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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
  • 1442077
  • 250
  • 6007

Posts

Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
Well then I place emphasis on the idea to opt out of random encounters rather than raising steps needed. The bar idea, where you can pay gold right as soon as the bar fills up, and it'll reset the bar, and no fights starting.

It could help balance grinding a bit more, where having people not do it as much, but then having them do it when they run out of gold to spend on opting out. Plus it adds a slight bit more originality to a "Final Fantasy" type of game, even if the idea has been used in a few other games.

Though when and if you do an airship, I do have one other suggestion. Same concept as being able to put shops and furniture in that one place. Being able to place things inside of it. Being able to alter the interior of it. Being able to alter who is in it. Shops, so forth.

It just seems like the moment someone would obtain one in a real life scenario, they would drop out of using that manor/castle/whatever, and start placing shops inside of their airship.

UPRC
Exciting, but ultimately pointless.
7384
The airship's just going to be a basic airship since everytthing you've described is what Bacchus Garrison is all about. Tons of recruitable NPCs, some of them being vendors who can be upgraded, and more. At one point, players will be able to enter Bacchus Garrison straight from the world map instead of walking through all of Lindblum City to get there in order to make frequent treks involve less walking. It will just be a case of land the airship, walk to the Lindblum City tiles, and you're prompted with if you want to enter the main gates or go directly to Bacchus Garrison.

Bacchus Garrison is 100% going to remain as the PC headquarters of the game, and I'm definitely not going to let other locations take away anything that would be unique to Bacchus Garrison.

It's not a bad idea though, and it would operate like FF6's airship, but I'm not looking to recreate the Falcon. :p
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
I got a tweak to my idea, then. What if you could choose to recruit 1 shop to go into the airship (if you ever decide to make the airship more than just an airship), then? Say you choose one from Bacchus Garrison, and they go and make the shop in the airship, but eventually they leave the airship to go back to the HQ, to restock?

When in the airship they have limited supplies, and you can only recruit one shop at a time to go with you. This way you'll always have to go back to Bacchus Garrison to get the shop owner back, and/ or to replace him/her with another one. When in the HQ they don't run out of items.


Anyway what do you think of my other idea? The one about the encounter bar?
UPRC
Exciting, but ultimately pointless.
7384
Nah, the airship's just remaining as a method of transportation. I might do something unique with it, though. It's not going to be your typical airship. It's closer to the Lunar Whale of FF4 than the Falcon of FF6 (even though visually it is based on the Falcon).

I'm very iffy on any kind of alternate encounter system other than touch encounters (which I only use for special encounters). If I were to implement that system, I know I'd get people saying "this is too hard" or "that is too hard" because they'd be skipping battles left, right, and center. I'm usually a battle whore and even I find myself using that feature excessively in some games. Exit Fate's a prime example. If it's there, there will be people will overuse it simply because of the convenience, and I intend on making Blackmoon Prophecy II legitimately difficult as the game progresses. I'd prefer people get into a battle, analyze what the monster formation looks like, and then decide if they should fight or run.

I don't know, maybe I'm just needlessly old school. I always have and always will prefer 100% random encounters in RPGs. Since the Blackmoon Prophecy games are meant to emulate the SNES Final Fantasy games (well, except Mystic Quest), I want the basic bits like encounters and such to be faithful.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
I personally still think there needs to be something to limit the number of fights you get into. Perhaps it stays how it is, but you can obtain an item later on (that you can equip) that limits them or stops them. Like how Mog on FF6 had an item to stop random encounters near the end of the game.
Saw the Battle Tests! I didn't even know the new rpg maker was capable of that!

Btw I noticed your using all the bravest sprites since the last game, I had hoped somebody was going to utilize those in the RPG maker scene.

By the way, I'm sure you already know, but you could use that City of Midgar sprite, and turn it into something else. That would be a good plot device for something fairly big. Just a idea I'm throwing out there. Reason I'm saying, I have yet to see a giant exploration city in a 2D FF game. The only one that was fairly close to that was that one city in FFIII, but that was not explored again till the more modern FF7 happened.





author=Kaliesto
By the way, I'm sure you already know, but you could use that City of Midgar sprite, and turn it into something else. That would be a good plot device for something fairly big. Just a idea I'm throwing out there. Reason I'm saying, I have yet to see a giant exploration city in a 2D FF game. The only one that was fairly close to that was that one city in FFIII, but that was not explored again till FF7 happened.
Lindblum City is fairly large, it's not as big as Midgar from FFVII but is passable, right? ;P
author=Thiamor
I personally still think there needs to be something to limit the number of fights you get into.

Yeah, it’s called the “Berserk Ring,” lol.

- You better add those things back in for this game, UPRC, or I’ll code them in myself! Don’t thing I won’t! (Unless you decide to lock the entire .exe file or something, then I’m screwed.)
UPRC
Exciting, but ultimately pointless.
7384
Lindblum City is a big city, yeah. I'm hoping to make Alexandria and Berona City somewhat large too, but they're still a little ways off.

As for berserk rings? There will be something similar. They won't be as game breaking as they were in the first game. I'm honestly disgusted that I let such an easily accessible god item fly past my radar with the first game. Not gonna happen this time.
I'd like to see them return, or something similar, but perhaps limit how many a player can obtain in a single game.
author=Noel_Kreiss
author=Kaliesto
By the way, I'm sure you already know, but you could use that City of Midgar sprite, and turn it into something else. That would be a good plot device for something fairly big. Just a idea I'm throwing out there. Reason I'm saying, I have yet to see a giant exploration city in a 2D FF game. The only one that was fairly close to that was that one city in FFIII, but that was not explored again till FF7 happened.
Lindblum City is fairly large, it's not as big as Midgar from FFVII but is passable, right? ;P


Oh, I was going by order which did it first lol. Yeah there was FF9 as well.
UPRC
Exciting, but ultimately pointless.
7384
He meant Lindblum City in THIS game. ;)
author=UPRC
He meant Lindblum City in THIS game. ;)
Exactly, kupo! ^o^
I was casually lurking in YouTube when I found this:
author=Arandomgamemaker
Holy cow! This needs to be a thing now.
But dude...He's dead now, like lifelessly dead now. You wanna fight with ghosts? A simple sword won't cut it. ;P
author=UPRC
As for berserk rings? I'm honestly disgusted that I let such an easily accessible god item fly past my radar with the first game. Not gonna happen this time.


:(

author=Noel_Kreiss
I was casually lurking in YouTube when I found this:


Holy shit - what’s up with the creepy atmospheric music that’s playing in the background for this, LMAO!!!

author=Arandomgamemaker
Holy cow! This needs to be a thing now.


Yeah, this should, actually. Besides maybe just having something to do with just fighting Vahn – why not take on all the former party members from the first game? You could offer up some great bonus gear (*cough* berserk rings, lol *cough*) by just fighting and beating these guys. It would be kind of neat to take on all the former characters from the first game and have them all come back as zombies, outerworld spirits or undead warriors to test the new brand of heroes out to see if they have what it takes to save the world, similar to the Mt. Ordeals sidequest.

Come on, UPRC! At least this softens the blow a little bit for me by taking away my precious berserk rings. :)
UPRC
Exciting, but ultimately pointless.
7384
I'm still confused with that Vahn fight video. Why would anyone want to beat up the first game's hero? :p

author=UPRC
I'm still confused with that Vahn fight video. Why would anyone want to beat up the first game's hero? :p
For the lulz, what else? ;P