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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
  • 1407923
  • 250
  • 5856

Posts

One thing I saw that's not referenced in 1.01 is that the same item seems to be called Iron Ore (at that one crafter in Visage, probably some other spots) and Iridium Ore (as the monster drops it, and in your inventory/shops).
I just finished Echo Temple. You did 3 things that made me ecstatic:
- It sounded like I was about to get a music puzzle. It warmed my tone-deaf heart to see it was only Simon. Otherwise I'd be right here begging for a solution.
- Leaked experience! Sure, it seems to be at 50%, but considering I just finished BP1 with Darius at level 22, I'll take it!
- Able to remove the protagonist! Up until he got the seriously OP Highwind Spear, I always wanted to pull Vahn out of the party as by far its least useful member. Now I can with Zephyr! (Though it's not yet clear Zephyr is the worst...)
The one thing I'd complain about so far: balance. As in, it's way too easy. This may be because I know how RPGMaker and ATB work; and I immediately bought everyone 2 pairs of sprint shoes. Ifrit died after only getting off one attack! Carina's limit bar is still at zero, as nothing has ever lived long enough to attack her! I mean, it's early, and I intentionally grinded for a game breaker, but...
A couple point of confusion:
- The Augurer Colosseum - it sounds like there are supposed to be pokemon battles there? All I can do so far are buy whistles; and those only seem to award monster crystals I already have? I saw the cockatrice pop up on my return trip - is it just so Zephyr and Reiner don't miss out on skills? Or what?
- Wedge and Biggs. It looks like those 10 cards I picked up were removed; but can I actually give them Flan Oil? They don't want it :(
- Speaking of Cards - I was told there was a player in the Colosseum; there wasn't. And the Hummingway in Kaipo had ... level 5 rarity cards? What happened to 3 and 4? I still beat him...
The arena is bugged for me,I do 1 fight,select continue and then everything stop except for the music.
Just finished the game's first optional dungeon *about 10 hrs in and wanted to share my thoughts - it feels like an early review, you'll see.

The game looks very polished, and very FF-esque with various soundtracks and tilesets from the series easily recognizable. I think the writing (and humour) is excellent - when the merchant throws the pot from the bridge and later you run into a NPC (cousin? maybe) worrying about his bad habit, it was a fun experience.

Cities are immersive - I really like the style of having NPCs visible all over the background that player will not speak with. Readers don't fret, there are still oodles of NPCs to talk to with meaningful dialogue. There are plenty of secrets, rewarding optional activities and recurring characters that make thoroughly exploring feel very worthwhile. Similarly, the world map also feels very big, making me look forward to coming back to fully explore later in the game.

Being able to swap characters easily in the dungeon (and they get some experience in the side party) is great! The white mage can heal without being a part of the active party but join up against a boss when there is a much higher chance of dying. Same with being able to swap my thief in and out of the party - in so many games I will never not have a thief because I hate missing out on extra loot from unique enemies. And that can make it a lot harder to discover the best aspects of other characters.

It is very cool to see 2 (free!) rpgs of such amazing quality drop on RMN in such a short period of time. I'm very much looking forward to playing through the rest of Blackmoon Prophecy II.
UPRC
Exciting, but ultimately pointless.
7385
Just a heads up. If you don't want to try the world map fix that I whipped up (that disables parallel process maps on the world map), I've been told by someone on Discord that TheoAllen's Insane Anti Lag script fixed their black screen and lag issues on the world map.

If you have VX Ace and care to add it, here it is: https://raw.githubusercontent.com/theoallen/RGSS3/master/Insane%20Anti%20Lag.rb

If you don't have VX Ace, I can certainly make up a script file that includes it. I am also making sure that this anti lag script is in the game's script file by default starting with the next update.
author=NostalgicDude
The arena is bugged for me,I do 1 fight,select continue and then everything stop except for the music.


I have the same issue, playing the latest version. The arena also has an NPC in a diving suit who doesn't say anything standing at the entrace.
About the arena:
Neither the innkeeper nor the item seller would talk to me (I'm on 1.01).
I also got the crash initially.
After I changed my lead character back to Zephyr, it worked!
(I'm ... not sure why I'm doing it, though? The rewards seem terrible for the effort. Except possibly the Skull Belt and Pumice Piece - anyone have a clue what they do?)
Alright - been waiting for this for a long time - but - it looks like a lot of people are having bug problems already - despite this - going to give it a try ! Hope it all works out and get a finished bug free game - The first one was Great !!
UPRC
Exciting, but ultimately pointless.
7385
author=ogswan
author=NostalgicDude
The arena is bugged for me,I do 1 fight,select continue and then everything stop except for the music.
I have the same issue, playing the latest version. The arena also has an NPC in a diving suit who doesn't say anything standing at the entrace.


That NPC has since been removed and isn't in the current uploaded version.

Do you also happen to have any issues on the world map? What was the first fight that you had in the arena, if you remember?
author=UPRC
author=ogswan
author=NostalgicDude
The arena is bugged for me,I do 1 fight,select continue and then everything stop except for the music.
I have the same issue, playing the latest version. The arena also has an NPC in a diving suit who doesn't say anything standing at the entrace.
That NPC has since been removed and isn't in the current uploaded version.

Do you also happen to have any issues on the world map? What was the first fight that you had in the arena, if you remember?

EDIT: somehow i just re-downloaded the same original version, updating to the correct one now
Decky
I'm a dog pirate
19517
Just downloaded and seems very polished so far. Will keep playing when I get a chance. I'm in the first village and here are the only issues I've noticed so far:

- The intro, while polished, feels a little muted and lacks some sort of powerful hook. It's not a big deal, but it does feel a little underwhelming.
- I love the inclusion of the moogle charm; it'll help keep those random encounter haters at bay. Plus, it sells for a nice chunk of gold (which is what I used it for :p)
- Should rename "Gold" to "Gil", tbh.
- There's a decent amount of hidden stuff scattered about, but some of the gold rewards are small in proportion to the cost of these early items and gear. 20 gold won't even get me a potion, for instance.
- At one point, Reiner says to himself "why did you give me this rookie" or something. I recommend putting such thoughts in parenthesis; FF8 did this to great effect and I've always used it in my games to help differentiate thoughts from dialogue.
- So far, the dialogue is passable, though highly expository. The banter falls a little flat but it's still super early.

Edit: I played some more. NPCs were telling me that the seahorses would be way stronger than the other enemies, but they were pushovers! Very misleading :p

Edit 2: Cave seems fine, though a miniboss would've been nice.

Edit 3: Ixion was a complete pushover. Too easy, even for a first boss. Bolt's damage was passable (85 or so) but the physical attack should frankly hit for the same amount of damage, not 50 (or hit twice to random characters for 50 dmg to add a nice wrinkle). He also needs a powerful aoe attack (like his overdrive, Thor's Hammer) that does about 150 damage to both characters, as is the tradition for early FF boss fights. He should also have a flash attack that blinds someone; throw a Goggles in one of the chests nearby so that you can put it to use.

Perhaps a pattern like this: 1. Blinding Flash (30 dmg to one + blind), 2. Bolt (90 dmg to one), physical attack (50 damage twice to random characters), 4. Chargeup (no dmg, just warning), 5. Thor's Hammer (130-150 dmg to both characters) and repeat. Might want to bump up his HP by 200-400 or so just so players have to spend another turn to beat him, to ensure they see the entire pattern at level 3.
I have the same problem with the arena unless Zephyr is the lead character then it works fine. It freezes if anyone else is in the lead. Also, the merchant nor the innkeeper will talk to anyone regardless of who is in the lead. So they are unusable.
I have the same problem with the arena unless Zephyr is the lead character then it works fine. It freezes if anyone else is in the lead. Also, the merchant nor the innkeeper will talk to anyone regardless of who is in the lead. So they are unusable.
If zephyr is in the lead the first fight is against some spiders and a flan. If Reiner for example is in the lead it's a buel and some goblins
I'm in what I assume is the late game right now -- couple dungeons after getting the airship, and I really need to say the balance in this game is all over the place, IMO.

The early game is a complete pushover, with the definition of a difficult fight being a boss that gets to attack twice.

From Sapphire's join point up to
The Tritoch fight in the mountain
all feels pretty good. Decent challenge from bosses, but random fights aren't too hard or too easy.

After that though? Oof.

You basically need to be hasted at all times in order to prevent enemies from doubling or even tripling you. Trigger is my current fastest character, with over 350 Speed and Auto-Haste and he can usually get one attack off before all the enemies go, and usually end up killing Jasmine.

It gets worse after that, too

enemy HP totals are absurd. You basically need to spam Bahamut to kill anything, and given his cost, that basically means you're downing Ethers and Turbo Ethers every two to three fights.


I don't think I'm underleveled. I've been fighting every encounter and not using the Moogle Band. I'm around 34-37 for everyone and it just feels like I'm missing something.
Decky
I'm a dog pirate
19517
Iridium is occasionally called "Iron Ore" btw.

Also, why does fighting that optional boss in the forest yield me inferior weapons for that point in the game?
I did the same as Deckiller... I sold the Moogle Charm and my first Unlimiter potion... I haven't even gotten close to running out of money. My party was so well equipped after that point that both times I fought the weapon collector the items were worthless to me. However I noticed a jump in difficulty when I hit the Sand King's Tomb.
author=ogswan
author=UPRC
author=ogswan
author=NostalgicDude
The arena is bugged for me,I do 1 fight,select continue and then everything stop except for the music.
I have the same issue, playing the latest version. The arena also has an NPC in a diving suit who doesn't say anything standing at the entrace.
That NPC has since been removed and isn't in the current uploaded version.

Do you also happen to have any issues on the world map? What was the first fight that you had in the arena, if you remember?
EDIT: somehow i just re-downloaded the same original version, updating to the correct one now
I don't have that issue on the world map. I've since tried a few time, it only happened if the first fight is with the goblin,buel and lobo. Also i can't speak with the item shop clerk and the innkeeper.
During Reiner's flashback on the ship at the bridge between Gran Cross, his sprite changes from his past sprite to his modern sprite after he laughs. I'll report any bugs I find while I'm live streaming.

- Fat Chocobo battles have a ship background instead of forest.

- Rivera has THREE of that guy that explains status ailments all within close proximity to each other. Kinda overkill.

- When seeking out the Timeless One, you're directed to Visage but nobody there tells you where to go next (Sand King's Tomb).
So I don't suppose you are supposed to be able to fight the Moss Wirm indefinitely oh well free roseta stones for me.
That theo script works great I went from barely moving to no lag on the world map