The code may change, but that's exactly what I said, that they've fixed some things and focused on stabilizing the game. As a game, it barely evolved if at all. We still have seed RNG generation for too many things, crafting only encompasses weapons and it's not working properly (graphical glitches everywhere), they've slapped in a personality trait system with a vast variety of badges, but we only have 4 of them working, the quests to earn personality traits are almost all broken, and the numerical grind's absurd (1k for lvl 1 4k for lvl 2, when every action that earns person XP gives you 10 to 50, but negative losses range from -20 on seemingly harmless quests up to -1000) and some traits are virtually unatainable unless you conquer the entire map (like calculating), others are unatainable because their code grants the trait xp to the quest giver
Than we still have the missing features that are needed to round up the game-play loop, absolutely zero late-game features, even less narrative than WB (which was already poor), town, castle and village scenes are ultimately useless, they've created a virtual mitigation of said effect by forcing barber shops that actually only made changing hairstyle into a boring chore (because you spawn 10km away from the guy), castles are absolutely useless, etc. There aren't enough interactions to justify going into any scenes, in fact, the game's much faster and efficient if you never enter battles and just uses their broken auto-calc to basically win forever.
Lastly, all of the features we have now are completely disjointed, there's absolutely no connection between them, and almost all of them involve some sort of poorly made micro-management.
In 1.8:
- Workshops? Scout all surrounding towns to make sure no neighboring town has the same workshop as the one you want (and if it does and you WANT IT BADLY, you must buy, change production and sell inflating the investment making it even less worth the hassle). After that, micro-manage the market and manually run a caravan with your toon completely locking you out of any other gameplay as long as you're focusing on making it profitable. That's not taking into account the raise in prices for workshops which ultimately amount to a even harsher start money grind.
- Caravans? You better always stay close to them, otherwise'll risk losing money. It also pushes the meta into NOT joining ANY KINGDOMS if you want to prevent mino-clans from randomly joining wars while the kingdom they've joined is on the other side of the map. The risk of losing the caravan due to that (mercenaries roaming in Khuzait join the vlandias as your cav passes by and immediately destroy it) is very high, happens way too frequently. The price for a decent caravan's very high too, but the caveat is that now it can take ages for a caravan to even start making you any money. You also cannot give instructions for your caravans to help distribute your workshop's goods neither, nor any instructions at all really. You also have to lose 1 companion for each.
- Smithing? Welcome to click simulator, want that great golden hilt for a 2h? Too bad, only 1h! Want that literally named 2h grip from 1h crafting screen? Too bad, only 1h can have that 2h grip (?!?!?!). Now you found what you want? A shame the blade's floating isn't it!? Btw, you can't leave town to do anything because stamina only recovers in towns
- Level up in arena? Too bad, you'll earn excrutiantingly less XP and you can't chose weapons!
- Gangs system shown in gaming events? Too bad, never implemented.
- Want those sweet decent wanderer companions? Too bad, RNG!
- Trading routes? Oh! We made sure there aren't none!
and the list goes on and on and on and on.
Fact is that I thought they'd flush out the entirety of the features and create a over-arching system that actually made them interact with each-other, they didn't do neither of those, rebalanced to handicap the player as much as possible and turned everything they could into a grind. The worst part being "click simulator" stuff. Warband too suffered from useless scenes, but at least there were some easter-eggs like the strange armor... Now we didn't get even that, just those gang alleys that are ultimately useless for anything but early game (with perks buffing civilian related stuff that became ultimately useless too, like "increased civilian armor" "increased civilian dmg" all in the roguery tree).
What I think is that they may continue after release, but that could also mean less commitment and as such it could take forever for these things to be patched in. They've also been neglecting minor code fixes for ages, like those personality trait quest bugs, it literally takes them a few minutes to fix that.
Than we ultimately have a grievous design flaw which's the perk system... It simply doesn't make sense, it's virtually impossible to remember traits relative levels and to which skill tree they belong, that not mentioning repeated perk names. If you run a playthrough with too many companions, you'll start to lose your mind micro-managing their perks, often you'll pick the wrong one because you didn't remember what was your plan, or, you'll pick the wrong one because the UI for it isn't that great neither, if you just distributed a bunch and miss-clicked, you'll reset the entire screen, adding another annoying step to it.
And arguably, battles, also aren't done in my point of view. Cavalry still manages to go through foot troops like they were crossing some sort of liquid pool, so any tactics to stop cav charges with infantry are out the window. You can't use enemies to block each other because of the "push-aside" effect for both cav and infantry, the AI doesn't use spears properly (that's why Pilum's so effective, because it's short enough for them to kiss foreheads and spam attack), many battle scenes simply do not give you enough time to setup as the player due to bad UI design and lack of commands, so on so forth. The latter's a second coming, though, because that was also present in Warband. AI had access to advanced commands while the player can only call charges or advances. That's really bad for skirmishing tactics or any other multi-step tactics that you want the AI to do, the result's even more micro management, where the major issue is that your PC has to be SEEING THE GROUND to issue the order properly. They've also removed the 10 steps commands from Warband, and that's the worst part. For any experienced WB player, we know all too well how important that was to properly control tactical advances and retreats + it made it less stupid to put archers in firing range.
As a side note and unrelated to the topic I was discussing in this reply, tactical warfare's still doable in battle-scenes, but it all falls down into a harder micro-management than WB had. Understanding of formations and how to use them was key in WB, in BL not all of them work properly due to the "push-aside", so you have to give 5 to 10 extra commands so the AI behaves properly. Leading through "follow me" on a warrior built or tank built PC's still the most efficient use of infantrIy