- clans
- crafting
- children / succession
- mercenary armies
- gangs
- siege weapons
Just to name a few.
Crafting is barely used by anyone other than cheaters who want to make easy money.
Children/Succession system is not fun, is completely non-functional, and nobody ever asked for it.
Mercenary armies, this is not a feature, it's a 3 minute mod that anyone can create.
Gangs, a non-functional "feature" (but you're probably too stupid to understand that the criminal system is actually not functioning as intended right now)
So out of everything you've listed, we can outline two new features: Clans and Siege weapons. Siege weapons is the only actual new gameplay feature here, while Clans is just a way to organize the interface, nothing else.
Do you feel proud and fulfilled with this? Is this what you waited 10 years for?
Now, my turn, I promised to name atleast two missing features per feature you listed:
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Feasts: Parties the player and AI lords could hold for other lords. They helped slow down factions who were conquering large parts of the map too quickly by giving them something to do other than be at war 24/7. They gave the player another way of gaining relation with lords and ladies, gathered them all in one place for convenient talking/flirting, and feasting had a related quest where you gathered food from all around the map to make your feast impress the other lords. Feasts made Calradia feel more like a real world, and gave us Harlaus butter memes.
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Manhunters: They spawned in Warband to hunt down bandits when their numbers started getting too high. In Bannerlord, this system could be tweaked: allow the player to spend money to put a Bounty on bandits in the area of one of their villages, and Manhunters would begin spawning there and hunting any threats to your village's prosperity, allowing you to go do more important/interesting things.
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Handcrafted companions: Think Jeremus, Ymira, etc. These companions had in-depth backstories and reactions to world locations, interacted with each other, and they had personalities you could get attached to. You could also make companions into vassals for your kingdom, which was useful if you had angered too many existing nobles.
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Courtship: Ladies had likes and dislikes, you could learn poems suited to their personality from poets and hear gossip, there were romance quests. Rather than just trying to roll the correct RNG on a skill check, Warband courtship was more like trying to build a relationship with a person.
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Ambush attacks: This added further immersion and strategy to overworld combat, and would be a great use for the Scouting, Tactics and Roguery skill trees.
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Setting camp: In VC, your camp could provide basic fortifications if you were attacked in the field, and also provided a morale bonus for resting.