Bit bored of editor work, so I've been doing a bit on converting existing packs to full NeoLemmix versions. I'm starting with the smaller ones - so at this point, LPII Bonus, Covox, Prima and X91/92. (Well, Covox might have to wait until NeoLemEdit has VGASPEC support...)
I've looked through most of LPII Bonus - the only levels I still need to look at are Challenge 5 and Rush 4. Rush 4 will have to wait until I can be bothered (let's face it, that level IS a bit of a pain in the ass
), while Challenge 5, I am convinced that it is impossible without modifications but I'm not entirely sure what I want to modify about it.
Fortunately, the way the LPII levels were designed means autosteel works quite nicely with them - I tended to keep in mind a concept of "tidy" design. On the other hand, while it works for the most part in LPDOS, due to the use of barely-visible steel in some cases as normal terrain pieces, autosteel can have weird results (hence why, until I properly go through it again, I've switched autosteel off in the NeoLemmix builds and am using my hand-modified steel instead, even though it's not 100% perfect in some levels - most notably Medi 19 / Danger 11). There is ONE case of this in the LPII bonus pack (Flight 7), but that can easily be sorted with a negative steel area, it's only one block.
Apart from that, the requirement in Challenge 3 has been dropped to 94% (one lemming fewer) and some time limits have been changed:
Trial 5: 0:45 (was 1:00)
Challenge 2: 1:15 (was 1:00)
Reverse 4: 1:30 (was 2:00)
Reverse 6: 2:15 (was 2:00)
No changes (at least yet) to any of the skillsets. Also considering knocking Trial 1's time limit up to 1:05, and perhaps increasing the requirement to 50% - in its current state, it is only *JUST* possible to beat, and I don't think it's possible to get more than the required 45%.
Trial 6, especially the RHS solution, is quite a bit harder now I thought, just because of mechanics changes. But it didn't actually need any modifications; both sides are still possible under the existing stats and skillset.
EDIT: Also just realised I forgot to look at the two secret levels (I did check they're still accessible - Challenge 7 is same as always, while Flight 7 requires a new approach to get to it).
So I looked at them, as I mentioned above Flight 7 needed some touchups, while Challenge 7 didn't (I didn't think it would). So I just need to get around to sorting out Rush 4, and decide what exactly I'm doing about Challenge 5, and hopefully for V1.06n, LPII Bonus Pack Neo will no longer be a beta version.
EDIT: Can confirm *most* of Rush 4 works fine, but there is one part near the end that needs a slight modification.
EDIT: Challenge 5, the decided change is 1 extra builder and 15 seconds extra on the time limit (although the extra time is not strictly necessary; it is still possible to solve in 2 minutes, albeit barely). Rush 4 is a terrain change.