UPRC'S PROFILE
UPRC
5516
My games are here: https://uprc.itch.io/
Search
Filter
Final Fantasy Blackmoon Prophecy II
Varn,
Carina is still supposed to be able to heal! She can on my test save, but I just found that she doesn't have her healing abilities in her list of spells by default, and I'm not sure what's going on with that. I'll have to make sure this is fixed in the next update. In the meantime, you can take the following two map files. Activating either the save point just before fighting Garland or talking to Carina on the airship will make sure that she has these abilities.
http://www.walagata.com/w/uprc/Map603.rvdata2
http://www.walagata.com/w/uprc/Map434.rvdata2
http://www.walagata.com/w/uprc/Map603.rvdata2
http://www.walagata.com/w/uprc/Map434.rvdata2
Final Fantasy Blackmoon Prophecy II
Will be trying to throw an update together in the next few days.
Going to quash the belief that there could be another Blackmoon Prophecy though, this is the end. I want to finish an original game for once, so I've gone back to work on Shattered Wings (the game I cancelled to focus on this Blackmoon Prophecy II).
Going to quash the belief that there could be another Blackmoon Prophecy though, this is the end. I want to finish an original game for once, so I've gone back to work on Shattered Wings (the game I cancelled to focus on this Blackmoon Prophecy II).
Final Fantasy Blackmoon Prophecy II
author=Sinzar
I've been not playing past few days because I want to do optional content before beating the game, and I've been stuck at the final save point unable to backtrack. When I saw the patch notes for 1.05 that said it fixed the bug causing a point of no return, I was so happy and downloaded it ready to go do some optional end-game stuff. Unfortunately, it's still bugged....
That's strange, it worked for me when I walked through the maps. I'll upload a quick fix.
EDIT: Offending map has been fixed. http://www.walagata.com/w/uprc/Map605.rvdata2
I'll edit the downloads today to include that fix.
Final Fantasy Blackmoon Prophecy II
Version 1.05
▪ Added world map to documentation folder.
▪ Changed name of Spear Butt to Point Break and fixed a typo in its description.
▪ Fixed an issue that prevented player from backtracking in a few of the last maps of the game.
▪ Jewel Ring was not equippable due to an incorrect armor type setting. Corrected this.
▪ Lantern was not equippable due to an incorrect armor type setting. Corrected this.
▪ Ribbons did not resist berserk. Corrected this error.
I've read all replies since my last post, just making a small update while I have time. Both downloads have been updated. Next update I'll be jiggering around with the element and status ailment icons to prevent confusion when reading enemy weaknesses via Libra. I'd also like to try to figure out why the menu is so small when you're buying cards in card shops since it wasn't always like that.
If I seem to be missing something you've pointed out before and it still hasn't been fixed, yell at me again and I'll make sure I jot it down. Berserk + Genji Glove thing is something I'm unable to fix at the moment since it seems to be part of the battle system's script which is in Japanese, so that fix might have to wait.
▪ Added world map to documentation folder.
▪ Changed name of Spear Butt to Point Break and fixed a typo in its description.
▪ Fixed an issue that prevented player from backtracking in a few of the last maps of the game.
▪ Jewel Ring was not equippable due to an incorrect armor type setting. Corrected this.
▪ Lantern was not equippable due to an incorrect armor type setting. Corrected this.
▪ Ribbons did not resist berserk. Corrected this error.
I've read all replies since my last post, just making a small update while I have time. Both downloads have been updated. Next update I'll be jiggering around with the element and status ailment icons to prevent confusion when reading enemy weaknesses via Libra. I'd also like to try to figure out why the menu is so small when you're buying cards in card shops since it wasn't always like that.
If I seem to be missing something you've pointed out before and it still hasn't been fixed, yell at me again and I'll make sure I jot it down. Berserk + Genji Glove thing is something I'm unable to fix at the moment since it seems to be part of the battle system's script which is in Japanese, so that fix might have to wait.
Final Fantasy Blackmoon Prophecy II
I addressed the arena issue. The hummingway issue will be a quick fix. You could fix it yourself in-game by playing a card game anywhere else in the meantime. I'll have it fixed in the next update. Anyway, because I have a very busy weekend coming up, I cobbled this together quickly:
Version 1.04
▪ Corrected element of Blackflight (was set to nothing, should've been gravity).
▪ Fixed a teleport error in Horseman's Rest.
▪ Fixed a teleport error in the Berona Research Facility.
▪ Fixed a teleport error in the Eldritch Cave.
▪ Fixed an error that prevented some of the Hunters Guild's marks from showing up when intended (they were showing up, but required the player to reach a certain point in the game first).
▪ Fixed an eventing issue in the Pantheon of Rebirth that could cause a sequence to repeat.
▪ Fixed elemental settings of Shiva's Ice 3 spells.
▪ Fixed events in the arena's inn and item shop that allowed the actual arena battles to continue when entering them.
▪ Hummingway in the Necropolis referenced an opponent ID that did not exist. Corrected this.
▪ Moved a mu in Vos that could trap the player in a corner without any means of escape.
▪ Removed damage from death spell. I had my own reasons for having it inflict damage, but I figure that the spell will be more well received without the ability to inflict damage.
▪ Removed some obsolete items from the pawn shop in Vilaheim.
▪ Ribbons did not resist stop. Corrected this error.
▪ Titan card was unobtainable. Added it to a deck in the Berona City card tournament.
▪ White Cape did not protect against silence. Oops.
Google Drive download updated. Mediafire download pending.
Version 1.04
▪ Corrected element of Blackflight (was set to nothing, should've been gravity).
▪ Fixed a teleport error in Horseman's Rest.
▪ Fixed a teleport error in the Berona Research Facility.
▪ Fixed a teleport error in the Eldritch Cave.
▪ Fixed an error that prevented some of the Hunters Guild's marks from showing up when intended (they were showing up, but required the player to reach a certain point in the game first).
▪ Fixed an eventing issue in the Pantheon of Rebirth that could cause a sequence to repeat.
▪ Fixed elemental settings of Shiva's Ice 3 spells.
▪ Fixed events in the arena's inn and item shop that allowed the actual arena battles to continue when entering them.
▪ Hummingway in the Necropolis referenced an opponent ID that did not exist. Corrected this.
▪ Moved a mu in Vos that could trap the player in a corner without any means of escape.
▪ Removed damage from death spell. I had my own reasons for having it inflict damage, but I figure that the spell will be more well received without the ability to inflict damage.
▪ Removed some obsolete items from the pawn shop in Vilaheim.
▪ Ribbons did not resist stop. Corrected this error.
▪ Titan card was unobtainable. Added it to a deck in the Berona City card tournament.
▪ White Cape did not protect against silence. Oops.
Google Drive download updated. Mediafire download pending.
Final Fantasy Blackmoon Prophecy II
Oh man, so many posts to read. I've been sick for the last few days and haven't been online much. It's awesome to see that you guys have been helping each other while I've been unable to check RMN. I was literally bedridden yesterday!
I'm skmming through everything now. I'm not going to quote, just call out people who either haven't gotten answers from others or are bug reporting.
Varn - Thanks for noticing that ribbons didn't resist stop! I actually added the stop condition extremely late into the game's development, so adding that resistance to ribbons just got overlooked. Also, yes, Lukahn's Laboratory is a location that didn't make it into the game. It was set to be on a small island west of Cornelia. Someone else also commented on the key that Alduin gives you. I'll investigate, as I may have forgotten to create the follow-up to that.
jonas0324 - I can confirm that esuna and remedies do remove stop, as I have the game open when I am reading RMN for bugs. Only ribbons failed to resist it.
Eliminator - Yeah, I removed Squall from Hillsdale. I ultimately decided that he just didn't fit the game very well and gave him the boot. Also, Zephyr appears in the lead at times when he isn't because the game is his story even if he's not required to be the leader. Kind of like Final Fantasy XII (Vaan wasn't required, but we were always forced to follow him in cutscenes).
MightMonte88 - Depends on your pace from here on out! I'd say about 55%, maybe 60%.
I'm skmming through everything now. I'm not going to quote, just call out people who either haven't gotten answers from others or are bug reporting.
Varn - Thanks for noticing that ribbons didn't resist stop! I actually added the stop condition extremely late into the game's development, so adding that resistance to ribbons just got overlooked. Also, yes, Lukahn's Laboratory is a location that didn't make it into the game. It was set to be on a small island west of Cornelia. Someone else also commented on the key that Alduin gives you. I'll investigate, as I may have forgotten to create the follow-up to that.
jonas0324 - I can confirm that esuna and remedies do remove stop, as I have the game open when I am reading RMN for bugs. Only ribbons failed to resist it.
Eliminator - Yeah, I removed Squall from Hillsdale. I ultimately decided that he just didn't fit the game very well and gave him the boot. Also, Zephyr appears in the lead at times when he isn't because the game is his story even if he's not required to be the leader. Kind of like Final Fantasy XII (Vaan wasn't required, but we were always forced to follow him in cutscenes).
MightMonte88 - Depends on your pace from here on out! I'd say about 55%, maybe 60%.
Final Fantasy Blackmoon Prophecy II
author=Varn
Another ... bug? ... though. I also found- who told Silas she'd meet him back on the airship. In a word, she didn't; I can't seem to find her again?Lysha
Finally, what is potentially a major bug: If you enter the basement of the Berona Research Facility on the 3rd world map - you exit again on the first world map. With no way to return.
She should be right there standing at the railings as you enter the airship. Not sure what might be up if you don't see her there, as the event that adds her had been tested and works fine. I'll get right on the issue with the Berona Research Facility though.
author=invisibledragon
I found a minor mistake on Dual Fire 3, it only consume 3 MP to cast while the other Dual elemental spell needs 37 MP.
Thanks, fixed. Keyboard must've been acting up when I was entering the MP cost. They actually cost 50 though, you probably have something equipped that reduces MP costs.
author=caprontos
The stairs missing in Horseman's Rest should lead to a Hummingway's room..
The sprint shoes, flan oil and irdiem ore in Alexandria can be bought at the pawn shop and resold for like 30k profit if you buy 99 of each and then go sell them to the item shop. In other towns usually topaz is exploitable.. you can also buy two types of DNA in Vilaheim's pawn shop.
There is a mu in the Vos materia shop who can trap you against the pots forever.. which would really suck if it happened to someone who didn't save in awhile.
I don't think the titan card is available in any decks.
All fixed!
author=VarnI managed to find the Dark Matter probably as you were posting. And what to do with it. Fun! I guess what you find at Mohamdal Junction was supposed to be the pyramid? No dice here; maybe only on the first map? I did find out that the blacksmith would upgrade my atma weapon though; and that he'd come to the garrison. The only thing I found near Vilaheim was Edric's weapon; I'm guessing that's what you meant? And I'm still looking for Kappa - would he be the friend you meant?
Mohadmal Junction is more or less irrelevant unless you return with Silas and Kappa under certain conditions.
author=realgone2
Was the Twin Raven summon supposed to be that devastating? I dropped 64K damaged on a boss
No, I somehow failed to set their element to gravity. It's already been addressed since someone else pointed it out. I fixed this a day or two ago and it will be dealing the correct damage in the next update.
Final Fantasy Blackmoon Prophecy II
author=jonas0324
Ever since I came back from the past Tetra Master seems to be making no sense. This is happening to every new available game.
https://www.youtube.com/watch?v=CZ8WUBRIwc4
Also I seem to be having a resolution issue, when I start the game, the game starts in border-less full-screen mode, and I can't alt tab. Only by closing the game do I get access to my other stuff
Not sure why the card game would suddenly start acting up like that out of the blue to be honest. As for the resolution thing, try using F4/F5/F6 to resize the window.
author=VarnThat's a good point. I actually intended for there to be some banter with that if you went back to Alexandria, but I must have forgotten about it. Not really a mandatory thing to add, but it might be fun to stick in there.
One last comment - I acquired, um ... something ... from the Miasma Stream. The, uh, thing that's going to open the Balmag Subterrane. Emperor Alduin ought to be very, very interested in it. But he still spouts the same line telling me to go see Bahamut. Boo.
author=WCouillard
Just a quick visual thing I noticed: Carina's class is listed as "Wht. Mage" which gets squished in the Party menu, unlike Hautley's class of "Blk Mage" so removing that period from Carina's class should fix it. Both class names display normally in other menus, that I've noticed.
That party menu is so annoyingly finicky when it comes to fonts. I'll try removing the period, see if that fixes it.
author=Varnauthor=jonas0324Just to confirm: I got exactly this same bug. And I have had no trouble with Tetra Master anywhere else; even leaving to play with the hummingway down the highway still leaves the bug.
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
Weird. I didn't see anything that would've caused it before, but I'll take another look.
EDIT: The event references opponent #88, but it only goes up to 86. I lost my list for which hummingways are where, so I'm assuming that he was meant to be 58 after consulting the script with the opponents. This will be changed in the next update.
author=MightyMonte88
Hey UPRC i'm having this same issue, i've just been dealing with it but it would be nice to know why i can't alt tab out of the game.
The issue might not be directly related to a problem with the game but more something mis-configured on our systems, any help would be great.
F keys! I should probably document this somewhere, lol. If that doesn't do it, then I don't know what's going on.
Final Fantasy Blackmoon Prophecy II
author=rebel1223
Sapphire starts out awful, becomes kinda decent, and then drops off a cliff in terms of usefulness.
I wouldn't quite say that. Her ninja scrolls scale with her level and end up very potent against elemental creatures later in. Solar Storm also scales with her level, and should be doing pretty good damage. She's also the second fastest character in the game, so she's able to act very often. Her final non-unique weapons that she obtains lag behind the others a bit, but that won't matter if you find Masamune for her.
author=Varn
Encountered 2 probably bugs:
- As far as I can tell, *NOTHING* is immune to Zephyr's Blackflight summon - every boss I encountered tonight was fully susceptible to its Demi. I hit a certain climactic boss for 125,000! This is almost surely a bug, right?
It looks like I forgot to set it to the gravity element. So yeah, it shouldn't work on most bosses.
author=Varn
After downloading 1.03, I was able to accepted hunt marks. Finally - the first 5 or so died in a few hits, and it wasn't until #9 that there was a serious challenge. But when I accepted #10, Anima, I was told he was "somewhere near Neirbrook" - he's not. No tile visible; and I walked over every tile that could conceivably be considered nearby. Nothing. A bug? Not unlocked til the story progresses? I reverted to the save before I accepted mark#10.
There's a reason for that, and I realized why it's happening as I read this. No bug, you can continue as normal even if you've accepted that mark. I'll have this fixed for later but, trust me, Anima will show up in that spot for you eventually. I can't really explain why Anima isn't there for story reasons, but hold tight.
author=Varn
A question: After putzing around through the world for awhile, I found that I could really use some Dark Matter. Um ... anyone know where it is? Or can you at least let me know by what point in the game I should have it? I found the other two items almost by accident - and I'm worried I missed the Matter somewhere. Especially since it was listed second, before the Candle.
Neither of those are missable, don't worry. I'd have to take a peek to see where the dark matter is again if you're completely stumped on it.
author=Eliminator
Quick question: What is your motive behind naming the spells off of numbers versus the more recent renditions (-a, -aga, etc)? I always found the latter a lot less confusing/cluttered, and I'm guessing this is mere preference but just curious.
It's what I grew up with (keep in mind that I've been playing since the original Final Fantasy), it's just what I personally prefer and it always feels more old school to me.
author=Eliminator
I'm up to Lenadia. I'd like to echo a few others and say the game has been cakewalk so far, but kudos to you for including the Moogle Charm and being able to disable random encounters whenever you want. Still, the bosses are really easy because it seems they act every 2-3 turns I get. Often times I pepper them with all kinds of attacks, they are able to get one attack in, then their next attack hits the entire group, then they die before getting another turn in. I have a feeling you meant for bosses like Rudra and Fenrir to be a lot tougher than they really were. That being said, I do remember having trouble with Shiva when I played the version a few years ago, so maybe this whole thing will remedy itself.
Something changed somewhere, I'm not sure where or what happened, but people even struggled with bosses like Fenrir in the old releases of the game before it was finished. I can only assume that it's from equipped items, I don't know. I've been going through and increasing the speed of many bosses though. I don't think this is too evident in the current download yet though (except with the first four or five bosses).
author=Eliminator
EDIT: In Lenadia Castle, King Edward's sprite changes to Locke when speaking to him. It remains that way until you exit the room and come back at which point it turns back to his original sprite.
Zero clue what is happening there, but I'll definitely check it out.













