Here are some which haven't been mentioned in the topic already.
- Blockers can be assigned climbers and floaters, unlike in DOS/Lemmix.
- Release rate and skills can be selected with the mouse while the game is paused, unlike in DOS/Lemmix.
- You can assign the floater skill to a lemming at the bottom of a long fall, and it will survive. This saves time, as floaters descend slower than fallers. Obviously, same as in DOS/Lemmix.
- When building to the ceiling of the map, lemming will TURN AROUND instead of walking in the same direction, like in DOS/Lemmix.
- Builders are ALWAYS capable to start to bash/mine (successfully, without making a gap or so) when building to a vertical wall, instead of often turning around, like in DOS/Lemmix.
- You can assign worker lemming a skill while holding the right mouse button, since "force walker" button is up arrow key.
- 'Stepover' turnaround trick DOESN'T work in Lemmini, unlike in DOS/Lemmix. (
trick topic, builders)
- The blocker field acts much differently than in DOS/Lemmix.
1) Blockers CAN'T turn around fallers, bashers and diggers.
2) A blocker will stop basher even during basher's even amount (=2nd, 4th, 6th...) of strokes cycle, unlike in DOS/Lemmix (without interruption basher stops only after its 1st, 3rd, 5th stroke etc.) [a messy explanation?]
3) When lemming falls above exactly to the position of blocker, it WON'T pass through the blocker, if it falls facing to the right. If lemming falls facing to the left, it WILL pass through the blocker. Oddly enough, lemmings walking from the right turns around nearer the center of the blocker than lemmings walking from the left.
4) Lemmings WON'T pass through a blocker in either direction on top of a climb or in a very steep slope.
I know still some, but they might be too good for making custom levels, so I'm not too fond of revealing them yet.
-to start bashing you need to be closer to the terrain than in Lemmix. (this could be a by-prodcut of the above. Or it's that the initial basher swing is shorter/quicker. It's difficult to tell.)*
In my opinion they can start bashing equally far away from the wall? If not Lemmini basher even further away! Try bashing vertical walls, because different basher trigger areas (in Lemmini a pixel higher than in Lemmix like you've written) could probably confuse.
EDIT: Few more I just realized:
- A Builder building to the left (I know I've seen it *mobius) positions his bricks slightly 'behind' the Builder when compared to building in the other direction. This makes "stretching" ladders very difficult in this direction, and not as efficient as when building in the opposite direction.
(Crane)
..by extension if a left climber is made builder as soon as he reaches the top he will create an overhang.
That's the case in DOS/Lemmix. In Lemmini, builder is much more symmetrical (if not perfectly?). Bridge streching is as hard to both directions in Lemmini as stretching to the left in DOS/Lemmix is in my opinion. Also due to this, builder creates above described overhang to BOTH directions, when in DOS/Lemmix it can be done only building to the left.
-Sometimes a basher can stop bashing before he’s actually done. That is; the basher will stop near the edge of the terrain but leave a thin sliver of terrain still there. Just enough to block the lemmings.
A quite essential detail in this behaviour is that it happens only when bashing TO THE RIGHT. It won't occur when bashing to the left.
- Turning a builder with a blocker between placing a brick and stepping onto it causes a fake brick to appear for a moment, and leaves a tiny hole in the bridge that lemmings cannot get across.
This is from the main glitch topic. In Lemmini, there appears that fake brick which disappears, but there won't appear a hole. However, if executed right, the blocker will turn other lemmings around so that they will descend the bridge instead of ascending it.
Also, some tricks which work in DOS, but not in Lemmix or Lemmini at all:
- Nuke glitch
- Pausing for time
- Right-click bug