Thanks for that. Fixed.
Anyway, as far as bug fixes for the player go... I've fixed the issue where wraparound lemmings are still only visible on one side (they somewhat "jump" from one side to the other). This is only graphical though; I haven't fixed the functional side of anything yet, though I have found a few more issues. In general - any skill that modifies the level needs fixing, while the skills that affect the lemming itself only don't seem to have issues. I'm pretty much just going to test all the skills very thoroughly with the wrap gimmicks and see if there's any issues, except for three that I can tell won't have issues (Walker, Mechanic and Cloner, the Mechanic because trap trigger areas themself don't wrap and the other two for obvious reasons) and two that I already know work fine (Floater and Glider).
Before that though, very next one to fix is that a lemming can only be selected on one side or the other when it's near the edges, instead of being selectable on both sides. EDIT: Done that, now on to testing skills.
Walker: (no testing needed)
Climber: No issues.
Swimmer: No issues.
Floater: (no testing needed)
Glider: (no testing needed)
Mechanic: (no testing needed)
Bomber: Issues identified, fixed.
Stoner: Issues identified, fixed.
Blocker: Issues identified, fixed.
Platformer: Issues identified, fixed.
Builder: No issues. *
Stacker: Issues identified, fixed.
Basher: Issues identified, fixed.
Miner: Issues identified, fixed.
Digger: Issues identified, fixed.
Cloner: (no testing needed)
* I did notice the reported issue above, but this didn't happen when testing. Most likely, fixing the Platformer also fixed the Builder, as the section of code where the Platformer fix was implemented is a part that's shared between the two skills.minimac, I couldn't reproduce the glitch you mention about a digger continuing when there's no terrain with H + V wraps. Could you tell me exactly how you triggered this?
Next things to do for the V1.25n-B release will be the level modifications on Extra, and possibly some (or even all) of the Lemmings Plus levels. Just for reassurance, none of the Lemmings Plus levels (except of course Holiday Lemmings Plus which already uses them) are going to be modified to use the new skills; it'll only be the sizes, making sure they still work properly under the latest mechanics (and perhaps in some cases making use of new features like the one-way options), and possibly minor modifications to decorative terrain. I might also implement the highlight feature, not sure yet.
EDIT: Highlight lemming is definitely in the next update. It's already 95% implemented; the missing 5% being the graphic to show which lemming is currently highlighted. Default behaviour is right-click a lemming to highlight it (with select-walker now being moved to Ctrl+Click; there's an option in the INI to swap these around for those who are used to right-click for walker selection); to select a skill for them, right-click the skill.
EDIT: Fully implemented now!
Something else. I was going to implement the "ghost rank" option, then I realised that with the way those two features it'd be useful for (oddtabling and the "rickroll" gimmick), it probably isn't even nessecary to do any special code - it should be as simple as including an extra LEVELxxx.DAT file that's outside the number of ranks. And indeed, doing that works!
Anyway, I'm now working on the levels for Extra. At the moment, Present and Sunsoft are done. (The "Genesis" rank isn't, as I'm doing these three in reverse order, to make it easier to apply the oddtabling as needed - currently it doesn't use oddtabling where it could (some of the Genesis/Present/Sunsoft levels, as well as Sega One, Two, Four and Five (Sega Three has a minor terrain difference between the two versions).)