We are currently discussing the worldmap. Since 32x32 is a bit large, the idea is to use 16x16 tiles for it, to show more map at a time.
So no changes to the "engine" in the ragard of zooming and panning?
If it's somehow possible it would be super nice, if we could zoom/pan around smoothly (not in huge steps as it is right now). Like in RimWorld.
Is this possible?
Will it maybe be in the Steam Release?
The first Myth&Magic release will include a major map data rewrite, and it's unlikely the tile set support work for the Premium version will touch these issues. Thus, it should be highly unlikely that Toady would delve into that only to rip it up as soon as the Premium release is out. It's out of the question that the Steam specific version of the Premium version would have a graphics feature the Premium version doesn't have (i.e. that Itch.io or any potential additional outlets of the Premium version would be discriminated against in that department).
As I said in the previous post, I hope the M&M map rewrite will make some of the Mid Level Tile data available at all times, resulting in a map resolution of (16*16) * (World Width) * (World Height), i.e. 256 * 257 * 257 "pixels" (a bit less than 17 million data points for a max size world [assuming the world sizes remain the same, which doesn't have to be the case]).
However, keeping the next level stored permanently (the above times 48*48 2*2 meter In-Game tiles) would require about 39 Giga data points, and so isn't realistic. On the fly generation of the visible surface data for the zoomed in area might be something Toady may try to implement for pre embark (allowing you to actually see the site, rather than just a general idea of it), and possibly the fort mode civ screen as well. However, I'd guess we're still going to have 3 different zoom levels rather than something smooth (plus the pre embark World map where world tiles are mashed together into an even smaller set), so Adventure Mode would probably see little change (except fewer delays when crossing "feature shell" boundaries).