I already asked this question on df2, but it was ignored: is it possible to add an indicator showing the distance in movement points to the hero's destination point?
The second question is more global.
The current capabilities in the rmg template description file are insufficient for fully implementing a mirrored template. Specifically, there are not enough options to replace towns with teleporters. When creating the template, you have to assign a specific racial affiliation to the town that needs to be replaced. The race of the town also determines the racial affiliation of the entire zone (dwellings, creatures in pandoras) and prevents the zone from having a random race.
A radical solution to this problem would be to save information about the affiliation of each territory cell to a specific zone in the map file during the generator's operation.
There is space in the map format for the zone number (for example, a byte is allocated for the road type, but only 2 bits are actually used).
However, if you change the unused bits, the game crashes when displaying that cell on the screen.
Thus, there are 2 problems:
1) Extract the zone number information from the generator and place it in the map file.
2) Ensure that this change in the format does not affect the game's functionality.
For mirroring purposes, another option is to make changes to the map file, and then have the mirroring program remove them after its work is done, so that the mirrored map is loaded in the standard format.
However, information about the affiliation of a territory to a specific zone could also be useful for other purposes: for example, for balancing the contents of zones using ERM, including for non-mirrored templates.
So, the question is: how feasible is this?