So, let's keep this topic just about V1.35n for now - I'll make another one for V2.00n once V1.35n is out.
I've got a handful of new gimmicks for it. Among them:
- Fall Fatality Inversion - Fatal falls become nonfatal, and vice versa. Floaters/Gliders still survive anything if they can pull their parachute/glider out before hitting the ground, and (anti)splat pads still work as normal.
- Instant Pickup Skills - If a lemming that grabs a pickup skill can perform that skill right away, it does so. (If not, the skill is added to your available skills as usual.)
- Clone on Assign - A lemming that's assigned a skill (with some exceptions) is also cloned (with the clone also performing that skill).
- Zombie on Death - An addon to the Zombie gimmick (it won't work on its own), this causes any lemmings that are killed to become zombies. Any
zombies that are killed die as normal.
EDIT: Another one, which was sent to me as a suggestion; "Permanent Blockers". With this gimmick, if the terrain under a blocker is removed, once he finishes falling he becomes a blocker again upon landing (and if he falls into water, he'll drown, even if he's a swimmer - though I might change this so that it simply reverts him to a normal lemming). Although the suggestion also said that they should be prevented from being assigned walkers (but not bombers or stoners), I'm not sure if I want to include that.
Also - for the Flexi Toolkit, I'm putting together a more user-friendly (and not-full-of-now-irrelevant-options) tool than QuikPack for quickly packing levels into DAT files.
Since of course it'll be based on the (Neo)Lemmix DAT code instead of the LemSet/LemMain DAT code, this means the DAT files it generates will also be much more efficiently compressed.