What an odd translation. I can do better than that.
Translation: I was working on Samantha's content and unexpectedly hit a wall. While the overall plan is there, some detail kept blocking progress. While trying to deal with it, I started experiencing a starting burnout. To snap out of it, I decided to work on something completely different. Something less important in order to get away from the pressure of everything having to match the storyline perfectly. The choice ended up being Mykocks manor. After that I worked on uniforms, again to deal with something other than storywriting. I have now recovered from the writing stall, but the detour has delayed the next release by 6 weeks. Also having had time to think, some plans changed because I came up with better ideas on some aspects of the story/graphics/whatever.
My take on this is that this is perfectly normal for game development. Been there, done that. You can crunch up to a release, b but in general development is a marathon, not a sprint. Run too fast on average and you risk falling over and not recover. When feeling the first symptoms of burnout, or just getting upset about getting stuck on something, taking a break from the problem is often a good idea. Going back to it 3-4 weeks later will let you look at the issue with fresh eyes and it might not even be a problem anymore.
I see nothing negative in the update. What a read is that Altos is human (big shock I admit. Who would have thought?) and he is making mature decisions, which will benefit development in the long run. Diverting from a schedule is sometimes needed to avoid unreasonable workload or substandard quality. Often a plan is an overall plan and once you do the actual work, you encounter all the details, including those not considered when the overall plan was made. This is the main reason why development rarely goes precisely as planned.