• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
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
  • 1426687
  • 250
  • 5937

Posts

My game crashes in Necropolis when I try to play tetra master, here is the error:

Script Game_Interpreter line 1409: NoMethodError occurred.
undefined method size for nil:NilClass
author=UPRC
Damn son! I tried to design that fight to be fairly rough if you didn't disable the wells. How did you fare against him?

I'm not the one you asked, but I found the fight with Tritoch and all 4 wells up to be *MUCH* easier than the standard boss fights in Reiner's scenario.
Presumably because powered-up Tritoch still had no resistance to the holy element, which both Zephyr and Sapphire could hit hard. It was probably more important that I had the party of my choice though. With one notable exception. YOU MONSTER. That scene hit even harder than the parallel FF one.


I didn't find any little bugs in Berona at all. However afterwards
I'm not sure what I did, but Zephyr's overworld and battle sprite is back to being un-armored shortly after leaving Lindblum Catstle with the airship. Possibly an event inside some of the very early dungeons; I somehow had it in my head that Port Vainstrong was in Linblum, and entered all the old dungeons again ... but I didn't notice exactly when it happened. Haven't found a way to change him back, though he still has the armor in conversation cutscenes.


EDIT: Played another hour or two. Found two minor bugs:
- The Northeastern most stairs in the second level of Horseman's Rest (the first one with waterfalls) don't ... go anywhere. I could walk on top of them, nothing.
- Once you get back from Berona, and at least until after Horseman's Rest, Tenzin is in both Linblum Castle and the shrine with the tonberries.
So I found a bug that makes it impossible for me to continue the game, In Eternia during the 3rd puzzle room I decided to leave the dungeon to save, and once I returned to the room the panel that starts the puzzle wont respond. I would have to replay like 2 hours to get back to where I was. Can I send the save to your e-mail address? If yes what is it?
Btw how are you supposed to figure out what to do with that puzzle? there was a similar one earlier and I just brute forced my way through it.
hello your game is great but I'm stuck in ragnarock, I enable to activate the secure console while I desactivate all the other console for the secure console.
Sorry for my english it's not my birth language.
UPRC
Exciting, but ultimately pointless.
7385
Just waking up, update uploaded overnight and is now up. Haven't read any replies since last night since I'm getting this out of the way first.

Version 1.02

▪ Added an extra line of dialogue to the dragoon outside of Jasmine's house so that players will not mistakenly look for her in Visage.
▪ Added hints in the Tomb of Ezra which allude to the colour puzzle's correct sequence.
▪ Added Shatterstrike, an earth elemental attack Silas, which he obtains joining the party. If you are past this point and are missing the new ability, speak to Silas on the airship to have the ability added.
▪ Added TheoAllen's Anti Lag script. I've been told that this helps with the world map issues. Let me know if you are still receiving extreme lag and/or black screens on the world map as of version 1.02.
▪ Changed a chest in the Tomb of Ezra to have Bloodhorn rather than three zombie dragons.
▪ Changed how some of Silas' skills calculate their damage since they referenced unused variables (his skills had previously relied upon them).
▪ Corrected LP cost of Omni-Slash.
▪ Corrected magic stat gain of Whale Whisker to match what is indicated in the description.
▪ Decreased speed bonus from Sprint Shoes to 10 (was 18).
▪ Decreased value of gold ore from 5000 to 4000.
▪ Fixed a minor tiling issue in The Overgrowth.
▪ Fixed a tile passability issue in the Village of Zen.
▪ Fixed an error that allowed chubby chocobos to be fought while riding Winter. This was never intentional (and is why they would appear with ship battle backgrounds, triggering the fight on foot does not yield this result).
▪ Fixed an error that allowed marks to be fought while riding Winter.
▪ Fixed an error that allowed the moss worm to be fought an infinite number of times.
▪ Fixed an error that caused default party member names to display during the Kaipo Cave cutscene. Please note, if you encounter ANY lines of dialogue where the name you entered for a character is not referenced and you see the default name instead, let me know of the EXACT location this occurs.
▪ Fixed an error that caused Reiner's sprite to change to the wrong one during his dream sequence.
▪ Fixed an issue that could permanently disable random encounters after completing The Overgrowth in Lenadia Castle.
▪ Fixed an error that prevented screen from fading back in from black after player sails from Cornelia to West Dawn Isle.
▪ Fixed an error that prevented Vera's Tetra Master card from being obtainable.
▪ Fixed Edric's Rally ability... again.
▪ Including RPG Maker VX Ace RTP in all updates as of now to prevent anyone from playing the game without the RTP and wondering why it is crashing.
▪ Increased speed of Ixion during Dawnmarch boss fight.
▪ Increased speed of Phoenix during Sand King Tomb boss fight.
▪ Increased speed of Suriander during Mage Quarter boss fight.
▪ Increased speed of Vertumnus during Koltz Forest boss fight.
▪ Inn and item shop in the arena didn't work after the events mysteriously vanished? Replaced them.
▪ Removed a blip from the mini-map that was left over from a removed location.
▪ Removed hummingway from Garamonde, as his deck was a duplicate of one found elsewhere in the game.
▪ Removed NPC that blocks the door to the Hunter's Guild in New Lantz. He would disappear eventually, but the reason for his presence would take some explaining, so he's simply been removed.
▪ Removed two alchemists from Rivera since I have no idea how three ended up in the town to begin with.
▪ Removed worldfix.rar from documentation and extras folder, as it should not be needed now.
▪ Shifted some events around on the world map to try and improve performance.
▪ Trigger's Sleep Gas ability would only affect one target. Corrected this. It now hits all enemies.
▪ Various alterations done to anti-lag script by RydiaMist in an attempt to further improve world map performance.
▪ Went through the arena events and removed a few possibly pointless variable checks that may have been causing some people to experience freezes/glitches during the arena.
UPRC
Exciting, but ultimately pointless.
7385
author=MightyMonte88
I'm at 23 hours, just made it to vilahiem dock, highest lvl char is 21.


UPRC
I'm still one/two shot devastating bosses with triggers tesla ability + armor break lol, my trigger is only at lvl 16 atm. I hit carbuncle for 18.7k at once i think :p

As noted before, that ability was not intended to be obtained so early. You obtained it (and others) by talking to a debug/test NPC that I had forgotten to remove. Trigger isn't supposed to have Tesla until level 52.


author=mugen974
hello your game is great but I'm stuck in ragnarock, I enable to activate the secure console while I desactivate all the other console for the secure console.
Sorry for my english it's not my birth language.

Are you positive that you disabled the consoles and beat the bosses in all six wings?


author=jonas0324
My game crashes in Necropolis when I try to play tetra master, here is the error:

Script Game_Interpreter line 1409: NoMethodError occurred.
undefined method size for nil:NilClass

Try checking with other hummingways, or just playing against some of the basic decks. I think that the Triple Triad scripts are very finicky and had them stop working properly on saves in the past after making a few corrections/revisions to the script settings.


author=jonas0324
So I found a bug that makes it impossible for me to continue the game, In Eternia during the 3rd puzzle room I decided to leave the dungeon to save, and once I returned to the room the panel that starts the puzzle wont respond. I would have to replay like 2 hours to get back to where I was. Can I send the save to your e-mail address? If yes what is it?
Btw how are you supposed to figure out what to do with that puzzle? there was a similar one earlier and I just brute forced my way through it.

Chances are that I may have just forgotten to put a check on the door that disables everything on your way out if you didn't finish the puzzle. Actually, I'm like 99% sure that this is what the issue is. All I'll have to do is check the map, probably make a quick fix, and upload that sole map for you to replace in your data folder.

EDIT: Try this. http://www.walagata.com/w/uprc/Map563.rvdata2
Hi
I am playing the first completed version of the game.
I found a bug. After the party went underwater, jasmine´s sprites changed to
the image with the water helmet.
downloading 1.02 now.
In mistic´s mysidia Colosseum there is a npc with the same helmet, but he don´t speak.
Thamks!
author=UPRC
author=jonas0324
So I found a bug that makes it impossible for me to continue the game, In Eternia during the 3rd puzzle room I decided to leave the dungeon to save, and once I returned to the room the panel that starts the puzzle wont respond. I would have to replay like 2 hours to get back to where I was. Can I send the save to your e-mail address? If yes what is it?
Btw how are you supposed to figure out what to do with that puzzle? there was a similar one earlier and I just brute forced my way through it.


Chances are that I may have just forgotten to put a check on the door that disables everything on your way out if you didn't finish the puzzle. Actually, I'm like 99% sure that this is what the issue is. All I'll have to do is check the map, probably make a quick fix, and upload that sole map for you to replace in your data folder.

EDIT: Try this. http://www.walagata.com/w/uprc/Map563.rvdata2

Sadly did not work, in any case here is my save, maybe you can figure more out:
https://nofile.io/f/AW9FcbPoTMP/Save04.rvdata2
Hi
Now I am playng the 1.02 version.
The world map problem is fixed.
Trigger is level 18 and have tesla.
there is a florest close to zen I went there and took silas in my party, but I didnt have encontered him yet.
Its a bug?
So I've been playing off and on since this was released... I don't want to write a review yet because I'm not done and I'm hoping some of these issues solve themselves later, but... While it's a great game (huge world, fun if somewhat familiar plot, good characters), you have some major balancing issues, imo. It's not so much that the game is hard - it's that the game isn't balanced in a way that is very fun (at least to me, ymmv). The game is generally well constructed and I am still having a good time and, imo, this is something that could be easily patched, so this is meant to be constructive:

- Experience gains from battle are wacky (they increase in fits and spurts and don't seem to correlate to enemy difficulty), encounter rates are really high, and random encounters are way more dangerous than bosses, who are generally weak as kittens, so it's just easier to slap on the moogle charm and only take it off to grind when you find an area with unusually high exp-to-risk ratio (e.g. the dream in the forest of Zen, where exp gains per fight is higher than in most of the Branch region but enemies go down in one hit)

- Enemy abilities are weird - enemy stats don't seem to matter, so Bolt 2 has been hitting me for roughly 1000 HP damage since the enemies first started using it. Originally, it hit me for 80% of my health. Now it's closer to 30%. Because of this, some enemies deal way more damage than is appropriate for the level, while others are dealing way too little, because it's all based on their abilities instead of their stats.

- The Death spell is way, way, way, way, way too frequent. It's not that hard to counter (since Phoenix Down are cheap) but it enrages me. I can't possibly be the only one. Either reduce the effectiveness or don't spread it to so many darn enemies

- Except for Vigor and Speed, most stats don't seem to matter. Magic does affect your magic damage, but you don't see a huge difference in damage between characters unless the difference in the Mag stat is huge.

-Stamina and Spirit don't seem to matter at all. Having 50% more stam/spirit seems to translate to 10% less damage - Hautley and Edric take similar damage from most attacks, so why bother with defensive stats?

-This translates to further issues because Mag boosts are generally on defensive equipment, so there's no reason not to outfit your entire team with equipment favoring 1) speed; 2) vigor; 3) magic, in that order. Nothing else matters.

- Physical abilities have weird formulas. It's generally better to just attack than to use abilities. Some abilities aren't affected by vigor at all for some reason (e.g. does Aurabolt scale off Vigor or Mag? Who cares, Jasmine just wrecks things with her basic attack command)

- Limits are not very useful because they don't seem to scale with any stat but level. They seem to ignore buffs, so... Why bother? Also, several are bizarrely balanced

- Most characters are useless for general encounters (at least through lv 30), because Hautley and Carina are just plain better. Most characters are sorely lacking in AOE abilities and in ability variety (I don't count multiple elements as different abilities unless they do different things)
1/2. The Augurers - Oy, these two are a mess. They have really balanced stat, but their abilities suck and they're stuck with subpar materias to even use them. I never got their abilities to drop anywhere, so I'm always having to hit the augurer coliseum for them, which is annoying. It's impossible to tell which of their abilities are stronger (they don't seem to correlate to MP consumption), they have no AOE, and I'm not even sure if their abilities run off vigor or magic. Their only good abilities thus far are Zuu, for the party-wide haste, and Marlboro for the status effects.
3. Sapphire - Her abilities are basically level 1 x-magic that require items. This would be fine, if not for the fact that Hautley learned his versions in the single digits and Saphhire is still working on learning these past lv. 20, after Hautley is working on Fire/Ice/Bolt 2. Her other item based abilities are also generally underwhelming because they require a big stack of items for generally ho-hum damage/effects. She finally gets decent after the Forest of Zen bit
4. Silas - His attack move is weak, his support moves are unnecessary. Thus far, his only saving grace is that he can use elemental swords
5. Bolt - I actually like him. He's fast, has a decent spread of abilities (gil toss has its moments and is cheap, Rescue is usefully strong combined with high speed, Peep would be good if not for the interface issue, etc.). Though, why does Dash miss what seems like 80% of the time? Also, the Magitek spell is lousy and has no use whatsoever
6. Edric - Given that stam doesn't seem to do anything helpful for me, he's not that useful. His kit is decent thus far (healing, buffing, debuffing, etc.) but his stat/equipment loadout doesn't really offer much
7/8. Hautley/Carina - These guys are so, so boring, but they are so, so much better than all of the other characters. Hautley, Carina, 2 random mooks to soak up hits can clear basically every fight up to Branch without having to think
9. Jasmine - Her abilities are way, way weaker than her attacks, but her basic attack can wreck everything when she's properly equipped. The fact that she manages to be a physical wrecker, decent mage, and speedster while the rest of these mooks are so weak and underwhelming seems a bit unfair...
10. Trigger - A well balanced characters. No complaints on him

- Boss fights can easily be cleared by using one or two physical characters, equipping them with a good weapon, Gauntlets and/or Genji Gloves, using a Power Coating (are these supposed to be infinite? Mine never get used up), casting Haste and Rampage (though, Genji Gloves don't work with Rampage. Is this intentional?) on them, and just healing occasionally.

- Mechanics are not clearly explained. Ability descriptions are unhelpful (you have so much empty space in the description! Give me actual numbers, effects, and elements!). Item descriptions are also unhelpful. Improves evasion? By how much? Why can't I see my evasion?? Why are there so many items I can use in battle whose descriptions says nothing about what they do?

- The Peep/Libra interface is nonsense - some symbols are used twice - once for status effect (e.g. burn, flu) and for an element (e.g. fire, water), so the icon will show up in the weakness and the resistance side. Is it weak to burn and resists fire, or vice versa?? The elemental icons are not used for anything so I'm never quite sure what all of them are (what are holy and shadow's icons?)

So, incredibly long story short, I have three major recommendations:
1. Improve the information you give the player. Give the player a clear sense of exactly what abilities do and what enemies are weak to. I *think* the abilities for most characters are lousy, but I might just not get what they actually do. The player should know what stats to increase to affect ability damage, what effects the ability has, and what its general power level is
2. Revisit your damage formulas - stats are generally not sufficiently determinative of damage, on both the player and enemy side. It makes a lot of abilities and equipment you've designed completely useless.
3. Revisit how you want your player to level as they go through the adventure - are the experience payouts really consistent with a smooth level curve, or are players grinding in certain areas and ignoring fights in others?
I'm not sure if it's intentional, but Leyton doesn't have an item shop? There's a building with the item shop sign, but it's actually a bar.

Also, bit of odd gameplay/story shenanigans

when Markim (I think it was) is talking about how Barona killed espers for power, one of the ones he mentions is Anima, but I just killed Anima as a hunt and got a very nice reward. What gives Markim? There's a similar thing with Bismark being mentioned as one of the ones killed even though it pops out of the Miasma Stream when it's opened in Koltz forest
In the cathedral waterworks how are you supposed to figure out the codes? I had to guess 3 times to get the right one on the first door. I found no clues in the previous areas on what the codes are. Seems like an unfinished puzzle. Unless I totally missed something.
what happened with the chocobo treasure hunt? I was searching around the chocobo's footprints but didn't found any treasure.
you need chocographers from hillside
author=Aragon
you need chocographers from hillside

already bought that, but no treasure found even though I was circling around the chocobo's footprints when riding winter and not riding.
oh the treasures are kinda far away from the footprints
I miss one of the six wings but I don't find it, I find Artic Habitat, Riverland Habitat, Hydroponics Lab, Spécimen Chambers and Desert Habitat
I have the latest version and I've been experiencing "slowdown" during battle. I have a 2.4 Ghz PC and whenever I enter battle, the zoom in effect and the ATB bar lag heavily. The actual battle animations run fine, it's just those two things. Not experiencing slowdown anywhere else...anyone else having this issue?
Final Fantasy - Bugfix Prophecy II

I'm teasing ya (don't ULTIMA me), glad I waited before I played your game. I'll wait to see your true definitive game when the time comes. :)
So, after Eris vs Carina's battle, did Carina permanently die or someone resurrect her?