Pathfinding is literally hell for game developers. If you’ve ever tried implementing it, studied it or done anything similar, you’ll know this.
Oh. I know, which is why I fully didn’t expect it to get any better from the moment I started the game the first time. Just wanted to add everything that bothers me, disregarding the feasibility of changing it.
I doubt adding icons for randomly generated spots like this is something they can do as I have similarly asked for something similar in the past but haven’t seen it implemented (or it’s just not high on their priority list which would make more sense).
That’s sad, but understandable. If so, then at least a map-marker system should be added, so you can do it yourself.
Regarding your complaints with the bounty system, it’s been brought up before and Zantai has commented on it saying it was something that was thrown together during the early stages of the game using the conversation system with it’s limitations and that he’d like to do a complete revamp in the future but whether that happens is to be seen.
Ok, so I checked it myself now:
It’s a pretty simple system, choosing to look at the table creates a random value between 1 and the number of available quests.
Once you do this, a lua-script function is called which increases a variable by 1. Once this variable reaches 5 instead of creating a new random value you are told that you can no longer take up a bounty.
The important question here is, if you can either save values inside the conversation tables OR if you can give them over and read them from the LUA file. Now you only get TRUE or FALSE from the functions returned, so maybe that’s a limitation. If it isn’t you could code this easily inside the lua script. Once you create a random variable you give it over to the lua file and safe it in an array together so you can read it back later when you’ve gone through all 5 bounties.
If it is, then you’d have to safe it inside the conversation script. If you can’t save values there you could maybe give the player instead a token for each random quest he generated as a hacky way around it.
Regardless, it shouldn’t be hard to change this if you have access to the full code.
Regarding cancelling a quest, that seems to be a lot more work to change, possibly. As you spawn monsters when you create the quest, you’d also have to despawn them again if you cancel it, and in the lua script there are only functions for spawning but not despawning. So you’d have to add a deconstructor for each of those and then call it when cancelling the quest. And there might be more problems with how they handle their quests, so I probably can expect cancelling quests to not be added at all.