Recent posts

#11
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Guigui - June 23, 2026, 08:25:20 AM
Quote from: namida on June 23, 2026, 07:44:04 AMI think you're going to need to provide some actual examples of how this adds value to a level (eg. by uploading a level that would have such a talisman in a way that contradicts the below points).

As far as I can see - there are basically two ways any kind of talisman that forces use of one or more skills might play out:

1. It requires some very specific trick to be exploited (such as the trick of assigning a bomber to a digger who falls into an exit before he explodes). Once you know the trick, you're going to know what to do in every level that uses the talisman, because it's just a "do you know this trick?" check.

2. Or, the skill can just be assigned in a way that does nothing besides using up the skill. Most skills are easily wasted either by assigning them where they won't achieve anythign (eg. a basher not near a wall, a permanent skill to a lemming who's about to exit anyway, a blocker to a lemming who was going to die anyway).

And I think in practice, even most attempts at #1 would turn into #2.

I also came to conclusion #2 when thinking about this : almost all skills may be assigned at pure loss, fulfilling the talisman. Exceptions may be the digger and miner who can kill the assigned lem.

I'm not sure either what UGO has in mind as a level using a "assign this skill" talisman, but let us speculate. The most common skill-related talisman I've seen in levels are the following type, for instance :

* the level has a solution A which uses a basher.
* the same level has a solution B which is harder to find and does not use the basher.
--> you get a talisman if you can find solution B.

Here, maybe UGO wants to reverse the situation where solution A is harder to find that B and reward solution A with the talisman ?

#12
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by namida - June 23, 2026, 07:44:04 AM
I think you're going to need to provide some actual examples of how this adds value to a level (eg. by uploading a level that would have such a talisman in a way that contradicts the below points).

As far as I can see - there are basically two ways any kind of talisman that forces use of one or more skills might play out:

1. It requires some very specific trick to be exploited (such as the trick of assigning a bomber to a digger who falls into an exit before he explodes). Once you know the trick, you're going to know what to do in every level that uses the talisman, because it's just a "do you know this trick?" check.

2. Or, the skill can just be assigned in a way that does nothing besides using up the skill. Most skills are easily wasted either by assigning them where they won't achieve anythign (eg. a basher not near a wall, a permanent skill to a lemming who's about to exit anyway, a blocker to a lemming who was going to die anyway).

And I think in practice, even most attempts at #1 would turn into #2.
#13
Lemmings Main / Re: Lemmings Forever Research
Last post by Guigui - June 23, 2026, 06:53:46 AM
The famous era where everything had to turn to 3d.
Responsible for lemmings' loss of interest to many people ?
#14
Lemmings Main / Re: Lemmings Forever Research
Last post by namida - June 23, 2026, 06:35:46 AM
Oh wow. Yeah, I can see why it was cancelled. I honestly would've thought that was something a (very young) fan made up as "fanon" if it weren't for the video links, especially with some of those skills!
#15
Live Event Scheduling / Re: Simon streamed Level of th...
Last post by mobius - June 23, 2026, 01:51:48 AM
missed another one; I was at work, I will rewatch it.
#16
Lemmings Main / Re: Lemmings Forever Research
Last post by Erickk64 - June 22, 2026, 09:30:33 PM
Honestly it's shame this game never got released, it looked pretty cool and kinda reminded me of 3d lemmings in a way.
Maybe you could post lemmings forever stuff in places like lost media forums?
#17
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by UGO - June 22, 2026, 03:15:21 PM
@Proxima : these solutions are not satisfactory for my level.
Actually I don't understand the second option.

My idea/request could add new possibilities.  :)
#18
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by WillLem - June 22, 2026, 11:29:49 AM
Use X of [Skill] could be an interesting talisman in and of itself, without necessarily being a way to enforce traversal to a particular part of the level.

I've always thought that a "Use All Skills" talisman could also be interesting, but there may have to be a limit on the amount of skills available in the level for such a talisman to be applicable.

This one might be something to try out first in SuperLemmix.
#19
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Proxima - June 22, 2026, 01:25:22 AM
It's already possible to require lemmings to go to specific places, in several ways:

* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)

* Pick-up skills that aren't required for the normal solution, but are required for a talisman. The most obvious way to do this is with cloner pick-up skills and a talisman for saving extra lemmings, but that is prone to introducing backroutes (unintended solutions). You could also have a trapped group of lemmings, and pick-up skills that would let you save them (which could be climbers, builders, or any destructive skill).
#20
Editor Bugs & Suggestions / [SUG][ED] Talisman requirement...
Last post by UGO - June 21, 2026, 11:37:12 PM
Hello. :)
I'm UGO a videogames french fan. I have discovered Lemmings at the beginning on the Macintosh many long years ago. Recently I have discovered at new with the NeoLemmix thanks to Guigui.

I'm writing here because I have an idea/request for the NLEditor. It's about the Talismans. It would be very great if we could add a requirement for gain it : The player must assign specific skill in the game !
I hope this is possible to add this feature.
My idea : to use this new requirement and pickups skill items in order to oblige the Lemmings to go to specific places in my level !