A new foe appears in the Coastlands, and the Champion’s gaining access to a few new toys to play with to help conquer her and all the other foes that stand between you and your goal of facing the Demon Queen.
After a few recent playthroughs of the early game building saves up to playtest The Siege of Khor’minos and the Coastlands, I couldn’t help but want to do a little tinkering, adding a few new items and powers to cover what felt like gaps in the early hours of the campaign. That, and designing a bunch of new items for the upcoming settlement of Tychris, has lead me down a rabbit hole of not being quite happy with the balance of a bunch of other items; we’ve ended up with a fairly substantial itemization rebalance, and tweaking some perks as well, to make more characters and loadouts viable. A lot of these changes should make less-used items more competitive, or rein in ones that’ve been squashing their competition for too long.
Speaking of Tychris, I’ve just passed the 60,000 word mark on my core document (that is, not including all the stuff other writers have in the pipe for the settlement). Most of that’s been spent on weaving the town’s plotline about a cursed princess in need of a Champion to break a most lascivious spell (with sex — there’s a lot of royal cheek clapping), but I’m just starting to dig my teeth into the second of the sexable NPCs I’ll be writing for the area: a former archmage who’s had her magic ripped away by the Order Astrida — Nareva’s spell-eating godsworn — and now lives as a bound thrall of the serpent’s temple. Tychris might be the beating heart of magic scholarship in the Frost Marches, but they take a very dim view of sorcerers that abuse their power. Nareva’s cinder-scaled paladins have just the thing for evil witches, though: no more magic, no more problems!
0.8.32 Patch Notes:
- New Coastlands Encounter: Fortuna, a new harpy with a keen eye for shiny things. (By Aramen)
- Fortuna has a few new powers she can teach!
- The White Mage’s 1st level perk, Healer’s Hands, has been given a second effect: while wearing Heavy armor, each time you cast a Spell power you gain a surge of Threat, scaling based on your Toughness. This, combined with more recent perks and powers, should enable White Mages to more comfortably fulfil the paladin class fantasy.
- New Items, sold by Ogrish, Ivris, and Leorah: Executioner’s Blade, a big two-handed blade; an Iron Band, a physically-oriented ring; a Signet Ring for Charmers; Jassiran Oils, which raise Sexiness for an encounter; and Blessed Water, which increases Ward and Accuracy for an encounter.
- New powers sold by Tetsuya: Gloaming Smite and Vengeful Flame.
- Renia, the demon centaur alchemist from the Siege of Khor’minos now properly drops her wand. If you already finished the dungeon, it should get added to your inventory.
- A large number of items throughout the game have received balance adjustments. Changes include:
- Dagger damage increased
- Flaming daggers are now catalysts
- Francisca damage increased, CritChance decreased
- Mace damage increased, CritChance decreased
- Spear accuracy increased
- Pike accuracy increased
- Straight Pike damage increased
- Swift Sword now reduces your health and armor
- Storm Glaive damage and accuracy increased
- Jassiran Glaive sexiness and evasion increased
- Polar Edge and Rimescore damage and evasion increased
- Heart’s Edge spellpower removed. She’s just a little too good for every build as she is.
- Quarterstaff, Spiral Staff, Bladed Staff, Cait’s Staff, and War staff damage increased. Please remember a staff’s damage is just from conking someone on the head with it, so don’t expect all your spells to hit harder now! Still, they should be more viable as actual weapons now.
- Mushroom Staff damage decreased, and changed to be a melee weapon in keeping with other staves
- Control Rod spell penetration decreased
- Fire Rod spellpower and accuracy increased
- Metal Rod spell penetration increased
- Girthy Rod damage increased
- Rosebloom Shield has gained increased Temptation and lost its malus to your Mental Resistance
- Tower Shield grants more armor
- The new Pierce Through perk now gives overpenetration damage if your attack’s Pen exceeds the target’s Armor.
- Overpenetration (from the new level 9 perks) has been adjusted to be less nuclear at high Penetration values, down to 1% per point of overpen. (You’re going to be very happy about this when some future bosses come around, I suspect!)
- The new Attrition Expert perk now also gives +50 Critical Power.
- The new Stone Titan area boss in the Coastlands now has his Sturdy perk working correctly.
- You can no longer yoink the Succubus Blackguard’s bespoke Ultimate power.
- New Bust: Seagull Harpy Gal (by Moira)
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Today I bring the gift of chunky new content! Paulette’s new quest occupied over 260 pages of documentation in its raw form, and I’m happy to say that it’s one of the best quests I’ve had the pleasure of doing a bugtesting playthrough on. It packs plenty of unique, TiTS-appropriate enemies, items, and corrupted science themes that tickled my brain in all the right ways. I hope it does the same for you all too.

