mutations

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  • Your own cells could one day 'spy' on you to track disease

    by 
    Steve Dent
    Steve Dent
    11.14.2014

    Scientists from MIT have figured out how to hack living cells to store biological events around them. They modified E. Coli cells to generate so-called retrons -- a type of mutated single-strand DNA -- in response to stimuli like light or chemicals. Those lo-fi "memories" can then be read back to glean useful information using high-throughput DNA sequencing and other techniques. However, it works even better by scaling it up to billions of copies. Once the hacked cells reproduce, new ones start recording the events too, meaning scientists can track changes in an environment over time. The mutations can even be written and erased, meaning they could one day track the progress of a disease from directly inside your body, like a personal, benevolent NSA. [Image credit: Shutterstock/vitstudio]

  • Steam Workshop support coming to Left 4 Dead 2

    by 
    Mike Suszek
    Mike Suszek
    09.23.2012

    Left 4 Dead 2 will receive Steam Workshop support starting in the middle of October, according to a recent developer blog. The system will allow players to rate and install community-created add-ons, including new maps, weapons, items and mutations thanks to an "expanded scripting tool."Steam Workshop will roll out for PC, Mac and Linux versions of Left 4 Dead 2 next month, though no specific release schedule has been announced yet by Valve.

  • Wasteland Diaries: Factions and you

    by 
    Edward Marshall
    Edward Marshall
    09.30.2011

    There was a time in Fallen Earth when the factions were more diverse. When I say diverse, I don't mean in ideology. I am talking about the game mechanics. These days, they are a bit more homogenized. Before everything was de-factionalized, your build would have a great bearing on which faction you chose. Sometimes, if you were a min-maxing PvPer like I am, you would wind up in a faction you didn't necessarily like. That was the main reason I didn't like the faction diversity. The ideology of the factions didn't appeal to me, but the factions' perks complemented my playstyle. I'll get into that a bit later in the post. Another problem with the wide diversity between factions was the issue of balancing. It's hard enough to balance the three weapon classes, but once you have six different factions with six different sets of abilities, mutations, and capstones, it gets worse. I still see people asking in game about which faction is the pistols faction or which faction has access to Nano-manipulation. The short answer is all factions do. There is a misconception that your faction is still dependent on your build. It isn't. There are still a few artifacts of the old system lying around, but by and large, most of them are just minor annoyances. In this post I'll look at what is really important in choosing a faction in the new Fallen Earth.

  • Wasteland Diaries: The old vs. the new

    by 
    Edward Marshall
    Edward Marshall
    09.02.2011

    When it was first introduced, the new combat system seemed pretty awkward and cumbersome. As with all new game systems, you just have to get used to it. Luckily, due to the extreme familiarity I have with Fallen Earth, I adapted fairly quickly. But I didn't like it much at first. It was too healer-centric in PvP, and it was nearly impossible to die in PvE with such a large health pool and awesome self-heals. Instead of grinning and bearing it, I complained and hoped for a fix. It got fixed, and though it's not perfect, it's pretty close. In this post, I will take a look at the new system and how it differs from the old one, now that I've had some time to think it over. I'm still not sure whether I like it better than the old system yet, but it's growing on me. There's a lot of stuff that I miss from the old system and a lot of stuff I'll never miss. Knockdown and stuns are two of those things. A lot of players were worried that the new combat system would take ages to tweak, but it seems like it's pretty close to the mark already. A few minor adjustments might be needed, but it's already close to a finished product from what I see. After the cut, I'll tell you why I think that.

  • Wasteland Diaries: Mutations 2.0

    by 
    Edward Marshall
    Edward Marshall
    08.19.2011

    We have a new skills and abilities system in Fallen Earth. I wrote a short guide about the new skills a couple of weeks ago, so this week I'd like to cover the new mutations. If you haven't played Fallen Earth in the past few months, you will log into a very empty hot-key bar and have a very messed-up build. You will have a lot more AP than you did, though. But that AP is useless if you don't know how to spend it. There are no more capstones to plan builds around; you'll have to build a clone that will suit your particular play-style. My skills post and this post will give you a pretty good idea of what each line does and what abilities or mutations they offer. All clones still have alpha mutations, but they are only low-level mutations and are intended to introduce new players to the mutation system. These mutations are based soley on Charisma now rather than Willpower. Every mutation line also has a primary stat attached to it, which determines 75% of the maximum attainable skill level. The other 25% is determined by Willpower. Total gamma (gamma is the mutation stamina pool that you deplete when you use mutations) is now determined by Charisma and Intelligence. Willpower is not nearly as important to mutation-heavy characters as it used to be. Those are the fundamental changes to mutations, and after the cut I'll describe what each line has in its arsenal.

  • Wasteland Diaries: Don't give up

    by 
    Edward Marshall
    Edward Marshall
    05.06.2011

    In Fallen Earth PvP, there is a pretty wide rift between the haves and the have-nots. A novice will rarely fare well in Fallen Earth combat, but there are rare exceptions. There are some groups that fight so well that it might even seem like they are hacking or cheating in some way. Usually, this isn't the case. What they are doing, however, is using every advantage they can get out of the game mechanics. They are also working together like a well-oiled machine. This takes a bit of knowledge and a lot of practice. A well-trained and coordinated team will make short work of a rag-tag pick-up group. In this post, I will lay out the basic knowledge that you will need to PvP. If you take these few pointers to heart, you will be more likely to understand what happens when you lose and what to do to correct it. Overcoming the learning curve in Fallen Earth PvP requires two things. The first and most important thing is patience. When you get knocked down, you have to brush yourself off and try again. The second thing you will need is a firm understanding of the game mechanics. If you understand the rules of the game, you will be more likely to figure out what you did wrong and what your opponents did right. I can't teach you how to be patient, but I can tell you a few things about the game mechanics that might help you stay alive. Even if you never plan to PvP (mobs can be vicious too), click past the cut to start your training.

  • Wasteland Diaries: Hunting down AP

    by 
    Edward Marshall
    Edward Marshall
    02.18.2011

    So there's an AP cap in Fallen Earth now. When there was a finite number of AP available, it was not very popular. But now that there is an unlimited number of AP available (in theory), it seems a bit easier to digest. The current AP cap at level 50 is 1250. This allows for a decent build while not allowing for a jack-of-all-trades build. With the new system currently on the PTS, most builds will have to be specialized. In other words, there will be no more healers or crafters that will be able to dish out maximum DPS anymore. Part of the purpose of the AP cap was to alleviate the need for a wheel-flip. In some ways, the de-factionalization of mutations has helped in that department. The entire Fallen Earth skill and mutation system is undergoing a revamp, but the AP mechanics aren't going to change much. The AP cap will still be in place and will increase by 25 every level. And there will still be random AP and repeatable missions for AP. But is a wheel-flip still necessary? The short answer is yes and no, but I'll delve into that a bit more after the cut.

  • Fallen Earth state of the game letter details upcoming content

    by 
    Jef Reahard
    Jef Reahard
    02.04.2011

    It's a new month, and that means it's time for a new State of the Game letter direct from the wasteland. Fallen Earth producer Marie "Aro Sei" Croall checks in on the official forums to let us know about the next patch coming our way from the folks at Icarus. All things considered, it looks to be a pretty substantial update, and nowhere are the changes more noticeable than in the game's skill and mutation lines. We're particularly excited to see how the Dirty Tricks and Escape Artist lines work out, since the descriptions dovetail perfectly with the cutthroat atmosphere of a post-apocalyptic world on the brink. The patch will also bring a new Scavenger Boss Area that serves as a preview for the new tech going into the upcoming Alpha County release. The area, called Ruination, includes several camps and encounters that showcase new creature behaviors and destructible barrels. You'll find it on the way to The Wall that serves as the Sector 4 border. Economic tweaks are also under way, as are a number of February events. Finally, Aro Sei concludes this month's letter with the answers to a few pressing community-generated questions. Check out all the juicy info on the Fallen Earth forums.

  • Wasteland Diaries: Long-term goals

    by 
    Edward Marshall
    Edward Marshall
    11.19.2010

    So you're a brand-new clone in Fallen Earth, dressed in your snappy LifeNet ensemble? So far you've managed to get yourself blown to bits inside the bowels of the Hoover Dam. Remember that awesome scoped battle rifle you were using? Well, forget that. The weapons you will be using for the time being will be a bit more primitive and a lot less deadly. Luckily for you, Elena Winters was able to respawn you safely away from the dam. After being led around by the nose, you're no doubt ready to begin making some of your own decisions. I'm going to tell you that you aren't quite ready to do that. Not just yet. Before you go off on your own, there are some important things you need to know. These things I will tell you will save you a lot of trouble later on. I wish someone had given me all the information I'm going to give you, but I learned it the hard way. As they say: "An ounce of prevention is worth a pound of cure." This also holds true in Fallen Earth. Now that you're in a safe place, I'll get that handy information to you after the break.

  • Wasteland Diaries: Sector 2

    by 
    Edward Marshall
    Edward Marshall
    08.20.2010

    In Fallen Earth the Grand Canyon Province is divided into sectors. Sector 1 is where you will learn the basics of the game, but there are a few important and new concepts you will be introduced to in sector 2. Those two concepts are mutations and factions. NPCs will try to introduce you to these concepts through a series of quests in Sunshine Corners. The quests will give you a basic rundown of each of Fallen Earth's faction's ideology, but there are a few other things you should know. The purpose of the post will be to make sure that you know what to expect when you arrive in sector 2. You will be making one of the most important choices in your character's development when you choose a faction to align with. Each faction has different perks, mutations, and capstones. These all play a major part in what your character will become and must not be taken lightly, unless you like dumping chips into respec injectors. After the cut, I will arm you with the knowledge to make a better-informed decision.

  • Wasteland Diaries: Combat fatigue

    by 
    Edward Marshall
    Edward Marshall
    08.13.2010

    Fallen Earth has the best crafting system I have ever had the pleasure of working with. Fallen Earth's PvE is not too shabby either. And I actually enjoyed the game's PvP for a time until the end. I can't really say that Fallen Earth's PvP is bad, but it has several fatal flaws. And these flaws have caused the vast majority of the endgame PvP crowd to move on. In this post I will examine what I think these flaws are. This is just my opinion, but my experience PvPing on all levels extensively lends my opinion at least a shred of credibility. The fact is: PvP in Fallen Earth is at an all-time low. There is hardly any real penalty for dying in the game, so why are there so few people partaking? There are several reasons that nobody PvPs in Fallen Earth, and the death penalty is not one of them. After the cut I will analyze the most common reasons for not PvPing. I will try to represent the facts of the matter, but like most of my critical articles, this one will be smothered in opinion.

  • Valve breaks down Left 4 Dead 2 mode stats, 'Gib Fest' is latest mutation

    by 
    Mike Schramm
    Mike Schramm
    08.07.2010

    Valve has posted some interesting stats for Left 4 Dead 2's mutation modes. The team has been watching you closely as you work your way through the zombie hordes, and it turns out you like realism and gore in your L4D games: Realism Versus and Chainsaw Massacre have been the two most popular mutations by far, with Realism Versus (which was later turned into a permanent mode) grabbing 41 percent of the player base during its featured week and 22 percent of the playing time. The Chainsaw mode was the "most tried" of the mutations, with 52 percent of the player base revving it up, and 14 percent of player minutes spent playing it. Outside of mutations, versus and the co-op campaign actually both nab about 40 percent of players every day. And while Valve doesn't mention any of the least-played mutations, it does give notice to the Infected-doubling Hard Eight mutation, which was only tried by 26 percent of players but still grabbed over 10 percent of that week's playing time. This week, it's a "Gib Fest," with everyone on the team getting M60s and unlimited ammo. That sounds like a hunting accident just waiting to happen.

  • Wasteland Diaries: Salutations to mutations

    by 
    Edward Marshall
    Edward Marshall
    05.14.2010

    The Fallen Earth players that are close to making the jump to Sector 2 have a few things to consider. Of course, the biggest question is always that of faction. Faction choices can be influenced by mutations, since certain mutation lines are only available from certain factions. Some will just prefer to "flip the wheel", and I really can't give a good reason not to, but that's another story. When posed with the choices of mutations and factions, the choice can be overwhelming at first. Mutations are also tied to particular attributes, and mutation lines that will benefit from high intrinsic attribute scores will be most effective. Factions won't make much of a difference after the mutation line is unlocked, however. Upgrading and using the mutations are independent of your current factional allegiances. You can have someone who is allied with the faction in question purchase mutagenics books or injectors for you. Or you could get them from the Auction House as a last resort. In order to make this decision a bit easier I will attempt to describe the mutations in layman's terms. For the hard numbers, check the TAOWiki. For a more simplified breakdown of the mutations available to you in Fallen Earth, keeping reading below.

  • Left 4 Dead 2's new Mutations explained; Francis and Rochelle find a common interest

    by 
    David Hinkle
    David Hinkle
    04.22.2010

    You don't just stumble upon a kindred spirit every day. In a new promo video for The Passing -- Left 4 Dead 2's new chapter available today on the Xbox 360 and PC -- it takes an apocalypse to bring Francis and Rochelle together. Well, that and their shared "glass is half empty" outlook on life. The Passing also kicks off a brand new weekly event in Left 4 Dead 2: Mutations. These are one-off custom game types created by Valve, with a different game type available each Thursday. Today introduces Realism Versus: a match of Versus with Realism enabled, making it much tougher to play as a Survivor and a heck of a lot easier to play as an Infected. In this mode, Valve anticipates the Jockey will be one of the most effective Specials. %Gallery-85283%

  • Evolving robots navigate a maze, help each other, plot destruction of mankind

    by 
    Darren Murph
    Darren Murph
    02.01.2010

    You'll say the whole Robot Apocalypse meme is played out. We say it's your lack of focus that'll eventually be the downfall of society. Gurus at the Laboratory of Intelligent Systems in the Ecole Polytechnique Fédérale of Lausanne have been working on "evolving robots" for quite some time, but the latest breakthrough is easily the most astounding (and in turn, terrifying) of all. According to new research that was just made public, a gaggle of robots programmed to use Darwinian selection in order to learn, evolve and mutate have now successfully moved sans collisions through a maze and helped each other push tokens around in order to achieve a common goal. Moreover, some of the creatures even displayed early signs of a predatory-prey relationship, which effectively assures mankind that these cute little learners will one day assimilate to rule the world however they please. Keep laughing if you must -- it'll probably make the painful sting of reality a bit easier to take when Doomsday rolls around.