I've noticed an occasional case where there's a desync between the replay and the ongame state. The desync arises after a backwards frameskip, and often the displayed state can be "repaired" simply by backwards stepping even further.
I haven't tested extensively yet, but I think it's occurring when a skill is assigned precisely on a frame where the level's state is saved to memory.
I also notice that often when this happens, the highlit lemming (if there is one) gets changed and/or unmarked (still functions as highlit, but no visible indicator of it).
Once I find the source of these, I'll release a V1.43n-B update (identical to V1.43n apart from fixes to these bugs, so no physics changes) that addresses it.
I haven't tested extensively yet, but I think it's occurring when a skill is assigned precisely on a frame where the level's state is saved to memory.
I also notice that often when this happens, the highlit lemming (if there is one) gets changed and/or unmarked (still functions as highlit, but no visible indicator of it).
Once I find the source of these, I'll release a V1.43n-B update (identical to V1.43n apart from fixes to these bugs, so no physics changes) that addresses it.