This. Many people don’t understand how the new system actually works. I’ll explain this a bit.
The old system had it where temperature was modified by one stat. This led to wonky things such as freezing to death in the desert while wearing heat resistant armor and drinking. That made no sense.
The new system separates it into tolerances for high and low. This solves the issue above. And allows for even heat resistant armor to provide a small bonus to cold. This makes sense because armor shouldn’t be less effective in colder weather than being naked.
What’s broken? Not the system. It works great, sort of. But the stats on the items themselves are wonky. There’s two issues at play here however.
First one is the whole system is obfuscated. One pip of resist doesn’t equal one pip in the stat page. And the reason for this is it takes a certain level of resist (a integer value) to see more than one pip. I believe its 1-3 is one pip, 4-7 is two, ect or something like that. Its every three or four.
For example, Light Armor has 1 point in each piece. It has more when crafted by a thrall, +1 for T1, +2 for T2, + 3 for T3, and +5 for T4. It also gets an extra one for being epic. So an epic set made by a named Thrall should have 7 to both resists. I think it only shows 2 pips per piece like this. And when you equip the whole set, you see a lot of pips on the stat page. But its not 5x 2 pips. But it is a total of 35 resist.
If we could see these raw numbers, that would alleviate a bunch of confusion. But that’s only one problem and not the worst one.
The next one was the distribution of resists across different armors.
For example Vanir Settler and Vanir Fur gives 2 to heat and 1 to cold per piece. The Vanir Heavy gives the 1 to heat and 2 to cold like you would expect. That’s a problem. And most likely an oversight or fat finger.
In the devkit, its hard to remember which stat is what since they are not listed as heat/cold or temperature. You have to remember that stat 22 is one and 23 is the other. So its very likely whomever input the stat got the two mixed up.
So the fix here is to readjust the armors… more specifically the ItemStatModification table. And I would say some armors need to be readjusted. Maybe some of the fur style armors give 0 heat resist or even negative resist to bring back the idea that wearing too heavy clothing in hot areas is not a good idea.
This is why earlier in this comment I said the system works great… but sorta. The survival attribute probably needs its resist values tone back a bit. I think right now its like 1 resist to both heat and cold for every 2 points. That might need to be closer to 5.
But overall the underlying system is fine. How items and attributes interact with it, is where the problem is.