I normally keep health (CON) on a belt. However, after the latest Crystal Cove, I decided to get Magi + Spot hats for my arcane casters. That meant health had to go someplace else--either a necklace, a ring, or a specialized item like Dragontouched Armor--becuase I used to keep fortification in the hat slot (Minos Legens), and now it would have to move to the belt slot. I decided that the cheapest place to put this essential attribute was in the necklace slot. The problem was that I was also keeping haggling as a switch-out item in the necklace slot, and now I die--a lot.
One of the nicer changes in the latest update is that temporary or bonus hit points from a health item go back up to full if you switch out and then switch back. Let's say you have a toon with 30 base hit points and a ring of lesser false life that brings the total up to 35. In the old days, if you took off the belt, your hit points would drop down to 30, but putting the belt back on would not automatically increase your hit points to 35. Healing magic or normal regeneration could do it, but just putting the belt back on would not. Now, putting the item back on automatically gives the toon all the hit points that the item was previously bestowing. That's a nice change.
What I have also discovered is that now, if you take the item off when the item is giving you more hit points than you have at the time, you will become unconscious or die ... no matter where you are.
I have a new wizard who is wearing a +4 Health Necklace that is giving him 20 hit points. If, for example, he has 7 h.p. and takes off the item, he will drop to -13 and die, as he did, here, on his guildship.
And again, here, when he had 9 h.p.
He likes to put his haggle item on in the tavern to repair his stuff after an adventuring death. Whoops! Guess he had 5 h.p. when he took off the health necklace.
This time he once again had 5 h.p., but this time I also had the combat tab open to see what was happening. This was the first time that I figured out that taking off the necklace was the cause.
It can happen in other public areas too--not just taverns. Here's a death in House P, showing specifically that removing the health necklace was the cause of death.
I don't know whether this is a bug or not, and I don't know if it has been reported before or not, but it is definitely annoying. Obviously, I need to go back to keeping protection in my necklace slot and move health to another place.