At this point, the target date for V12.7.0 stable is November 9th.
The Release Candidate build for V12.7.0 is now here.
- Update of Milla sprites (most GigaLem / Plom styles)
- Neutral lemmings - do we want a count to be displayed when mousing over?
Download V12.7.0-RC6: https://www.neolemmix.com/download.php?id=333
If you have a previous V12.7.0-RC build, please delete the "styles" folder (make sure to back up any WIP styles that aren't in the standard download first!) before extracting this over the top of it.
The download includes the latest (V12.7-ready) editor, as well as the "Style127Fixer" tool which can be used to automate most of the style updating. However - unless you've got unreleased styles, you probably don't need to use this tool - all styles included in the download have already been updated.
If you have a custom hotkey setup you'd like to keep, run the new version once, then copy settings/hotkeys.ini across from your V12.6.5 folder; it's completely compatible with V12.7.0.
Please keep in mind that most content made for V12.7.0 will not be compatible with older releases. The exception is replay files; V12.7.0 replays will work fine with at least V12.6.5 (probably with any new-formats version, or at least any V12.6.X, but I make no guarantees beyond V12.6.5).
A release candidate build could be thought of as a pre-release version of an upcoming release. The idea is that except for bugfixes, or issues that were specifically noted as "should be tested during the RC phase before deciding", there won't be changes between it and the stable version, and thus it can be used to start updating content, as well as for ironing out last-minute bugs. Content specifically targetting it should not be released, though styles targetting it can be submitted for the next styles download.
FEATURES
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- Custom pickup skill objects are now officially supported, see: https://www.lemmingsforums.net/index.php?topic=4435.0
- Neutral lemmings (lemmings that can be saved and interact with objects, but cannot be assigned skills except the nuke)
- Zombies always infect any blocker they bounce off, regardless of trigger areas
PHYSICS CHANGES
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- Antisplat pads have been re-added
- If one-way arrows of different directions overlap, they now cancel out instead of creating a combined state
- Skills cannot be assigned to former-ohnoers, even if they revert to a state in which a skill usually could be assigned
- The nuke now affects zombies
FORMATS
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- Tweaks have been made to the formats of several files. Backwards compatibility will exist up to and including V12.9.X.
STYLES
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- All custom pickup skills have been removed, so that they can be re-added with the appropriate V12.7 updates
- All L2 styles use the L2 lemming colors for the respective styles
- Changes to some trigger areas in official styles (default:button, orig_crystal:trap_03, orig_pillar:rope_trap)
- Changes to trigger areas and resizability in various namida styles (these changes were intentionally not included in the V12.6.5 October styles update)
- Default and Xmas now have a new Disarmer sprite
- namida_bridge, namida_basement and namida_garden all have new pickup skill objects
- "orig_dirt_md" has been removed; NeoLemmix will automatically use "orig_dirt" in its place
- xmas:lights is now horizontally resizable
BUGFIXES
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- Assigning a skill to a highlit lemming when impossible did not queue the assignment
- Auto-saving of replay was not prevented when playing a level twice in a row
- Clear physics mode color shift sometimes freezes if game is paused
- Cloner-stacker and Cloner-builder skill shadows are sometimes off by one brick
- Fixes to the postview text selection algorithms
- Levels in unordered packs still tried to use rank/position for replay filenames
- Level select menu could still be accessed in test mode via pretext / posttext screens
- NeoLemmix may hang when switching rank from the preview screen under certain conditions
- Several fixes to alpha-blended terrain
- Skill panel icons may use zombie and/or athlete graphics in some cases
- When a specified music file cannot be found and the standard rotation is empty, the previous level's music was reused
- When attempting to assign a new skill on a frame where an assignment already exists, the old assignment got priority
OTHER
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- "Cleanse Levels" feature. Press F8 on a pack's title screen to save an up-to-date-format copy of all levels in the pack. (You can create a pack with old-formats, (Super)Lemmini and/or Lemmins levels, and run this on them, to quickly convert them all to up-to-date NXLVs!)
- Color of objects in clear physics mode is now slightly darker
- "No Hotkey Assigned" in preview texts is now "None"
- Skill panel graphics have been moved from "styles/default/panel" to "gfx/panel"
It's possible I've missed some things here.
- Editing of preview / postview texts and talismans is now supported.
- Fixed most (or hopefully, all) incorrect implementation details in saved level files.
- Greatly improved handling of secondary animations.
- Supports the new V12.7.0 versions of formats. Note that this means levels edited with it will NOT be compatible with V12.6.5 or earlier.
- Fixed bug: Editor always thinks levels containing specifically-paired teleporters/receivers haven't been saved.
- Fixed bug: One-way arrows with the "no overwrite" flag are rendered incorrectly.
- Fixed bug: Resizable objects' trigger areas are assumed to be the same size as the object itself.
I will stress again - levels saved in Editor V1.15 or higher will not be compatible with V12.6.5 or earlier. If you intend to release your content before V12.7.0's stable release, please continue using Editor V1.14 for now.
For upgrading content, please refer to the tutorials board posts on Level and Style formats, or to this topic: https://www.lemmingsforums.net/index.php?topic=4442.0
The included "styles fixer" tool can be put inside a style's base folder and run, to quickly update the styles. This covers text file changes, as well as the "_mask.png" deprecation in lemming sprites.
Please report any bugs you find! One of the two major reasons for the RC build is to avoid the stable build needing several updates (like V12.6.X did). The other of course, is to give creators some time to get their content updated before the stable release hits, with a version that they can be fairly confident will have only the bare minimum necessary changes.