So in addition to yet more bug fixes (they will never end, I've just accepted that at this point), I worked on some balance and other things.
The biggest change is to the Lab mission. Skill checks have been adjusted (generally downward), and there's now a few more options for dealing with the various obstacles. You can also "Scout the Lab" from the entrance, to get an idea of what you might need to overcome the obstacles. However, in doing this, I also adjusted the skill checks to account for any skill changes that might occur due to arousal.
Which is the second point: I'm pretty sure I fixed the arousal deal with werewolves causing Charisma to drop like a rock, and in the process also fixed how arousal adjusts your skill levels. Generally speaking, having high arousal makes delicate work more difficult, but gives you a bonus to other skills. Having low arousal offers no bonuses or penalties. That was always how it was supposed to work, but when I set up the skill system, I had other things on my mind so everything was using base calculations. Several important things (such as job promotions) will ALWAYS use your base skill levels, because your job cares about your consistent performance, not your "right-now" performance.
Also, I made the collar with bell wearable. It was never actually supposed to be wearable, but that seems kind of silly, so now it is. If you're a cowgirl, you'll get a bonus to Charisma of 3. If you're not, the bonus is only 1 (and I may make it a penalty, as it's kind of weird to be wearing a cowbell). I also adjusted how TFs work: in addition to locking out properly until they're unlocked, I changed the order of events for the end of day calculations so that the lock out function, which resets any transformation score that's above zero to zero if that transformation hasn't been unlocked, runs before the function that applies any actual transformations. So it should all work as intended now. Hopefully.
Not enough for an update, though. Hopefully by the end of the week, we'll be up to 0.5.1.10.