It finally happened....An so far I am impressed by the changes done! However there is still quite a few things would really love to see with environmental effects.
-Weather storms create mud puddles in outdoor areas. Great to get people wet an dirty on pathing routes, mud puddles can have creatures inside them latch onto bodies of PC's roaming about in storms
-Fighting in one's opposite element reduces the overall power someone can draw from guild skills. For example trying to cast fire spells/illumination in the middle of a heavy rainstorm. A sciomancer trying to cast storm-hammer in a lightning storm has chance to shock himself since he is getting wet.
-Fighting in one's proper element improves the power of attacks. For example Necromancer's Gravechill can call upon more damage when fighting in cold environs. A sciomancer trying to cast storm-hammer in a lightning storm has chance not only shock himself for getting wet, but also hit people much harder in process.
-The very environment the Tornadoes touch down in change the element of the storm. A twister touches down in watery environments draws in absurd elemental water becoming a lightning storm twister, but touching down in the desert changes its element to earth turning into a dust storm twister
-With the implementation of being hot and sweaty verse cold and freezing having its first implementations. I really would love to see new side-effects which cannot be simply cured by being out of the environment. Living mortals react to these effects like sickness or disease that take time to get over. Undead on other hand have to handle having a suitable body for all kinds of small creatures trying to make a home inside their cadaver.
-Living mortals can become sick if they stay out in the rain for a long time. While Undead caught out in the rain can indispose them as plants(like anise seeds) can get caught up in their bodies and begin to try an grow in their bodies/picking up UN-wanted flying beetles, flies, and maggots trying to find a warm wet body to procreate inside. In a hot swealtery desert. A mortal an over-heat, sweat and pass out from dehydration, losing blood and energy as they thirst for water. An undead/vampire in a hot environs is also affected by loss the of blood and they begin to rapidly decaying of their own zombie flesh. Blood-flies and maggots will try to leech into their bodies to create more of themselves inside of you, attracted to warm wet environments.
-For every created environment in the future with the new weather. I believe gods and sometimes players should be able to manipulate what the storm end up becoming. I personally do wish that as the weather begins to turn heavy, it reduces the effects of the sun on vampires. Meaning that the sun can be BLOCKED out in the middle of a massive rainstorm, while minor light storms simply protects against being set on fire ((you shouldn't be caught on fire in middle of rain for example, rain protects you))
-I also REALLY hope for the creation of unique weather types specific to the mud. Like Eldridge chaos storms batter the lands raining bolts of pure magic inflicting spell diseases. The influence of Super storms which can wreck havoc across the entire sapience when it build up too much to work for good or for ill effect. The jester of chaos Eerion takes advantage of Hail to create a 'knife storm' made from pure ice shaped like daggers falls upon the lands, can out-right kill if one lands on yer skull!
-Fogs and weather mists that creep up and can get so thick into cities and mask the exists into and out of a room can mask you're scents/grant greater hiding.
What would you all like to see come out of the weathering system?