Welp, Imo 1.3, 1.4 and 4.1 beta are ABSOLUTE blast. But if you are enjoying
I had troubles with mods before too, but launcher fixed it for me xD
Hugo got the point though - there is ABSOLUTELY NO FEATURE introduced after 1.2.1 that mods would not do already, most of the time more in depth and without that many bugs.
Community patch with many perk fixes (+partysize for fiefs, Xbow / Longow on horse, +growth, +taxrate, all faction perks fix etc...) that up until today are not fixed on vanilla
Diplomacy mods (varied) have peace treaties, alliances almost since day 14 after release
Revolutions/rebelions/improved defections
UI fixes (recruit all, QOL etc)
Autocalc improvements
Anti snowball mechanisms (attrition, war exhaustion etc)
Garrison (autorecruitment and upgrading to the tier u want)
Expanded bandits and minor bandit factions (custom spawns and events like pirate invasions with their own hideouts)
Random events
Improved Battles/AI (Better collision models, fixed siege AI, siege engines HP balance, Long distance party reinforcement (no more being fked when 1 party catches you right outside of group reinforcement zone)
All kinds of flavour armor / damage rebalances (Armor does something seem to be one of the best) balancing archers and piercing damage
Faction unit fixes (skills and equipment) this was amended on almost day 1 by modders. Remember all those units with bow skill that does not have bow? Also ulfhednars had chainmail on most Sturgian fix mods from the very beginning.
It really seem that devs try to slowly catch up to mods, but doing it with the most convoluted and hard to implement way possible.
Think about for how long Khuzait is OP due to insane +50% when attacking cav bonus + movement speed bonus and sturgia that all the time gets wrecked from day 1. Mods fixed that long time ago.