A couple I found. Not sure whether to class them as bugs though and just different interpretations of the "rules".
BOMBER
- If a climber is assigned the bomber skill and he's climbing a wall when the timer hits zero, he instantly explodes rather than going through the "Oh no" animation. Not a bug per se, but I initially didn't realise this and had to redesign one of my Lemmini levels to work under CustLemm due to timing problems.
BUILDER
- A Builder building to the left (I think) 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.
BASHER / MINER
- Bashers and Miners don't turn around if they strike metal or a one-way wall facing the wrong way.
- If a Basher or Miner hits metal or a one-way wall facing the wrong way, he will stop mid-swing instead of completing his stroke. This in effect leaves a ledge in a tunnel that can then be used to climb onto a higher platform, including the Basher/Miner himself due to not turning around.
MISC
- As mentioned above, Lemmini is a lot more lenient in regards to whether a lemming is inside a trigger area or not. This has the problem of making the traps' area of effect far larger and much harder to clear by, say, building over it or bashing under it. This actually makes Taxing 4, "Lend a helping hand", impossible to complete without being cheesy and going through the left wall.
- If 100 Lemmings have exited the trapdoor, and as you score 100% upon completing the level, all the text that appears after the appropriate figure on the status bar is shifted one character to the right as a result. This is only a superficial bug but looks a little messy.
BOMBER
- If a climber is assigned the bomber skill and he's climbing a wall when the timer hits zero, he instantly explodes rather than going through the "Oh no" animation. Not a bug per se, but I initially didn't realise this and had to redesign one of my Lemmini levels to work under CustLemm due to timing problems.
BUILDER
- A Builder building to the left (I think) 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.
BASHER / MINER
- Bashers and Miners don't turn around if they strike metal or a one-way wall facing the wrong way.
- If a Basher or Miner hits metal or a one-way wall facing the wrong way, he will stop mid-swing instead of completing his stroke. This in effect leaves a ledge in a tunnel that can then be used to climb onto a higher platform, including the Basher/Miner himself due to not turning around.
MISC
- As mentioned above, Lemmini is a lot more lenient in regards to whether a lemming is inside a trigger area or not. This has the problem of making the traps' area of effect far larger and much harder to clear by, say, building over it or bashing under it. This actually makes Taxing 4, "Lend a helping hand", impossible to complete without being cheesy and going through the left wall.
- If 100 Lemmings have exited the trapdoor, and as you score 100% upon completing the level, all the text that appears after the appropriate figure on the status bar is shifted one character to the right as a result. This is only a superficial bug but looks a little messy.