The RR thing; I enjoyed being able to press the RR button and see it change immediately; instead, the old way you have to time it so you press the button ahead of time; extra needless work.
SuperLemmini is designed to work more like the original game. So yes, the release-rate change isn't supposed to take effect until the next lemming is released.
And is it possible to have the exits work like they did in Lemmini? Namely; as long as they are flat on the ground they work and you don't have to make annoying minute adjustments to have them work correctly?
SuperLemmini changed the detection pixel from the middle of the lemming to the first pixel below its feet (which is how the original games worked). Thus, if you're using custom styles that weren't designed with SuperLemmini in mind, you may need to adjust the trigger areas. If necessary, you can use
maskOffsetX_n and
maskOffsetY_n (where n is the object ID) in [style name].ini to move the trigger area (which does not need to be entirely within the object bitmap).
The default styles included with SuperLemmini use the trigger areas from the original games. If you're using the bubble or rock style, you need to position the exit so that it's at least one pixel into the ground; there are no plans to change this. You shouldn't need to do this with the other included styles, though.
SuperLemmini does
not mimic the quirk where trigger areas are locked to a 4x4 or 8x8 grid, and it most likely never will.