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Announcement

Blackmoon Prophecy II: "The Crystal War" Story Expansion

Blackmoon Prophecy II is getting, for lack of a better word, an "expansion".

Because of recent interest in the game over Discord and in LPs, my interest in providing updates to the game has been rekindled and I have decided that the Crystal War, an event that occurred one year prior to the start of the first Blackmoon Prophecy game, will be explored in Blackmoon Prophecy II as an optional story arc that will, hopefully, be a few hours in length. A few years back I tossed around the idea of making a short standalone prequel game based around the Crystal War, but I recently decided that it would be cool to allow the heroes of Blackmoon Prophecy II to relive it instead.

The update for this content will be called Blackmoon Prophecy II: The Crystal War. Updates on HOW to access to the content will be provided when I've made some sufficient progress. Suffice to say, it will not be available until late in the game after the party has messed with the timeline a bit. Without going into detail, the result of their exploits will allow them to travel to another timeline in Gaia's past and explore the Crystal War as it unfolded.

Vera will be required to lead the party for the duration of the Crystal War update since she was a major figure in the war. If you're interested in this future update, then get to leveling her up if you haven't! Level 60 will probably be the recommended minimum level for this content.

A few new summons, that will lend themselves specifically to Vera, may also appear. I've added a link to a Strawpoll below for you guys to vote on who you would like to see appear as a summon.

Expect updates in the coming weeks. Though I can't say WHEN I plan for this update to be finished, I'll say that I would LIKE for it to be ready in December of this year to mark the game's two year anniversary since being released.

New summons poll: https://www.strawpoll.me/18815727

Expect more updates in the coming weeks!

Announcement

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!

Announcement

Blackmoon Prophecy II "Plus"

Before I start, I will apologize in advance for any typos as I am writing this post on my phone.

So! Some may recall that the first Blackmoon Prophecy had a sizeable update that I referred to as the Plus patch. Well, I'm at it again. Blackmoon Prophecy II Plus will have the following:

Character - Gau: Gau can be located in the new Diamond Isle Cave mini dungeon, where he hungrily proclaims that his plate is empty. Upon figuring out what Gau wants to eat (hint: think meat), he will force himself into the party. As a character, Gau can use Rage abilities. Similarly to in Final Fantasy VI, these abilities allow Gau to use attacks from a vast number of monsters in the game. Some are bad, some are average, some are exceptional! Gau's Rage abilities also consume 10 LP. Don't worry though, Gau passively regenerates LP slowly. Also, like his Final Fantasy VI incarnation, Gau does not equip weapons nor can he use the fight command.

Character - Jossley: Duke Fargo's former general can be recruited as a party member, but only if you convinced her to come with you to your airship after she is detained in Lenadia Castle's dungeon. If you have not done this and you have a save towards the end of the game, you will not be able to obtain her. Jossley is the game's only missable character if you do not free her from the dungeon of Lenadia Castle before certain plot sensitive events occur. Jossley's class is General, and she functions a bit like a magic fighter. Jossley has access to all elemental spells and can equip a plethora of weapon types due to her training as a military soldier. Jossley borrows level 1, 2, and 3 limits from other characters while having her own level 4 limit called Absolute Zero that deals good blizzard damage to all enemies and can also put them to sleep.

Difficulty - Relaxed Mode: Upon starting the game, players can choose between Normal and Relaxed for difficulty. I want to stress that Relaxed Mode is in no way an easy mode, but it does lessen the difficulty of the game somewhat. By choosing Relaxed Mode, players get the following benefits:
  • Characters start at slightly higher levels.
  • More treasure chests in all dungeons except for three that are late in the game.
  • Soul Wells. These are stat boosting sources of magic that can be found throughout the world. Interacting with one randomly increases HP, MP, or a single stat point for the entire party.
  • Start with the Relaxed Boost accessory which increases HP/MP slightly for the equipped character and doubles experience points, gold, and item drop rates for the party.

Dungeon - Diamond Isle Cave: A small cave located on Diamond Isle. Contains new enemies as well as new playable character Gau. Diamond Isle Cave only shows up late in the game when you are prompted to visit the Rift Cave.

Dungeon - Lukahn's Workshop: Team up with Reuben from Mystic Quest to reactivate Lukahn's ancient workshop and reap the rewards. Lukahn's Workshop can be visited whenever you have the airship, but you can only fully explore the dungeon late in the game when you are prompted to visit the Rift Cave.

Dungeon - Solitary Isle: Whatever became of Commodore Viceley? By going to the docks in Castora and bumping into your long lost sailing buddy, you can find out where he was staying all this time. Equip your party with your favourite gear and come prepared.

Miscellaneous - Bug Fixes: Some random bug/error fixes are also a part of this patch. Here is a comprehensive list of all current changes, fixes, and modifications:
  • 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 lamb chops to the Hillsdale item shop.
  • 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 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 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.
  • 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.


I'd also like to hear from you guys. Is there anything that you would like to see in this update?

Miscellaneous

Favourite Character Poll

First off, an update is coming. I've had other priorities lately and I'm busy for the next several days. Should be able to start work on an update on Tuesday.

For now, here is a charater poll. This poll might be used for future updates (balancing stats, adding new abilities to characters, etc.) and is also just for general curiousity and gauging which characters were best received by the players of Blackmoon Prophecy II. Pick all characters that you enjoyed using.

WARNING: HERE BE SPOILERS! All playable characters, including plot sensitive and secret ones are listed.

Poll on Google Forms

Miscellaneous

Straw Poll Regarding World Map Performance

I need to determine what is going on here with the game's world map, and the specifications for VX Ace clearly do state that the minimum processor power required is 2.0 GHz. I know that one person who is experiencing constant issues with the world map has 1.8 GHz. We need to remember that computers are machines, they will work within whatever constraints they are designed to work within. 1.8 is still below the required 2.0, so it could be one of the leading factors here. I run 4.0 and have zero issues with the world map, and I know that most players aren't having any of these world map issues. It's a minority, and I really want to gather some data from people experiencing issues to figure out what the root cause is.

I do know that removing parallel process events from the world map fixes these issues, but that removes vital functionality from the game and allows weird things to occur (such as Winter being able to enter towns). If I recall correctly, I remember reading once that VX Ace handles parallel process events differently from, say, RPG Maker 2003 (which would explain why the world maps in the first Blackmoon Prophecy ran fine even with several events running).

Anyway, I threw together this little Straw Poll just to start somewhere, anywhere. The reason for these black screens and such needs to be figured out so that the small minority of players who suffer from them can maybe download a fix/work-around whenever I'm pretty confident that I know what's going on. All I'm able to rule out is that the events themselves on the world map are sound since many people experience no issues with them. Anyway, here's the poll. Please take the time to vote, as it should help me figure out what I can do to try and resolve this black screen issue.

Poll Link: http://www.strawpoll.me/14712875

If you unsure how to check how much GHz your processor is, right click Computer on your desktop, go to properties, and check under the system header for your processor speed.

Progress Report

Blackmoon Prophecy II is now complete.



Ignore the typo at the end of the video. If you don't see it, even better!

ANYWAY! It's finally done! Blackmoon Prophecy II should last most players at least 40 to 50 hours or more. There are sixteen total characters who can be permanently recruited, and the adventure spans across locations that even the previous game dared not to explore!

Download links are as follows...

Google Drive: https://drive.google.com/open?id=1oUzTlzYgYWPnWHQw9C-1Hg2NhRqY4Une
Mediafire: http://www.mediafire.com/file/mooyc1yz9nij8na/FFBP2.rar

There is no download hosted on RMN since I think it might (maybe?) exceed the file size limit since it is 577 mb. If that is within the limit, then my upload was failing for a mysterious reason!

Anyway, enjoy! Post bugs, leave comments, review it, LP it, or anything you feel like doing with it! Thanks for all the supportive comments over the last few years. I hope you guys have fun with this one.

Progress Report

Let's break the silence. This game is almost finished.

I've been neglecting RMN for several months now, even though I can't remember how or why beyond the fact that I was being plagued by financial issues, health problems, and a slowly dying pet for a while. Everything settled down a few months ago, but I never really got back into the swing of posting on RMN.

So, Blackmoon Prophecy II. It's almost done. I'm currently working on the second to last mandatory dungeon in the game. I expect to be working on the final dungeon by the start of June, and am tentatively hoping to be 100% done with the game over the summer (realistically looking at the middle of July).

I'm not really sure WHAT to say, so I'm just going to list off what's in the game, what to expect, etc.

  • There will be 11 permanent party members, 1 semi-permanent party member, 2 guest party members, 2 optional party members, and 1 secret character. All but one of these characters have original (and awesome) portraits made by Avee.

  • Players of the first game will be frequently rewarded in the final "arc" of the game's overall story. What does this mean? You'll see!

  • Brandon Griggs has composed TONS of original music for the game. The overall soundtrack is about 45% established games from the main series, 45% compositions from Brandon, and 5% remixes.

  • The Tankentai battle system has been working pretty well. Granted I'm using the Japanese version so I can't read the scripts and probably can't customize it as much as I would have liked, but RydiaMist helped out tremendously over time in altering the way the battle system functions for me. Massive thanks for all the assistance!

  • I expect the game's main story to be about as lengthy as the first game, maybe a little longer. 40+ hours is definitely going to happen. I was clocking in at nearly 20 hours on an old save, and the current save that I started from scratch at the mid-point of the game is clocking in at around 15 or 16 hours.

  • This game will be light on optional content compared to the first game. There will be two optional dungeons (Necropolis and Kusku Salar), while all other optional content will be in the form of side quests and mini-games.

  • Did I ever mention the Tetra Master tournament on RMN? I have no idea. Head over to Berona City to compete in the tournament! There are four levels to the tournament, each one pitting you against various NPCs (there are some major cameos here). Turn in tokens for rewards, and even become grand champion of the tournament to receive recognition in Berona City.

  • Players will venture to many locations that return from the first game in addition to bumping into multiple characters from the first game. Some will be obvious, and some will be pleasant surprises.

  • As I've tried to stress before, the story is bonkers this time around. More character interactions and lots of twists await you guys this time around. My goal with this game is to make those of you who become very invested in the game not only have fun but to also chuckle, gasp, grit your teeth, and maybe even feel a little depressed at times.

  • Everything is more streamlined this time. Weapons and armors are much more character-specific this as opposed to the first game. Spears on Oalston and rods on Vahn were possible in the first game, but now everyone can only equip one weapon type each.

  • I've altered and revamped a lot of things from what you guys would have gotten to try out when I released early downloads of the game. Crafting used to be in the game and was required to forge new weapons, but I reverted to standard equipment shops long ago. There's also the Augurer Colosseum and its Pokemon-like monster training which has been completely replaced with a newer, simpler system that doesn't require any actual investment from the player.

  • Mode 7 was in the game for the longest while until just several weeks ago. The Mode 7 scripts were, for some reason, causing severe lag and crashes when saving on the world map. When the game is finished, I might try to implement it again to see if I can have it run properly. For the time being, there's no Mode 7. The world map doesn't really suffer from it and actually makes it feel closer in style to the first game as a result.

  • For unaware folks, you can sample (almost) all of Brandon's compositions and check out various videos on Blackmoon Prophecy II's YouTube channel: https://www.youtube.com/channel/UCh1MfcK7BvFumX1vuY7pRNw


I've also been pretty active in posting updates on the game's Facebook page (which was originally made by Thomas Stout to raise awareness of the first game, but it's become so much more). Here are some screenshots and pictures that I've never posted on RMN.






















Anyway, that's about it for the time being. Bottom line, the game's getting pretty close to being finished! No ten year wait this time!

Announcement

Entire soundtrack (in sample form) now on YouTube.

Blackmoon Prophecy II's soundtrack is roughly 50% rips from the series and 50% original compositions by the awesome Brandon Griggs. This is where you'll find samples of the tracks he composed for the game. Enjoy!

Soundtrack Playlist on YouTube

As for actual game progress, I've suffered several IRL setbacks and problems lately that have hindered my ability to do much, but I'm buckling down and focusing on the game. I can count the number of mandatory dungeons remaining on a single hand, too!

Progress Report

2016 Progress Slideshow

Showing off what's been going on in the game over the last several months as the game slowly stumbles towards its end point. The game will be finished "sometime" this year.




Also, should say "deep within a VX Ace folder". Says "an VX Ace" because it originally said "an RPG Maker VX Ace" instead. Forgot to fix that! Very few of what's shown in the video has been publicly playable before, and about half (I think?) has been shown here or on the Facebook page.

Anyway, "aiming" to finish the game around October. Not actually putting a specific time on the game page anymore to avoid any sort of pressure to work harder than I need to or anything of the sort!

So yeah, it's coming.

Progress Report

Somewhere over the rainbow, way up high...




The airship is a thing now! Hurrah!

Blackmoon Prophecy II's airship is fully Mode 7 and works similarly to FF6's, only you're not able to fly up or down. What I am looking forward to fleshing out is the ability to enter the airship mid-flight.



The above video was taken from the Blackmoon Prophecy Facebook page, which explains the name of the airship in the video.

There are still a few little niggles that I need to work out, and the airship interior is a little lacking in terms of NPCs so far. What will be in the airship? Well...

1. All playable characters will be represented (except the party leader, would be weird to see them talk to themselves), and talking to them will allow you to unequip them or rename them again. This might sound like it conflicts with Bacchus Garrison, and it would! So Bacchus Garrison's role will be greatly reduced. NPCs will still be able to be recruited and sent to Bacchus Garrison but, when visited in the Garrison after obtaining the airship, the player will be allowed to send that NPC back and forth between the airship and Bacchus Garrison.

2. A chef in the kitchen area who will sell a plethora of items.

3. Cid, temporarily. Can't have an airship without a Cid onboard!

4. A white mage in the rest area (with the beds) who will restore HP/MP and cure all status conditions.

5. A moogle who will offer to unequip all party members.

6. A scholar NPC who will offer to remind players of what their current objective is. Handy for players who forget what to do once they have free reign.

7. Various vital story characters.

I had to make several events that perform checks and changes since the script I used for the airship interior does NOT cooperate very well with the Mode 7 script that I use, but most of those issues were ironed out.There are a few adjustments I still need to make, mostly graphical (need to realign a few tiles, such as the stairway leading into the airship). Other than that, I'm pretty happy with how this is shaping up.

To end the post, here's a video of the airship in flight, just roaming around the world map. Note that the video was a little jittery because Fraps and my Mode 7 script do not like each other one bit.

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