Well, they even haven't actually, it's still in the air.
In fact, and that's what I really don't get, nearly everything that is annoying in the game and that hasn't been fixed yet is due to actually very quickly and easily fixed adjustment issues. I'm actually having FUN playing the game, and I just had to build a few mod for altering a handful of points (xp gains, damage formula, leadership/roguery helping with training troops). It was literally a few hours of work (and I had to learn how to mod the game and spend time to understand how the classes are organized).
I don't claim it fixes the entire game (there is still a lot of deeper design problems) and it's obviously tailored to my tastes so not up to everyone's, but it still is a trivial amount of work for a single out-of-the-company person, so I don't get how comes it hasn't yet been adjusted. I'm still, two years later, in the deepest confusion about what is happening.
I'm not even talking about making the final balance decision in one day. I'm just saying that in one day, it's possible to quickfix the game to make it tremendously more fun, even if it's not the final state. Just a bandaid that could be done during an noon lunch, while other more difficult matters are busying the dev, but which would in the end massively improve the overall experience.
As a striking example : something like the extremely annoying and unpopular main quest (when you get spammed by "conspiracy quests" all over the map) are just two variables away (increase the "ConspiracyStrengthDecreaseAmount" to maybe 100 or 200 rather than 30, and pass "10f" instead of "3f" in CampaignTime.WeeksFromNow(3f) when creating the quest) from being engaging rather than infuriating. It's literally a 30 seconds change to make the campaign go from "reviled" to "accepted". It's like the golden mine of effort to effect ratio.
WHY hasn't it been done yet ? WHY ?
@Dejan, I know you probably already regret saying you would answer questions, but how about this one ?