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Liora's Price of Dignity 0.6.0-prerelease-2
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ITCH | MEGA | ITCH-DELUXE | MEGA-DELUXE

Alright, a couple days late as I had to wait for the last costume h-cg variations to arrive, but the next Liora prerelease is finally out! For a single week prerelease, it's a pretty big one, not in terms of content, but in terms of technical work. Some of it that is meant to stay, other that is more of an experimental nature.

Let's get into it!

I will start with technical things that I don't have to put behind a paywall. As I said above, this prerelease is pretty big so I will need headlines x_X

1 New Statistics Menu

New Statistics menu! Our assistant developer Trihan has added couple of compendium menus to show how your invidivdual party members are performing. Since I recently added dialogue that triggers when Rean is performing poorly, you can now check here if that is the case or not.

When you open the Statistics screen on an existing save, the numbers will probably be a bit weird, since I implemented the first iteration for the data logic last update, and then Trihan improved on it last week when he implemented this visualization, including new tracked data, etc. So you can get to cases like this with killing 400 enemies but only 4 battles fought :'D as the battle count only got added later.

In case you are missing the Social menu, it has been moved into the Liora menu. The reason for this change is that the cast in Liora is smaller and doesn't need to be divided by Location like in SKA.

2 Garrick Party Member if Rean is Unavailable

I was expecting the character artwork for Garrick to have finished by this week, but due to the delay of the Dollwear Tier 2 H-CG variations, that has not been the case. So decided to just implement a very minimal version and use the technique I also used all the way back then for the first prototype of using the pixel char as a placeholder.

In order to triggert Garrick joining as a replacement member for Rean you need to:

Make Edgar Impatient

Have Rean unavailable on day start

Currently I think the only real way to really do this is the Frame Job quest. We will expand on the Bedridden state in the future so we can trigger the situation outside of quests.

I also added a new proposal, by default you will get all loot that Garrick drops. But if you want him to also help out when Edgar isn't Impatient, you will need to give Edgar all loot from Garrick's kills.

I haven't implemented any crazy logic for action logic for Garrick and I don't want to further develop dialogue for him until I get his character artwork and can better tailor the dialogue his available expressions. But from my testing, a 40 DEF character with like 300 HP and the Windup skill is still pretty useful out of the box.

3 Auto Text

If you check the message box commands on the bottom, you will find a new command "Auto". Turn it on to activate automatic message box progression. I didn't consider this feature very valuable in SKA, but in Liora with the voice acting, I found that it provides a lot more value.

You can configure the wait time for automatic progression under Options -> Interface -> Auto Text Wait.

4 Experimental Change: Reversed Quick Negotiation Logic

The previous logic for quick negotiations (Morning and during Date) used the flow

Edgar gives a demand for something he wants

He offers three boons out of which you can either pick one or reject the negotiation as a whole

The upside of this flow is that you had more freedom in picking a fitting boon you liked from Edgar. Since you went through 3 boons during each quick negotiation, it also meant faster cycling through the boons to get something you like.

The downside however is that if Liora fails to pass the willpower check, the player was locked into taking the specific demand from Edgar. In the reversed logic, Edgar will now offer one boon but you give you the option for three of his demands - the same as it works on treatment negotiations and also how it works when approaching Edgar in the afternoon for a full negotiation.

This has the benefit of faster cycling through his demands to find one you want and if you get locked into a failed willpower check you can pick which of his demands fits your desired corruption progression the most, so you are still forced to progress but have a bit more agency over the direction.

We will see whether this is more of a plus or a minus in the following weeks. Please give me your opinions when you try it out!

4 Experimental Change: Seeded Random in Battle

I have implemented a simple form of seeded random number generation. On game start, a seed is generated and random numbers during battle use this seed, so you will see less variance when reloading a battle.

I am not sure if this is a good or a bad change, I am just kind of trying it out to see if it makes players less likely to play in ways they hate (savescumming until they randomly win a battle).

On a technical level, I think it's good I implemented it, since the way it works is that I can put the seeded random process into any part of the game, while using default random number generation where I don't want it.

For example, another part where this is used but less as an experimental change and more because I am quite sure that this is an improvement, is when Edgar decides his afternoon action. He will now always pseudorandomly choose the same action for the afternoon, so there isn't really point to reroll him to learn a certain skill or read a certain book or stuff like that.

5 Multi Orgasm Support

All scenes besides groping scenes now support multiple orgasms. For groping, I think I want to keep it as a "lower" form of sexual interaction, so it will probably stay like this for the future. Everything else however can generate an orgasm module call whenever the pleasure generation brings Liora above the orgasm threshold. (However, orgasms don't always happen immediately at that point as the dialogue would otherwise not flow well.)

I have used a simple system where orgasms are divided into the following categories:

Generic

Groping

Sex

Sexual Service

Each category has its own pool of cumming announcement text messages and other messages like further Liora reactions. But scenes of the same category share the same pool. So you will get the same Liora texts for example for Liora orgasms for masturbating alone or when Edgar is fingering her, but have a different pool during sex.

The scene counts the current number of orgasms and displays a different message from the pool based on the current orgasm count.

6 Slutty Dollwear H-CG Variations and Upgrade Proposal

Well, yeah not much to say here, you can check out the cg variations, but visually speaking this is of course the biggest addition of this prerelease.

7 Other Stuff

Outside of those rather big technical changes, we have only a couple of other minor additions. There is a new scene that will trigger on a Treatment Day, Rean will now ask Liora out on a date after you have cleared an Area and it's been more than 7 days since your last date, Brightwood level 1 has easier enemy movement patterns, proposal logic for generating proposals for Rank 2 Clothing Enchantments and Tier 2 Lewd Costumes has been improvement, blablabla. I recommend to check out a changelog for further information on these new changes.

Changelog 0.6.0-prerelease-2 (18.05.2026)

Added Tier 2 Dollwear H-CG Variations and add proposal for upgrading Dollwear Costume

Implemented support for multi orgasms in lewd scenes

Implemented text auto play option

Added scene Decay Victims 1

Added proposals for enchanting tier 2 clothings

Added proposal for Edgar to help mining Emerald Leaf

Implemented Rean asking Liora out for date on Area Clear if not asked out by Edgar

Implemented statistics screen and moved social to Liora category

Implemented basic seeded random plugin

Reversed quick negotiation logic to 1 boon offer and a choice fo 3 edgar demands

Increased work-split and work-assistant proposal priority by 1 every 5th time working for him

Implemented Garrick as replacmement NPC if Rean is absent in the Morning and Edgar is Impatient

Brightwood Level 7: Replaced Prepare: Tremor I with Stone Mind I for Oaklord

Brightwood Level 7: Added extra Orc in Orc General encounter and give all Orcs Tenacity I

Expanded Edgar combat action evaluation logic to work with Garrick base skill set

Expanded clothing enchantment proposals to show rank 2 enchantment options

Implemented individual stats screens

Balancing

Implemented Edgar buying rations if he wants to train a skill but has low hp, if no rations available and low hp do not train skill

Simplified movement patterns for Brightwood hornet encounters and Wind Sickle until Alphahornets on level 4 but add Two Alpha Honerts to Wind Sickle on level 4

Changed harrass actions to give 1 Sexual Frustration instead of Arousal and an extra +1 if Seductive Stance is active

Moved some backup proposals into main

Bugfixes

Fixed mod loader not checking for modsApplied when checking if all databases have loaded

Fixed potential race conditions for android saving

Fixed passability issue in intro

Fixed Frame Job detainment scene not activating in some circumstances

Fixed key remapping not correctly refreshing

Fixed ctrl for skip not setting style for VN button

Fixed incorrect counter skill for Undead Warhound

Fixed passability issue in Highwarden Keep storage room

Fixed potential race conditions for android saving

Fixed costume proposals sometimes incorrectly initializin with tier 2 costume

Fixed remaining stats screen issues

Fixed times KOed not updating

aura-dev PATREON 463 favs
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FILES5 files
POSTEDMay 18, 2026
ARCHIVEDMay 18, 2026