Thanks!
Another thing I've noticed in the Configuration menu: I don't see the "Relative 'In' Count" option anywhere. I guess you can't fit everything on Page 1 of the menu since there's Challenge Mode, Timer mode and Steel Debug mode (as well ass the forced gimmicks/skillsets in Page 2).
It should be on the zero key, just below "Fixed Skill Keys". It's not there because that option is added in V1.35n-C (which you have the pre-release version of); this game's player is V1.35n-B. If mobius uses V1.35n-C for an update (instead of just using the workarounds to avoid the errors on V1.35n-B), then the option will be there.
A very odd glitch - simply completing Hootenanny 23 "A Fair Old Lick" unlocks the talisman for Hootenanny 24 "Works on So Many Levels". Also, completing Hootenanny 24 itself, even using the diggers, unlocks the talisman.
This could be either an issue with the talismans file, or with the player. The former sounds like it's more likely to be a player issue (EDIT: Or not, see details below). The latter sounds like mobius may have simply forgotten to set the requirements properly; this is something I've often done myself too.
I'd need the updated source files from mobius in order to properly diagnose this issue; the pre-release copy he sent me (to diagnose some issues he was having earlier)
is before most of the talismans were implemented, or at least before they were ordered correctly EDIT: nope, it seems they're all there, this pack just doesn't have a very large number of them. However, they do seem to point to the wrong levels in many cases. EG. in this, the Hootenanny 23 talisman has "Works on so many levels" in the description (and does indeed have "zero diggers" as the only requirement), so either these levels were re-ordered, or the talisman is outright assigned to the wrong level. There's also one in there for Hootenanny 24, with "Lem Squared" as the description; this one requires no floaters or bashers. Additionally, both of these talismans (and probably the others too) don't specify any save requirement, so all you'd have to do to unlock them is save one lemming without using the skills; not nessecerially reach the level's save requirement in full. This is why importing the level file into the Talisman Editor is recommended; because it'll automatically set the requirements to the level's save requirement / skillset / time limit, and you can further change them from there (of course, you can just set those manually, but it's quicker this way).
Downloaded this. I breezed through this pack with the cheats to see what it had, and from what I see, I much like this pack and its ordering and the replacing of levels a lot more than the first version.
There is a problem I have, though -- (at least) 2 levels, Pain 9 and Carnage 20, give me a non-English crash error and close the program when the game tries to retrieve the level.
"Bestand g_.dat staat niet in archief"
Known issue; I've given mobius instructions on how to fix it in the current NeoLemmix version, and the next update fixes the underlying bug that causes the issue anyway (mobius has access for testing purposes - but I've given the okay to release players made on it - of a preview version of V1.35n-C).
One more thing I noticed - in the credits (on the title screen scroller), in the section for testing, DynaLem is mentioned twice.