The Heavy Armour's Helmet now impairs your vision, a peek at the launch site monument, and more.
Second thing you’ll notice is that if you wear the jacket you will not be able to aim down the sight thanks to how bulky it is. This means you’ll have to get good at hip-firing, use the lasersight, or rely on shotguns/flamethrowers etc.
Lastly, wearing either the jacket or the leggings fully reduces your movement speed to that of the full set rather than each piece providing a small reduction.
Lets see how this plays out. It may be too much, in which case I’d like to increase the protection even further. Or it may not be enough, in which case I’d like to add some more nerfs like being unable to swim. I still have some work to do with the view occlusion, I’d like to to eventually be a mesh and bounce up and down as you walk, and it probably occludes super widescreen multi-monitor setups too much. More on this next week.
Finally, water caustics now get shadowed properly from the sun/moon light.

It will have two lifts running in the columns left and right of the crane, and not all floors will be accessible using it. For some I’ll have you jump because I know you all love it. As always, some juicier loot will be where it’s hard to get to. When I'm done with this, the next undertaking for me will be the rocket itself.
In the previous system music playback was divided into layers and sections. Sections divided a song up in the time domain and layers were divided a song by instruments (ambience on one layer, drums on another, etc). This worked okay, but the strict section time division thing was getting in the way, so I’ve got the music system working much more like traditional audio software now. Layers still exist but clips of music can live anywhere in time on a given layer. This means I can lay drum stings in right on the timeline with the meat of the music, and we have the flexibility to do clips that have lead ins instead of every clip needing to start right when a section starts.
After the core UI stuff is finished up I want to explore adding some randomization to music playback. Playing random clips is an easy and obvious first step here, but I’d also really like to jump around the timeline a bit a specific points. Being able to loop a section of the timeline a random number of times, or to randomly jump to one of a handful of different playback positions could be really cool.