Alright, let's keep everything in one place. If you know of any bugs, or have any suggestions (note: only minor changes are likely to be considered at this point), for the NeoLemmix Player make them in this topic. In the case of bugs, be sure to mention which version (and game, if it only happens in one of them) it happened in; even better if you can attach a replay.
Things that may be worth reporting are any mechanics-related glitches, anything that causes a crash, or any levels that are impossible or disproportionately difficult to beat in their respective NeoLemmix players if the level is included in a player in the NeoLemmix update stream - if the issue is with a version of the level other than the included one (eg: the DOS version levels used directly in NeoLemmix) then that's simply an issue of the level not being made for NeoLemmix (or adjusted to fit it), and if it's someone's custom level, that's obviously something you'd have to take up with the level author.
Anything that's been struck out has been added (or fixed, in the case of bugs) for the next update. All bugs (but not suggestions) are ordered by most important first; this doesn't nessecerially mean they'll get fixed in that order though (especially if I plan to fix them all in the same update; I'll generally fix the easiest-to-fix ones first rather than the most serious).
Note: There will be no further updates to V1.xxn branch players, unless there are critical bugs. "Critical" means that something actually doesn't work, not that there's a behaviour that probably shouldn't happen as a result of a very obscure and specific setup and combination of skills / objects / gimmicks (though if an update is needed for the former reason, fixes of the latter type may possibly be applied at the same time).
Currently noted suggestions:
> Add an option to display total number of lemmings in level (minus those who have died / exited) for OUT, rather than only those that have already spawned
> Don't count zombies / ghosts in the lemming count on preview screen
Currently known high-priority bugs:
none
Currently known low-priority bugs:
> When cheat mode is used to access non-existant secret levels in NeoCustLemmix, they act like clones of the first levels of each rank
This bug won't be relevant anymore in V2.00n, and doesn't affect gameplay, so won't be fixed.
> The first frame of a trap animation is skipped.
This bug (which carried over from regular Lemmix) could open up a lot of backroutes if fixed. As such, I'm leaving it as is until V2.00n, at which point due to being a rewrite re-testing levels would be highly recommended anyway.
Levels that need checking:
H94 Frost 12 - Impossible in current version