Features as of July 2014

Alternate Currencies: There are various ways to acquire new items in Blackmoon Prophecy II outside of spending gold. Different currencies can be acquired that can be used to obtain new items. The Arena gauntlet battles, Augurer Colosseum monster battles and Mogtopia minigames all award the player with special points that they can redeem for items. Rosetta Stones may also be found on various monsters and bosses, and these items can be exchanged for useful goods as well.

Bacchus Garrison: About an hour into the game, a spastic moogle named Montblanc will enlist the player to help him furnish their headquarters. Players can purchase visual upgrades for several rooms, some of which have actual functions like a music box that changes the BGM of the headquarters or a stove that can make ore. Players can also recruit NPCs to come work for them in their headquarters. Some of these NPCs will show up as vendors that can upgrade their wares if players invest in their operations, and others will simply offer interesting dialogue such as a librarian NPC who has information on lore from the first game for those who never played it. Also, every NPC that is recruited contributes to a bonus reward that players will receive for completing side quest with the Augurers. Recruit one NPC and you’ll receive an additional 250 gold. Recruit eight NPCs and you’ll receive an additional 2000 gold!

Battle Costumes: This is fun little idea that I’ve decided to incorporate into Blackmoon Prophecy II later down the road. Essentially, it will just allow players to change the costume of characters for battles, exploring and chocobo riding. Characters will retain their default looks during cutscenes and dialogue sequences. Here are some of the costume ideas I’ve got brewing. I hope to make each character have four costumes each.

Minigames: There are currently several minigames implemented in Blackmoon Prophecy II. There will be approximately a dozen that the player can actively take part in throughout the game. By the end of the game, they will all be able to be freely visited at any time.

Optional Dungeons: Everyone likes optional bosses/dungeons! The first Blackmoon Prophecy had plenty of these and the sequel is not any different. There will be several optional dungeons late in the game such as the monster infested Kusku Salar located in Lindblum’s salt flats, or Lukahn’s Workshop in all of its weird mechanized goodness. Optional bosses will be familiar and unfamiliar as some are returning bosses from the first game, a few are established optional bosses in the Final Fantasy series, and a select few are original ideas. Optional dungeons will occur all throughout the game and, when the player enters one, they are notified that the location they are in is not mandatory. This is to help players from getting lost and wandering into areas that they are unsure of whether or not is where they need to be.

Original Material: Character portraits by RMN’s Avee and music tracks by Brandon Griggs are each prominently featured in Blackmoon Prophecy II, helping to give the game more of its own identity while retaining the look and feel of classic Final Fantasy.

Side Quests: Do you like side quests? Well then, you’re in luck! Blackmoon Prophecy II has tons of them, and almost every location you visit will include them. The Eldritch Cave, which the player visits roughly 10-15 minutes into the game, contains the first one which involves collecting aquamarine gemstones and turning them in to gem hunters who reward the player with gold (the amount received depends on how many aquamarines are being turned in). Several more side quests appear about 20-30 minutes later when the player reaches Lindblum City, like helping Montblanc build up Bacchus Garrison or taking part in the goofy rivalry between Biggs and Wedge as they bicker back and forth and hatch up schemes to get revenge on one another.

Weapon Crafting: In the first Blackmoon Prophecy, crafting was present in the form of upgrading equipment at blacksmith shops. In Blackmoon Prophecy II, crafting plays a much larger role. Every weapon you can obtain must be created at a crafting shop using various materials the player has collected. Items such as claws, fangs, and screws are still needed to craft items, but weapons require ore. There will be many ways to obtain ore such as purchasing it from shops, looting it in dungeons, or acquiring it from monsters. In order to craft, players will also have to purchase crafting tokens. These are coins available at most crafting shops, and all crafting recipes will call for at least one crafting token. Higher end crafting recipes will require multiple tokens. Also, players will need to find crafting manuals in the world that will teach them crafting recipes before they can create specific items. Some crafting guides are sold at crafting shops and some are found in dungeons.

Winter’s Saddle: This isn’t really a BIG feature and it’s not even very impressive on a technical level, but it’s still a handy little addition that I like. At any moment on the world map, players can use the saddle of Winter, the main character’s white chocobo. This will spawn Winter on the map who the player can then ride. This allows players to completely bypass random encounters on the world map if they wish, and it also lets them get around faster. This allows overleveled players who are tired of fighting a chance to avoid a significant number of fights, or players who feel they might be pressed for time can use Winter’s saddle to speed up their progress in their play session a little bit. One dangerous side effect to this is that excessive reliance on Winter’s saddle may result in players being underleveled. While the saddle is certainly very handy, I wouldn’t recommend using it at every single opportunity.


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