered from the conflict with Emperor Belmont, Malacore, and Zeul which saw a group of adventurers, today known as the Light Warriors, save the world from certain doom.

The rebuilt Lindblum Kingdom stands proudly as the world's fastest growing economical and military force. With the fierce backing of Esperkind behind the kingdom, it appeared that nothing would disrupt the immense prosperity that Lindblum was experiencing until Esperkind suddenly turned against Lindblum. The game follows the adventures of a young Augurer (specially trained anti-Esper monster summoner) named Zephyr Highwind who is forced to abandon his simple lifestyle of looking after Winter, a white chocobo which belonged to his deceased sister Ezra. With new friends aiding him, Zephyr seeks to put an end to the rising hostilities between Lindblum and the Espers, led by Ramuh, before the conflict engulfs the entire globe.


Blackmoon Prophecy II features twelve main characters, five optional characters, and two guest characters. Expected playtime should be in the range of 40+ hours.

Check out Blackmoon Prophecy across the internet for lots of progress updates and screenshots not shown on RMN (in order to prevent spamming the front page/everyone's notices).






Need help? Check out Firefly84's guide here.


Check out Blackmoon Prophecy Prelude now in development:

Latest Blog

Blackmoon Prophecy II Plus Now Available





Change Log:
  • Added a check in Eternia to guarantee that a specific event would run if the player backtracked and later returned.
  • Added a new interior battle background for boats and ships.
  • Added a third save point to Eternia.
  • Added claws to Lindblum City's weapon shop after Jasmine joins the party.
  • Added Diamond Isle Cave as an optional location to visit late in the game.
  • Added Gau as an optional character.
  • Added Jossley as an optional character.
  • Added lamb chops to the Hillsdale item shop.
  • Added Lukahn's Workshop as an optional location to visit late in the game.
  • Added Relaxed Mode, which can be selected at the start of the game.
  • Added Solitary Isle as an optional location to visit late in the game.
  • Adjusted positioning of monsters in various enemy formations to prevent them from looking too bunched together.
  • Changed around the spectral encounters you fight in the garden of the Mage Quarter in Lindblum City.
  • Changed colour of Zephyr's dragoon armor.
  • Changed dialogue of all augurers in the Augurer Colosseum.
  • Changed the menu graphic for Genji Glove.
  • Changed party formation of Reiner's group during scenarios to avoid potential glitches with Silas in fourth spot.
  • Changed Shiva's graphic during the sequence where Ramuh unleashes Espers in Koltz Forest.
  • Changed version of Poison spell cast by Nega in Old Lindblum Armory, as it isn't supposed to play the casting animation.
  • Edited cave battle backgrounds slightly to prevent mild repetition.
  • Fixed a bug I created in the last patch that made Zephyr visible for the entirety of the intro.
  • Fixed a chest in Dawnmarch that incorrectly referenced what it contained.
  • Fixed a pathing issue in Koltz Forest.
  • Fixed a minor tile passability issue with a cave tileset.
  • Fixed an event in Alexandria that could be activated earlier than intended.
  • Fixed colour of grass in various locations.
  • Fixed issue regarding the fireplace in Crescent Village's inn not animated during cutscene with Zephyr.
  • Fixed issue that allowed Zephyr to be removed from party lead at a time he is supposed to remain in that position.
  • Fixed issue that caused Mohadmal Tomb hummingway to crash the game when trying to start a card game with him.
  • Fixed issue with Rudra not being fully visible on screen when he is flying to Auslen. Only his tail could be seen.
  • Fixed issue with Tetra Master card shop windows being excessively narrow by reverting to default shop menus.
  • Fixed some minor issues with pathing and treasure chests in the Overgrowth.
  • Fixed some typos present during the party's initial boat ride to Lenadia.
  • Gave Cid a unique weapon called Commander's Blade with high magic and vigor stats to give players a better sense of Cid being a strong leader.
  • Realigned Jossley's sprite.
  • Removed an attack from Doom Scarab's script that did not reference an actual ability or spell.
  • Removed railings from stairs in Tzen and automated walking up/down.
  • Replaced obsolete hidden items in Zephyr's home with new ones.
  • Resized "Mark Cleared!" image.


Now available on the downloads page. Enjoy!
  • Completed
  • UPRC
  • thomasstoutXXV (Live Testing)
    LaMasquerade (Composer)
  • RPG Maker VX Ace
  • RPG
  • 11/05/2013 03:32 PM
  • 11/08/2022 11:53 PM
  • 12/23/2017
  • 1406283
  • 250
  • 5848

Posts

Of course you can! You're a productive man, Dan, and you seem to have most of the game planned out already. Don't stress yourself to death though! I'm sure this will be different from what happened to BP1 ;)
Did you say something about the demo save not being compatible with the 1st build about some cards not being obtainable? which cards are they what can I do to make my save compatible and the cards obtainable or are people going to have to keep starting from the beginning every to you do a new build thanks?
UPRC
Exciting, but ultimately pointless.
7380
Any cards found or any games played in Alexandria or Mystic Mysidia may crash the game if you use an old save.
author=UPRC
Any cards found or any games played in Alexandria or Mystic Mysidia may crash the game if you use an old save.
I must be lucky then no crashing in Alexandria but I am not yet up to Mystic Mysidia.
Just finished the demo. It looks really good so far! Definitely looking forward to more. I have some questions/comments/feedback/whatever you wanna call it. I'm going to put them under the spoiler bars for both length and to avoid spoiling anyone reading this before finishing.

In no specific order:

- I'm not sure if this is intentional or not, but currently Blitz and Gunner (and maybe Gallant I'm not sure as I didn't really use Edric much) can miss. Personally, I don't like this much, especially with Gunner as Trigger really doesn't have much MP at all so every shot counts.

- Please take a look at the random encounter rate. It really feels much too high. I'd even suggest looking into putting in a system like Bravely Default. In that game, you can adjust pretty much everything about random encounters. You can scale it from 0% (the baseline encounter rate) to +/- 100% so everyone can fight as much or as little as they want.

- If it's possible to adjust the volume of sound effects on your end, I'd suggest looking at Trigger's basic attack and the shield blocking SFX. I have the SFX volume at 20%, which makes everything sound really good, and then those two effects play and it is absurdly loud.

- Maybe tweak gold gains just a bit? A 10-15% increase even would be good.

- I'm...honestly not sure of the point of crafting tokens? If crafting weapons took crafting tokens instead of gold, I guess it'd make a bit more sense, but as it is now, I have to pay for these items so that I can pay to make a weapon? Why not just increase the cost?

- The Nega fight in the abandoned armory came out of nowhere. Unless he's going to show up more later in the game, I'm not really sure what the point of that was.

- This never actually comes up in the demo, since you don't have to go to this location, but there is a dungeon that uses the "Sand Prison" background music, but the file in the BGM folder is named "Sand_Prison" which causes the game to crash when you try to enter it.

- There were two items I found, a Lava Rock and a Charged Scale that I could use from the menu, but didn't seem to do anything? Were they from an older build when blue magic/summons were learned from items or is there something I'm missing?

- Additionally, the Charged Scale item doesn't have an icon associated with it in the menu.

- I don't know if this is on my end or not, but the Reef dungeon (A+ work on the diving helm sprites BTW, would lol again) may be a touch too dark. I navigated basically by following the crabs, as I couldn't see any path.

- Would it be possible to make an X-Magic command for the mages? It's convenient having them in the same list, but I found myself having to scroll back and forth and back and forth to get to the spell I wanted.

- I avoided using tomes for a while because I remember in the first game the spells they gave cost more and were slightly less effective than the actual magic, which doesn't seem to be the case in this one? Maybe add an NPC in the training schools that says something like "Thanks to further magical research, anyone can cast a spell as effectively as a Black Mage after studying the proper tome." or something else that indicates there isn't an increase in cost/decrease in power from tome-based magic.

- I admit I'm not sure how I feel about the Auger arena, but probably it will be more entertaining once I have a monster that isn't a Bleary.


That's all I can think of for now. Again, great work on everything so far. Took about 11 hours to get through the demo, ended on level 17-18 for everyone except Trigger and Bolt.
UPRC
Exciting, but ultimately pointless.
7380
I'll definitely look at the skills and make sure they can't miss, because they shouldn't be.

Where does the encounter rate feel too high? I haven't heard this mentioned too much. I felt like I was being generous allowing them to be bypassed on the world map and by setting the encounter rate between 40-50 for most dungeons. Do you feel it's too high across the board, or was it just select locations that seemed bothersome to you?

The sound effects haven't seemed louder to me much, but I'll definitely lower their volume if anyone agrees that they're too loud.

Gold gains are increasing, as I've been told by some people that they have to grind a fair bit to be able to outfit all characters the way they want. Monsters, on average, will reward the player with about 10-30 more gold.

The crafting tokens were originally there for something else that ended up not working and I never thought to do anything about them after the old crafting system was removed. This is a fair point that I agree with. Nobody else has ever had an issue with it, but everything would probably be better off without crafting tokens.

Nega was an escaped prisoner from Lindblum Castle. There are LOTS of little things going on in the world if the player checks everything out thoroughly. If you check the Lindblum Castle dungeon as soon as you get there, Nega is confined to a cell and the guard mentions something about him being an escape artist. If you come back a little later, the cell is empty and the guard panics about Nega escaping somehow. You then run into him in the Old Armory. He's sort of like FF6's Lone Wolf, only you actually fight him. The only recurring bosses at the moment are Gilgamesh (entirely optional) and Razz (sometimes optional).

The BGM issue (Sand Prison) was already mentioned. I've addressed it on the download page and is fixed for whenever the next download is. This happened because a revised version of the track that my composer sent to me had replaced a space with a dash (or vice versa, I forget which way it was) and I didn't notice.

Charged scales and lava rocks will be for crafting, they just haven't been used yet. Items like that are going to be fixed as they become needed by the player.

I haven't heard anyone else mention that the Great Lindblum Reef is too dark, but of course we're all playing on different monitors with different brightness and contrast settings. I thought that it was easy to get around in, but I'll take a look at it again when I play through the area (which I have to do, since old saves are now no longer supported by the game at all so I'm replaying through the game).

An X-Magic command wouldn't be too difficult to add at all, it would only take a few minutes. I considered in the past myself, so I might add it in. Since the mages can end up with pretty comprehensive skill lists, adding this might be for the best to avoid excessive scrolling later in the game.

As for magic tomes, they're not the same as they were in the first game. The spells they teach are exactly the same as what Hautley can learn, so same MP cost and same damage output.

The Augurer Colosseum is going to be sidelined until I finish the game, or until I'm close to it. I'm literally ignoring the poor place right now. Same goes for the Arena behind Mysidia. I've had people ask why they can't seem to access it, and it's because I want to make sure balancing is just right. I'll be adding the Arena and the rest of the Augurer Colosseum stuff much later on.

17-18 was the intended range I had hoped people would finish at, so I'm glad to hear it! And remember, even though I half called the latest download a demo, it's not quite that. I'm treating the game more like the early access games on Steam. I'm basically just uploading what I've done in the game at any given time and inviting people to play and help develop the game via criticism and feedback. Another way to look at it would be to say that I'm doing public testing as opposed to private testing with a small team of testers. I do still have a main tester (Brandon, my awesome composer), but a lot of it is you guys now, because I want issues with the game to be out in the wild so that they're easier to find. It's much better to have the masses find various things wrong with a game than just a select few in private.
author=UPRC
Where does the encounter rate feel too high? I haven't heard this mentioned too much. I felt like I was being generous allowing them to be bypassed on the world map and by setting the encounter rate between 40-50 for most dungeons. Do you feel it's too high across the board, or was it just select locations that seemed bothersome to you?
It's just a general "too much fighting in dungeons" thing, but I'm willing to accept it's just me if no one else has said anything.

The crafting tokens were originally there for something else that ended up not working and I never thought to do anything about them after the old crafting system was removed. This is a fair point that I agree with. Nobody else has ever had an issue with it, but everything would probably be better off without crafting tokens.

I wouldn't say I have an issue with them, they just kind of confused me lol!

Nega was an escaped prisoner from Lindblum Castle. There are LOTS of little things going on in the world if the player checks everything out thoroughly. If you check the Lindblum Castle dungeon as soon as you get there, Nega is confined to a cell and the guard mentions something about him being an escape artist. If you come back a little later, the cell is empty and the guard panics about Nega escaping somehow. You then run into him in the Old Armory. He's sort of like FF6's Lone Wolf, only you actually fight him. The only recurring bosses at the moment are Gilgamesh (entirely optional) and Razz (sometimes optional).
Yeah, I saw all the scenes with him. I guess that my point was his being in the armory was random, not that he himself was random. Maybe if an NPC somewhere said something like "He's been spotted in the area!" or even if he was moved to another location (the area where Bolt joins for example, as there's an NPC that says "despite the security, we get all kinds of lowlifes sneaking through here")

I haven't heard anyone else mention that the Great Lindblum Reef is too dark, but of course we're all playing on different monitors with different brightness and contrast settings. I thought that it was easy to get around in, but I'll take a look at it again when I play through the area (which I have to do, since old saves are now no longer supported by the game at all so I'm replaying through the game).
Yeah, this one may just be on my end, and that's totally okay. It wasn't impossible to navigate or anything, but I just made a note of it while playing through just in case you know?

17-18 was the intended range I had hoped people would finish at, so I'm glad to hear it! And remember, even though I half called the latest download a demo, it's not quite that. I'm treating the game more like the early access games on Steam. I'm basically just uploading what I've done in the game at any given time and inviting people to play and help develop the game via criticism and feedback. Another way to look at it would be to say that I'm doing public testing as opposed to private testing with a small team of testers. I do still have a main tester (Brandon, my awesome composer), but a lot of it is you guys now, because I want issues with the game to be out in the wild so that they're easier to find. It's much better to have the masses find various things wrong with a game than just a select few in private.

It turns out I wasn't actually done with the...demo? build? whatever we wanna call it haha. A note popped up after
Keren's funeral
so I thought I was finished, then it turned out I wasn't. I'm at the Citadel Ruins right now, which I think is the actual end? So I'll probably be 19-20, although I blame my Cockatrice DNA hunting for my being overleveled.

I do have another question/suggestion though! Is Bolt's learning magic tied into his plot in any way? I understand if you don't want to answer for fear of spoilers haha, but if it's not then maybe you could change his ability list? Something like Zidane's Skills from FFIX...you could even call it Superheorics! or something similar. Right now he just feels like an inferior Zephyr in terms of combat, and an inferior Hautley in terms of abilities.
UPRC
Exciting, but ultimately pointless.
7380
Despite going out for a bit over the last two days and not having much free time, I've addressed a few things.

1. Encounter rates have been improved across the board. Most dungeons have gone from 40-45 steps to 50-60.
2. I meant to remove crafting tokens, but I ran out of time last night. They'll be kicking the bucket today after work.
3. Totally revamped the DNA strands, but I've already posted about that on the recent blog topic.
4. Other people have mentioned the issue with the game saying they're done after that same sequence, but I have no clue why! I must've set the wrong switch for that event somewhere. I think I made note of it on the download page, so hopefully everyone who has downloaded it in the last few days are aware.

As for Bolt, I actually did just give him his own battle command called Thievery a few days ago! Thievery skills will include Steal, Peep (Bolt's version of Libra), Warp (escape from non-boss battles), and some damage/support abilities that are tied to his speed stat.
UPRC
Exciting, but ultimately pointless.
7380
Hey folks! I put up four small polls on the WordPress site that deal with who your most and least favourite characters (both PCs and NPCs) are. They'll only take a second to fill out and will help me out in making as many characters as interesting as possible!

http://blackmoonprophecy.wordpress.com/2014/09/18/character-feedback-polls/
UPRC
Exciting, but ultimately pointless.
7380
Dear Everyone,

Weapons no longer need to be crafted - at all. Rejoice!
UPRC
Exciting, but ultimately pointless.
7380
Yup.

Well, unique weapons will need to be crafted. That's all, though. I was just removed crafting tokens and I said to myself, "Just revert to the god damn traditional method!"

There will be a few uses for the crafting items now. I'll add some NPCs who will exchange ore, screws and wood for weapons as well. Some kind of bounty hunter/collector of animal parts NPCs will also take in stuff in exchange for something else. Probably gold and/or experience eggs.
So does this mean that crosses off "Players may miss crafting materials for weapons upgrades" off your list of reasons why you don't want us to have the moogle charm at the start? ;)
UPRC
Exciting, but ultimately pointless.
7380
Yes sir.

Trigger is also getting an AoE heal ability. Yes, Trigger.
I'm very happy that many weapons will be available through shops. And yays for Healer Trigger! With many characters having healing abilities in their skillsets, plus white magic materia are going to be in the game, parties will be surely more flexible and more often changed. Yays for that too!
author=UPRC
author=Noel_Kreiss
Hooray for new adventure in the Merged World!
Also, I think I'm the third subsriber, kupo. ^o^
(Please make moogles more dominant in the world, kupo.)
There's a moogle named Montblanc who will be a recurring NPC. :p


The moogle should have been named Noel :P
I am all for anything that doesn't make me feel forced into using Carina.
UPRC
Exciting, but ultimately pointless.
7380
Trigger's Healing Rain seems to be a little better than X-Cure, but it's not on par with X-Cure 2.

Just tested Bolt's Dash as well. It's pretty decent! Hits for 500ish when he joins, and that is with his speed not being buffed by equipment at all. Might be a very useful skill!
I got through the first with Ami as my healer, so hopefully I'll be able to cobble something together!
UPRC
Exciting, but ultimately pointless.
7380
I'm glad to hear that! Ami was an awesome healer with White Wind. She was my personal favourite character, so I get a little giddy when I hear that people use her.