Any chance of this being discussed and possibly turned around? I think a Zombie Saver would be well worth the effort to work through the complexities. Out of interest, what are the complexities?
Ultimately, it comes down to
how many things are affected. Many parts of NL are written with the assumption that zombies should be ignored (because they'll never be saveable or useable, they're basically just a moving trap) - a lot would need to be revised to account for saveable zombies, and each thing missed would generally mean a bug arises. I ruled this out because I couldn't see any use case where the advantage of
specifically being able to do this with a zombie (keeping in mind that
neutrals were still an option) outweighed the issues.
Now on the other hand,
Strongly disagree with this. There are obviously way more possibilities when the activated lemmings can continue to perform actions within the level vs. being exited from the level.
I honestly think the most impressive uses of a deneutralizer will come from cases like this. This could in particular get interesting when combined with preassigned skills.
This is in fact something that can essentially be tested out with the current version, albeit with reliance on player honesty to simulate neutrals - you could mark neutrals by giving them Swimmers or Disarmers in a level where those don't matter, and use a no-effect object (perhaps one of the default style flags?) as a stand-in for the deneutralizer. (Obviously, reliance on player honesty does not work as a replacement for the actual feature as a whole; but it's certianly good enough for "evaluating the usefulness of the feature" purposes.)
(re: various types)
I think it'll complicate things too much if players have to remember which neutralizers / deneutralizers are single shot vs multi-shot, and which multi-shot ones are trap-style vs which are fire-style. I would rather keep it to a single rule - in fact I might even go as far as to say I'd want to keep a single rule across (de)neutralizers and skill (de)assigners as a whole, ie: either they're all one-shot, or they're all trap-style, or they're all fire-style.
For now, I'm not going to outright say the skill ones vs the state ones must be the same - rather, just that it'd be the default assumption that if there's no good reason not to be the same, they will be - but I will say that I want a single rule within each type (ie: all skill assigners and deassigners are the same; and all state changers are the same; but state changers being different from skill (de)assigners can still be considered at this stage).