Okay - this is gonna be the most significant update in a while!
Mainly because...
I'm dropping the one pack = one EXE model! From V1.37n onwards, there'll be just a single "NeoLemmix.exe", with level packs taking the form of an external file that can be loaded by this EXE.
These external files will still contain the entire game's data in a single file (excluding a music pack, which can still be created and provided seperately just like it can be now). This will slightly reduce the size of downloads for each pack, but the real advantage is that you won't have to rely on level creators to update their packs to the latest version each time there's an update to NeoLemmix (they'll still need to update it to V1.37n, though for any authors that have disappeared or simply refuse to pay attention to their older packs, I'm sure I can do the conversion; but updates to any further versions after that won't be nessecary as it's no longer built into an EXE). All official games are already ready-to-go once the update drops (which I still need to sort out a few things before it can); Lemmings Plus games might be a little bit behind.
(This also has the nice, although probably not important these days, side effect of that you can now use a Windows 95 / 98 / ME computer to build your custom pack, as the Flexi Toolkit doesn't have to be able to build the data into an EXE. Also, in case you were wondering, the same NeoLemmix.exe can also be used for the editor's testplay mode.)
That aside, I'm going to do
something about the replay issue mentioned
here. Exactly what that'll be, I haven't decided yet. Feel free to add your input to that topic.
Since most people seem to be
at least okay with it, if not outright in support of it, and keeping it may be complicated especially since it's one of those options that should probably be global, yet there's good arguments for making it configurable per-pack (and would take a lot of work to implement "configure global, allow per-pack override"), percentages are going to be a thing of the past. Just like Lix, Cheapo, and (I think?) Lemmini; NeoLemmix is going to work purely based on lemming counts from now on. For now, I've designed the removal so that it can be fairly easily reverted if people really decide "no, no, bring it back!", but I'm going to leave it out for a while to see if it really is that big of an issue.
And - you may notice how one Lemmings Plus III level has a special, hardcoded level password. You might've wanted to do this for your own pack, either as a one-off thing for a special level or two, or even do something L3D-like where every level has a predefined meaningful (or pseudo-meaningful) code of some kind rather than randomly generated ones. Heck, you might even just want to use your own randomly generated ones, rather than relying on a code seed that another pack may share.
You'll be able to do this in V1.37n, at last!Depending on how long it takes to come to a conclusion on the replay matter, I might also get around to doing something about the much-requested lemming counts in zombie/ghost levels and/or adding more info to the skill bar. If not, they won't be far behind.
But I can assure you they are both on my "to do soon" list.
If there's anything else you think should make it into this update, let me know here.
(One thing that might come up - music files by name rather than number. Although the player already supports this, implementing support in the toolkit will be a bit trickier with how it's currently designed, so it's not going to happen
yet. It'll happen eventually.)
EDIT: Other changes:
> The cheat level hotkey (1 by default) has been removed; it's long since been deprecated anyway. You can of course still use the direct access codes (TRICKY10 / 0210), or left/right from preview screen.
> "REPLAY" is now displayed (when no lemming is moused-over) in the info bar when a replay is playing.