Hi there and thanks. Not sure what animated cutscenes you refer about, but I can say the only thing that really cost time is Coding. In the rendering side, cost more time posing the scenes, modelling whatever is need to be modelled, setting up scenarios etc, than animating anything. Specially now with the new graphics card, rendering is the lesser of time sinks.. and I can always do other stuff (preparing more renders or coding) while rendering, specially rendering animations, because you hit render and forget.
This update for example has more than 35 individual scenes. Each scene in gameplay may just vary between 2-8 minutes, but coding them (Putting the dialogue with the correct images, the sounds, the music changes, any specific visual effects, testing the scenes, making changes to adjust the tone) etc etc... Coding each scene to what I consider optimal, usually takes hours.
For example, Robin Room Tavern scenes and all the code involved for the three paths (tavern conversations, baralis tavern conversation, all different sex scenes and changes between them) took more than 60 hours to code.
If you're stuck because the bug on Friendly Baralis Path, you could just take Enemy or dead path to check the rest of the game, also, in the current version there is more interest content on those other paths... You can start a new game and skip prologue so you are there in quite little time.
Anyway, That bug is already fixed in an early closed beta released to testers but as there is only half hour of non important gameplay I'm not releasing that one to the public.
I'm not giving any exact date to the full 0.13 release to not stress myself, I can only say that will be soon™.
I possibly have more than 100 hours to code yet, there is no way to make that faster than just to work on it everyday as much hours as I can.