GM Ethos
Staff
Time for a new content update! We've heard your desire for additional item customization and we are also continuing to pursue ways to reward players for maxing out skills.
- New forest craft item: Appliqué Kit.
- New blacksmithed item: Detailing Kit.
- New furniture item: Clothing Stand.
- The appliqué kit allows master tailors to add trim onto cloth items. Currently, the following items are supported: all wearable cloth items, bags, sacks, and training dummies.
- Dyeing symbols onto tapestries and tabards now requires appliqué, rather than ctrl-dragging the dye onto the item. Again, only master tailors can do this!
- The detailing kit allows you to customize jewelry the way you can customize weapons and armor, giving them custom descriptions and potentially even names. The degree to which you can customize them depends on your Gemcutting skill and the jewelry's material. Naturally, you'll need to be an expert gemcutter to even consider using a detailing kit. The jewelry does not need to have a gem to be customized!

- The temperature system has been completely overhauled. Rather than your clothing insulation determining your movement speed and regeneration rate immediately based on the weather, your character's temperature will now gradually approach the ambient temperature over time. If it drops too low, you will receive the Cold effect, which comes with movement speed and regen penalties depending on how low your temperature gets.
- Clothing insulation now comes in two forms: cold insulation, and heat insulation. All current clothing provides cold insulation, and most provide negative heat insulation, but in the future there will be types of clothing focused on positive heat insulation.
- Cold insulation reduces the rate at which your character's temperature approaches ambient temperature if it's colder than your character's temperature. Heat insulation does the opposite. Negative heat insulation means that your character will warm up faster. For now, this is only a good thing; but the time will come when your character can overheat as well.
- Fires no longer give you a Warm buff but rather increase the ambient temperature in the tiles around them, giving you more of a buffer before you become cold.
- No matter how bundled up you are, your internal temperature will eventually reach the ambient temperature. You can warm back up by going inside burrows, or near fires; the negative heat insulation of clothing will allow you to warm up faster, too.
- Consuming fresh food will increase your temperature, and the Warm Meal effect also provides some cold insulation.
- All clothing now has durability and will start to wear out as it protects you from getting cold. Clothing made by skilled tailors will last longer. Armor is currently exempt.
- Clothing will become enchantable soon, now that it has durability.
Small change to territory cairns: previously, it was relatively easy to maintain a cairn just by logging in and touching it and then logging out. This isn't exactly fair, though, since it gives little way to interact with whoever's maintaining the cairn (which is usually the owner). Normally, if you do something like hide the control resonator on a character who never logs in, we'd just consider this playing to win and punish you, but cairn-camping is not necessarily malicious since there's no incentive to actually play to earn your cairn upkeep.
Therefore, we are experimenting with requiring the character to be logged in for half an hour before they can touch cairns or replace batteries. This means only people who actually play can maintain cairn charge, which means someone who doesn't like a cairn is more likely to find someone to interact with about it; while you can still log in in the middle of the night when no one's online to do it, you have at least some incentive to go do things in public before you upkeep your cairn, so it's easier to separate the bad actors (idles next to the cairn for exactly half an hour, interacts with it, logs out) from the good ones.