Oh, c'mon.
I said it before in other thread, but I will make short recap, of what I said:
Have you any idea how software development works? Especially if you want to allow others to interact directly with your code? For the most part, this is not bashing the keyboard till game appears on your screen, there are many factors involved into creating, sharing and then mantaining the code. TW basically creates an engine and then a game on top of it, not just uses existing parts to combine them into one, they have to think it all through, prepare plan, then code it from the scratch (or incorporate into existing code which often takes much more time), trying not to break any of existing parts (as minor as text display, as they may be difficult to fix if introduced change will interfere with it) and then in case of BL make it also configurable for modders via XMLs or classes in code, in all of that still remembering to apply patterns that help working with code afterwards, probably creating internal documentation and they still have to discuss suggestions and fix bugs, which may not have obvious root cause.
Being in the bugs' topic - fixing them is not that easy as
Code:
if (hero.wantsToDoThing)
{
Dont();
}
As, you may not know in which part of kilemeters-long code this bug appears, and in what circuumstances (thousands of numbers representing data flying around an application may interfere with each other if not properly isolated), especially if the game is life-sim which has thousands of possible paths of execution, data transfer and maybe some leaks along the way. This is why they need your saves, to not guess-till-u-find-it, but to have test case, then troubleshoot it (sometimes probably by looking at memory records, not actual code). In my work I had case when we were looking for the issue for two weeks at least, but because we weren't able to reproduce the EXACT same bug, we werent able to find it. Only after we accidentaly found it, we were able to get over it in 1 week.
All in all, this is vast amount of code, technology, processes and work to be done to do even minor thing, and then you still have to give your workers vacations, organize their work, and they also have their own life, own issues, and can feel worse, not being able to jump around the code like grasshopper. And this is also easy if you have the same programmers that started the work still working. If you replaced some of them (may it be 30%), that it is where the fun begins - reading someone else's code is also not a easy-to-read fantasy book. If anything it may be Lord of the Rings, written in elven language, by not-so-smart dwarf.
And why are mods that incorporate "too complicated" things, that BL doesn't? There is a small possiblility (90%), that modders use more hackish techniques in coding their mods, which they do not intent to allow others to build on, than the TW which has to have as-broad-as-possible compatibility with anything that modders throw into the game (because TW obviously does know that WB's main strength were the mods - this is why they are making plain game, to allow it for best mod-branching possible) and make official tools to manage all that (if you even tackled modding, you noticed, that there is whole program dedicated to edit scenes and assets - something that can take years on its own to create in good manner).
Yes, I was triggered. Not the first, nor the last time.