Not gonna lie I wished they would have booked a ton more progress in that timespan as well.
EA's intention is generally a few things. Create (further) hype for a game. Give people who cant wait for release a chance to already get (part of) the product in their hands whilst giving the studio a financial boost as well. And have people who are into that a chance to help fix bugs, provide feedback and whatnot. Theyre generally very upfront about the 'this game isent finished' part. What state it was in though when they announced it is anyones guess.
If you spend anytime in the bug reporting part of the forums you will see things listed that not everyone experiences. And some things that alot of people will experience. If an issue turns up for EVERYBODY then its generally clear that something is up and needs to be fixed. If the solution is then also easy to find its fixed in no time. If something only happens rarely though and it cant be reproduced its a tougher problem.
I reported a bug a few days ago about a enemy cavalry unit loading underneath the map and its only happened once in the about 100 hours that I played recently. Its still a bug, I reported it and its been passed on to be fixed. I think its safe to say thats its rare because I also dident see other people mention it, but I think it still has to be fixed. Things like that are small things but can potentially take up alot of time. And if you dont know where the problem lies, finding it and fixing it might be a needle in a haystack.
Im not suprised the year wasent enough given the size of the game.
TW are quite responsive to bug reports, alot of developers don't give a text-response but that is also because most developers don't even consider them worth responding to, it's just generally a "Unknown, "WIP" or "Completed" assignment based on if the sprint has been tasked multiple times and when it's scheduled.
Bug fixing is a huge time sink, agreed, but for a 90 man team of which you'd assume 30-50% are coders directly involved in development these bugs should be getting fixed within a week/month of being reported (unless particularly challenging). The reason many aren't is what I'm assuming is sloppy code design, simply not ordering and annotating complex code can make going back over it take many times longer than it should. And despite how obvious an oversight this seems, you'd be amazed at what slips through (sound of doom comes to mind).
In the end a Junior coder will be responsible for this grunt work, they'll then just send it to oversight to a Senior who either OKs or denies it (in my experience anyhow, companies vary in policy and structure, and TW being based in Turkey might further influence this hierarchy), this can already be a slow and laborous process, but combined with "spaghetti" code and you've got an incredibly slow and poorly functioning system, particularly if you have a high employee turnover rate which appears to be the case in TW (this is quite common across the industry though).
This is another reason these long-term projects generally faulter and fail, newbies having to re-write or go back over legacy can be as time-consuming as other major parts of the development cycle.
I'm just rambling on now, but from what I gather the code for Bannelord is probably in a shambles, it's probably the reason for the re-factor at EA launch and the numerous problems being encountered. Combine that with regularly turning over staff in a country with low recruit availability and you've got underqualified staff dealing with poorly designed code that wasn't expected to be altered or changed = an oncoming disaster.