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Daemonic night visit Full 1.20min animation šŸ‘¤Character models by RyanReos IceDev šŸ—£ļøSoundpack by OpenNSFW ⭐Gemini Starsignā­šŸ”žšŸŽ™

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Today, we're joined by Aakanksha Chowdhery, member of technical staff at Reflection, to explore the fundamental shifts required to build true agentic AI. While the industry has largely focused on post-training techniques to improve reasoning, Aakanksha draws on her experience leading pre-training efforts for Google’s PaLM and early Gemini models to argue that pre-training itself must be rethought to move beyond static benchmarks. We explore the limitations of next-token prediction for multi-step workflows and examine how attention mechanisms, loss objectives, and training data must evolve to support long-form reasoning and planning. Aakanksha shares insights on the difference between context retrieval and actual reasoning, the importance of "trajectory" training data, and why scaling remains essential for discovering emergent agentic capabilities like error recovery and dynamic tool learning. šŸ—’ļø For the full list of resources for this episode, visit the show notes page: šŸ“– CHAPTERS =============================== 00:00 - Introduction 02:26 - Reflection 04:54 - Limitations of post-training for building agents 07:31 - Rethinking pre-training in agents 10:51 - Scaling 11:27 - Evolving attention mechanisms for agentic capabilities 12:39 - Memory as a tool 14:13 - Loss objectives and training data 15:50 - Fine-tuning loss in agent performance 19:37 - Training data 21:29 - Augmenting dominant training data source 24:11 - Overcoming challenges in training on synthetic data 25:47 - Benchmarks 30:44 - Scaling laws in large models versus small models 33:20 - Long-form versus short-form reasoning 37:57 - Agent’s ability to recover from failure 40:15 - Hallucinations and failure recovery 43:53 - Tool use in agents 46:38 - Coding agents 48:37 - How researchers can contribute to agentic AI

The TWIML AI Podcast

44,888 gƶrüntüleme • 8 ay ƶnce

Karpathy's prediction about RL is coming true now! He called reward functions unreliable and argued that a single reward number is too low-dimensional to teach an agent what "good" means for complex tasks. To solve this, Agents need a knowledge-guided review as a higher-dimensional feedback channel. Every major AI lab trains models with RL today (OpenAI, Anthropic, DeepSeek). And their key bottleneck has always been the reward functions. GRPO by DeepSeek worked well for math and code because the environment gave a binary signal. But for real agent tasks, someone still has to hand-code the scoring function. That takes days and breaks every time the pipeline changes. RULER (implemented in OpenPipe ART, 10k stars) addresses the exact problem Karpathy identified. The reward criteria are defined in plain English, and an LLM evaluates each trajectory against that description to provide feedback for training. I trained a Qwen3 1.4B agent that plays 2048 using GRPO with this exact workflow. In this case, the agent saw the board, picked a direction, and RULER evaluated the outcome, all from this natural language definition. You can see the full implementation on GitHub and try it yourself. Here's the ART Repo: (don't forget to star it ⭐ ) Just like RLHF replaced manual rankings and GRPO replaced the critic model, natural language rewards are replacing hand-coded scoring functions. RL reward engineering is now prompt engineering. I wrote a full walkthrough covering RL for LLM agents, from RLHF to GRPO to RULER, in the article below.

Avi Chawla

350,213 gƶrüntüleme • 3 ay ƶnce

ā€¼ļøšŸšØšŸ”µPRESSERšŸ”µšŸšØā€¼ļø šŸŽ™ Liam Rosenior’s Full Pre-Napoli Press Conference – Part 1/2 šŸ”¹ Liam Rosenior on coming up against Conte: ā€œHuge respect for him, firstly as a player šŸ‘. He went on to have an incredible career. His passion as a player transmits to his teams now šŸ”„. He’s gone on to prove what an incredible manager he is.ā€ 🧠⚽ šŸ”¹ Liam Rosenior on if Palmer is in the squad: ā€œHe’s here.ā€ āœ… šŸ”¹ Liam Rosenior on if Palmer is untouchable and happy: ā€œYes and yes šŸ‘. Cole is an incredible player ⭐. I’m not surprised at the timing — a new manager comes in and a player is unsettled. It’s not true.ā€ āŒšŸ—£ļø šŸ”¹ Liam Rosenior on Sterling update: ā€œNot for now.ā€ ā³ šŸ”¹ Liam Rosenior on if he’s spoken to Anselmino: ā€œI’m due to have a conversation with Aaron šŸ“ž. He is due back on Thursday or Friday. I need to have a conversation with him about our future plans.ā€ šŸ”® šŸ”¹ Liam Rosenior on Conte being last manager to win Premier League with Chelsea — is that too long for the Blues?: ā€œI think for a club of Chelsea’s stature, every year that goes by, you want to win in every year šŸ†. The difficulty for any club is that there are loads of good teams that are competing. That’s the aim for us.ā€ šŸŽÆ šŸ”¹ Liam Rosenior on Napoli’s recent form: ā€œThis is a very, very strong team šŸ’Ŗ. They have been unfortunate in the recent games. We know it will be a very difficult game in a special atmosphere šŸŸļøšŸ”„. It doesn’t change my plans at all.ā€ #CFC | #Chelsea | #UCL | #Interviews šŸ“² CFC_ChelseaFC via Telegram šŸ“¹Beanymansports via Youtube ā¬‡ļøā¬‡ļø

Miki Djan

20,646 gƶrüntüleme • 6 ay ƶnce

a16z a16z speedrun 🧊 request for startups: AI agents for creative storytelling šŸŽØ we want to see a new agentic UGC platform - like a next-gen Wattpad or Roblox - where agents help users compose their ideas into rich transmedia stories. think vibe coding but focused on creative storytelling why now? - humans love telling stories - but many of us get writer’s block or lack the tools to create rich media - professional storytellers in film, games have large support teams to help with writing, design, animation, etc. AI agents will soon be able to provide that same level of support to anyone a few key features in a new UGC platform: 1) AI creative assistant – an agent that helps storyboard, generate assets, code, & orchestrate elements across models to bring imagination to life 2) end-to-end workflow – set context, pull in references, and craft your entire story all within the platform. think Cursor for storytelling 3) voice creation – create multi-modally by simply speaking to the agent, making creation more accessible 4) multiplayer – storytelling as a social experience. families crafting bedtime stories together, friends building shared worlds after school etc 5) niche distribution wedge - a GTM strategy focused on delivering the best content possible for a niche vertical like anime or romantasy, rather than a generic catalog of ā€œgood enoughā€ content for everyone the opportunity is huge - over 100M people visited Wattpad last month for fan fiction. one day, the next Harry Potter or Fourth Wing will be born from everyday consumers, empowered by AI creative assistants if you're building in this space, we’d love to talk! note: this content is not a solicitation or offering for securities, nor should it be construed as investment advice. see for additional information. for a full list of portfolio companies, visit

Jon Lai

173,912 gƶrüntüleme • 1 yıl ƶnce

Anthropic won't like this open-source repo. It is going to cost LLM providers a lot of money. Every CI run of an AI app today sends real requests to providers like OpenAI or Anthropic. Like any other LLM call, this too gets billed at actual API rates. So for teams with high commit volumes, this accumulates into a meaningful chunk of API spend. One common hack devs use is that instead of invoking the LLM API, the test calls a fake local server that speaks the same API and returns a dummy response. The catch is that the dummy response is a copy of what the provider returned on the day it was saved, and providers keep adding fields and changing types. So the tests keep passing against a schema that's no longer valid, while the real integration breaks in production. A smart approach is now actually implemented in CopilotKit🪁's recently open-sourced aimock project. Every day, the repo's own CI sends a handful of requests to the real API and the same requests to the fake server, then compares both against the official client library's type definitions. Those are the only real API calls in the whole setup, and they run on the repo's own keys, not in anyone else's CI. A single team can push hundreds of commits a day, and thousands of teams are already doing that with coding agents. All of those runs stay offline, because one repo checks against the real API on everyone's behalf. When a check fails, a coding agent updates aimock's built-in response schema, the full test suite has to pass, and a patch version ships to npm. By simply upgrading the package, the corrected schema gets reflected in every project using it. The capability is not just limited to a single provider. The same server works for Claude, OpenAI, Gemini, Bedrock, Azure, Ollama, plus MCP tools, A2A agents, AG-UI event streams, vector DBs like Pinecone and Qdrant, and search, speech, image, and video endpoints. Here's the repo: (don't forget to star it ⭐) That said, mocking your API calls is one thing. AI engineers should also know how to test agents properly in the first place, which several teams still skip. I wrote a full walkthrough on that, covering build, testing, evals, tracing, and deployment. Read it below.

Akshay šŸš€

61,003 gƶrüntüleme • 5 gün ƶnce

ā€¼ļøšŸšØšŸ”µPRESSERšŸ”µšŸšØā€¼ļø šŸŽ™ Enzo Maresca's Full Pre-Barcelona Press Conference – Part 1/2 šŸ”¹ Enzo Maresca on Cole Palmer's boot: "Yes, yes. We don't know when but for sure he will be back soon. He is already on the pitch, touching the ball ⚽ and the feeling is good šŸ‘šŸ½." šŸ”¹ Enzo Maresca on Cole Palmer: "We are here [talking] for tomorrow's game. After that, we will start to think about Arsenal. I don't think so at the moment [that he will be available vs Arsenal]. The last time I spoke with Cole was after the session yesterday to see how he was feeling. But I didn't ask him details about the injury at all." šŸ¤·šŸ½ā€ā™‚ļø šŸ”¹ Enzo Maresca: "It's a big week, as you said, but at the end of this week, we have Leeds away, Bournemouth away, Atalanta away šŸ›«ā€” so it's another big week. Every game is three points šŸŽÆ. Barcelona tomorrow and Arsenal on Sunday are important for different reasons but it's important for us to go game by game." šŸ“† šŸ”¹ Enzo Maresca on Fernandez form: "I've always thought he was a great player ⭐. At the beginning, he was struggling to understand the role but he is in an important place for us on the field." šŸ”µ šŸ”¹ Enzo Maresca on his goal against Barcelona in Super Cup final win: "As a player it was an important moment. It was the easiest goal of my life šŸ˜…. We were winning 2-0, the penalty was in the 90th minute and there were six extra minutes. Nice feeling, but it's a completely different thing now. They are an unbelievable team šŸ’« but we will do our best to win the game." šŸ’ŖšŸ½āš½ šŸ”¹ Enzo Maresca on the dream of managing Barcelona: "You know me because you are always in my press conferences, whenever you ask me what is happening in the future, I always talk about how I'm happy to be here." šŸ˜ŠšŸ”µ šŸ”¹ Enzo Maresca on Yamal/Estevao comparisons: "Estevao is already playing at a high level. He is starting for Brazil šŸ‡§šŸ‡·. He is very young and for sure he can do many things better. We are very happy with him. It's nice for people who love football to watch Estevao and Lamine Yamal and Pedri — this is the beauty of football ⚽✨. We are happy Estevao is with us, and hopefully he is going to do well." šŸ™šŸ½šŸ’™ šŸ”¹ Enzo Maresca on Lewandowski danger: "For sure he is a fantastic player. He has shown all his life that he does the most important thing in football — score goals āš½šŸ”„. We are going to try and defend as a team, be aggressive, like we always defend. But they have so many players; Lamine Yamal, Fermin, Frenkie de Jong… but we are going to try and win the game." šŸ’ŖšŸ½šŸ”µ #CFC | #Chelsea | #UCL | #Interviews šŸ“² CFC_ChelseaFC via Telegram šŸ“¹ Beanymansports via Youtube

Miki Djan

29,456 gƶrüntüleme • 9 ay ƶnce

What if this was the opening scene of an anime that never existed? 🌌⭐ Six ordinary teenagers are chosen by the stars and forced to fight together against an ancient threat. This is only the beginning of their journey. Made with Seedance 2.0 on FlovaAI #Flovaai #Flovacpp 🌌 STARKEEPERS The First Team Attack Length: 60 seconds Structure: 4 Ɨ 15-second prompts Style: High-budget anime movie, Ufotable-quality animation, Makoto Shinkai-inspired skies, dynamic action choreography, cinematic lighting, volumetric fog, cosmic particles, dramatic orchestral score, 2.39:1 widescreen, 24 fps, ultra-detailed, fluid character animation. CHARACTER LOCK (Include in every prompt) There are exactly six teenage Starkeepers, all appearing consistently throughout the sequence. ⭐ NOVA (Leader) 17-year-old male Tall, athletic but lean Messy silver-white hair Bright sapphire-blue eyes that emit a soft glow Warm smile, confident expression White-and-gold long battle jacket with celestial embroidery, black fitted combat pants, white armored boots, fingerless gloves, flowing golden scarf that moves with the wind Uses a glowing sword forged entirely from concentrated starlight Fighting style: fast, graceful, heroic, precise swordsmanship mixed with light dashes šŸŒ™ LYRA 17-year-old female Long straight black hair reaching her waist Deep violet eyes Calm, intelligent expression Dark navy cloak covered with tiny embroidered stars over a fitted midnight-blue combat uniform Floating crystal earrings Uses gravity magic with elegant hand gestures Fighting style: barely moves, manipulates the battlefield from a distance ā˜„ļø KAI 16-year-old male Short spiky crimson-red hair Amber-orange eyes Constant grin Orange bomber jacket over black tactical clothing, finger tape, lightweight combat sneakers Large mechanical comet gauntlets glowing with fiery orange energy Fighting style: explosive acrobatics, punches, aerial flips 🌿 ELIO 18-year-old male Medium-length dark green hair Emerald-green eyes Gentle smile Forest-green coat with leaf embroidery, brown leather straps, wooden bracelets Uses glowing vines and healing energy Fighting style: defensive, elegant, protects teammates ā„ļø SKYE 17-year-old female Short snowy-white hair Ice-blue eyes Confident smirk Royal-blue combat coat trimmed with crystal patterns, black leggings, armored boots Twin crystal ice blades Fighting style: aggressive, fast, spinning sword attacks šŸŒ‘ NOCTIS 18-year-old male Messy black hair Crimson-red eyes Serious expression Long black coat with faint purple celestial markings Shadow blades that appear from darkness Fighting style: silent assassin, teleporting through shadows PART 1 (0–15s) — "The Hunt Begins" A ruined ancient city sleeps beneath a brilliant galaxy-filled night sky. Crumbling stone towers are covered in glowing blue vines, and broken celestial statues line a deserted avenue. The camera begins with a slow aerial drone shot descending through swirling clouds before pushing toward the six Starkeepers standing together on the edge of a towering cliff overlooking the city. Their capes and jackets ripple dramatically in the wind as stardust drifts around them. A low-angle hero shot introduces the team. Nova stands confidently in the center with his radiant starlight sword resting on his shoulder. Lyra stands calmly behind him, her cloak floating unnaturally as pebbles levitate around her. Kai bounces impatiently, his comet gauntlets crackling with orange energy. Elio kneels briefly, touching the ground as glowing vines spread beneath his fingers. Skye twirls one crystal blade with effortless confidence while icy mist curls around her boots. Noctis remains slightly apart, half-hidden in darkness, his crimson eyes glowing. Suddenly the ground trembles. A colossal Celestial Beast—an enormous wolf-like creature made of obsidian rock with glowing blue cosmic cracks—bursts through the ruined streets. The camera rapidly dollies toward its face as it unleashes a deafening roar that sends shockwaves across the city. The final shot is a close-up of Nova's determined eyes as he whispers, "Together." PART 2 (15–30s) — "The Combination Begins" The camera whips forward as Nova sprints first, leaving brilliant golden trails of light behind him. A dynamic tracking shot follows his sword as he clashes with the beast, showering sparks across the ruins. The monster counters with a massive swipe, forcing Nova backward. Before it can strike again, Lyra calmly raises one hand. The camera rotates 360 degrees around her as gravity bends visibly through shimmering purple distortions. Entire stone pillars tear free from the ground and float into the air, trapping one of the beast's legs. Kai laughs loudly and launches himself like a blazing comet. The camera switches to an over-the-shoulder aerial perspective as fiery orange energy erupts from his gauntlets. He slams into the beast's shoulder with explosive force, sending fragments of glowing stone flying in every direction. Quick cinematic cuts show Skye charging across frozen pathways she creates beneath her feet while Elio's glowing vines race through the cracked streets, wrapping around fallen pillars to stop collapsing structures from crushing nearby civilians. Noctis silently disappears into a pool of shadows without anyone noticing. PART 3 (30–45s) — "Perfect Synchronization" The beast breaks free and unleashes a devastating energy blast toward the team. Time seems to slow. The camera circles them in a dramatic orbit. Elio thrusts both hands forward, causing an enormous wall of luminous emerald vines to erupt from the earth. The shield absorbs the blast while green healing particles wash over his teammates, restoring their strength. The camera instantly cuts upward as Lyra snaps her fingers. Gravity reverses around the monster. Massive chunks of ancient buildings float into the sky, carrying the beast with them. Dust, rubble, and glowing debris spiral in slow motion. Skye smiles confidently before launching herself upward, gracefully skating through the air on shimmering ice crystals. She performs a series of lightning-fast spinning slashes, freezing the beast's limbs with brilliant blue crystal formations. The music suddenly quiets. Behind the frozen monster... A dark shadow slowly rises. Noctis emerges silently from complete darkness, his crimson eyes glowing brighter than ever. In one fluid motion, he crosses both shadow blades and slices through the air, leaving enormous black-and-purple crescent trails that shatter the beast's defenses. Nova looks upward. He smiles. "This is it." PART 4 (45–60s) — "The First Team Attack" A sweeping crane shot reveals all six heroes surrounding the suspended beast in perfect formation. Lyra compresses gravity, pulling the monster into the exact center. Elio's glowing vines anchor everyone together, symbolizing their unity. Kai rockets high into the sky, becoming a blazing comet that crashes downward. Skye launches dozens of crystalline blades that spiral around the beast like frozen stars. Noctis creates an enormous eclipse behind the creature, locking every escape route in darkness. Finally, Nova rises above everyone, his sword absorbing streams of light from all five teammates. Their different energies—gold, violet, orange, emerald, blue, and black-purple—flow into one brilliant celestial blade. The camera rotates rapidly around Nova before slowing into dramatic slow motion. He dives through the sky, delivering one breathtaking slash. A gigantic six-pointed star of pure energy erupts across the battlefield, consuming the Celestial Beast in a dazzling explosion of light, ice, vines, gravity distortions, comet fire, and shadow. Silence. The dust settles. The six Starkeepers stand side by side as dawn's first light breaks over the horizon. High above them, one distant star flickers... then mysteriously goes dark. Cut to black. This single moment hints that defeating one monster has awakened a far greater threat, inviting viewers into the next chapter.

Soulful Ai

107,800 gƶrüntüleme • 29 gün ƶnce

Law firms are putting AI in the wrong place. Sullivan & Cromwell, Latham, Allen & Overy - every major firm is racing AI into legal research, drafting, and memos. That's exactly where hallucinations become malpractice. A single fabricated case citation has already sanctioned real lawyers (Mata v. Avianca, 2023 - the ChatGPT lawyers). A hallucinated statute in client advice is worse. Meanwhile the one place AI is genuinely safe - intake, qualification, and scheduling still runs on PDF questionnaires and paralegal phone tag at almost every firm in the country. So last night I built what lawyers should actually be building. A demo website for a fictional U.S. immigration firm - Sterling & Reed, lead partner Ann Sterling (all names are fictional). An AI intake concierge named Evelyn qualifies every prospect through 17 consultative questions, books the consultation on Ann's Calendly, and emails a two-page matter brief straight to her Gmail before she joins the call. No briefs. No citations. No advice. No hallucination surface. Any immigration lawyer on this app can replicate it. Here are the 12 exact prompts I used - copy-paste into Claude Code: ━━━━━━━━━━━━━━━━━━━━ 1/ BRAND FOUNDATION "Design a boutique U.S. immigration firm website. Fictional founding partner, two offices (NY + Miami). Palette: deep navy + bronze + warm paper. Fonts: Instrument Serif for display, Inter for body. Luxury + editorial - no generic templates, no blue-chip blue." 2/ HERO "Full-screen dark cinematic hero. Centered serif headline: 'Your immigration lawyer, already [prepared].' The last word cycles every 3.5s, character-by-character morph - rotating through prepared / briefed / engaged / on your side. Background: 6 US city night-skyline photos crossfading every 5s with Ken Burns drift. Horizon glow + starfield overlay." 3/ AI INTAKE CONCIERGE "Build Evelyn, an AI intake concierge. 17-turn immigration intake: greeting → visa pathway → citizenship + status + expiration → professional background → timeline → visa-specific qualifier (EB-5 capital, O-1 evidence, E-2 treaty, etc.) → source of funds / sponsor → prior visa history + derivatives → red flag on prior denials → red flag on arrests / overstays → biggest concern → referral source → name → email → WhatsApp → present 3 slots → booking confirmation. Voice: warm, consultative, never rushed. Frame red flags as 'no wrong answers - Ann prefers to know upfront.'" 4/ THINKING STATE "Before each Evelyn reply, show a thinking state. Spinning bronze ring + context-aware label per turn ('Identifying visa pathway...' / 'Cross-referencing denials database...' / 'Preparing brief to Ann...'). Then typing dots. Then the reply. Feels deliberate, not robotic." 5/ AGENT AVATAR "Evelyn's avatar: real photo of a professional woman in a circle. Bronze conic-gradient ring rotating around her, sonar pulse rings expanding outward, green live-status dot bottom-right. Three states synced to chat activity: idle (gentle breathing), thinking (faster pulse + bronze glow halo), speaking (bronze waveform bars below photo)." 6/ BOOKING - CALENDLY INTEGRATION "After intake completes, embed the firm's Calendly inline in the chat for slot selection. On confirmation, show an animated card: 30-particle bronze burst + 4 cascading checkmarks 300ms apart - Brief delivered to Ann's Gmail → Calendar dispatched via Calendly → WhatsApp queued → Prep checklist attached." 7/ HOW IT WORKS - SCROLL-PINNED "4-step section pinned with GSAP ScrollTrigger: 01 Intake, 02 Routing, 03 Consultation, 04 Engagement. Each step: custom animated SVG (chat dots pulsing / checkmarks drawing / calendar slot pulsing / signature stroke drawing itself). As you scroll, active step scales up + glows, inactive steps dim + blur. Bronze progress bar fills the bottom of the active step." 8/ LIVE STAT BAND "One horizontal line: '1,247 Matters filed | 38 Countries of origin | 97% Approval rate.' White italic Instrument Serif numbers, bronze vertical rules between. On scroll-in: scramble-resolve animation over 1.5s. First stat then becomes a live ticker - every 10-24s increments by 1 with champagne flash + floating '+1 EB-5' / '+1 O-1' / '+1 Family' badge (weighted random matter type)." 9/ BEFORE vs AFTER "Editorial band showing '21 days → 6 minutes.' Left: huge italic serif '21 days' with diagonal strike-through that draws in on scroll + five struck-through bullets (12-page PDF, five emails, paralegal screening, conflicts memo, partner hand-off). Arrow. Right: italic bronze '6 minutes' + five clean bullets. Below: live session clock + three real-time counters (briefs filed, conflict checks cleared, calendar holds reserved) ticking up while the visitor reads." 10/ EDITORIAL TESTIMONIAL "Pull quote block. 200px italic bronze opening mark (ā) fades in at 18% opacity. Two-line quote with 300ms staggered reveal. Bronze underline draws under emphasized phrases. Below: bronze divider + initials circle + name + verified green pill ('ā— Verified client Ā· 2025'). Bronze corner brackets top-left and bottom-right." 11/ REPRESENTATIVE WORK "3 recent matters as a vertical bronze timeline. On scroll, the line draws top-to-bottom and marker dots pop in with staggered sonar rings. Per matter: visa tag (EB-5 / O-1 / E-2), matter number ('No. 1,247'), italicized key figures, green outcome pill (I-526E Approved / Premium Processing Approved / First-Interview Approved)." 12/ BLOG + CONTACT + FLOATING BUTTONS "3 blog cards (Instrument Serif italic titles, bronze gradient placeholders): EB-5, O-1, Family-based. Simple contact form: name + email + country of citizenship + visa type + note. Dark footer with both offices. Two floating FABs: WhatsApp bottom-right (green sonar pulse, pre-filled message) + music toggle bottom-left." ━━━━━━━━━━━━━━━━━━━━ Built entirely in Claude Code. No Cursor, no React boilerplate, no design team. The intake bot runs as a deterministic server flow - no AI inference during the conversation itself, which is why it can't hallucinate. Briefs pipe to Gmail. Consultations book through Calendly. Deployed on Vercel in 15 minutes. Every tool a lawyer needs for this is either free or already in the firm. Swap the fictional firm for your name, your practice areas, your matters - customize and you're live by the weekend. The AI sits in intake, not in your brief. No hallucination, no malpractice, no sanction risk. Just a qualified lead, a warmed prospect, and a partner who walks into the consultation already prepared.

Ann Srivastava

18,515 gƶrüntüleme • 4 ay ƶnce

I played 4 hours of The Blood of Dawnwalker - and it's damn good. My full thoughts below šŸ‘‡ The version we played was in beta and running on some powerful PCs. It was from the beginning of the game so I wasn't able to explore the entire map. It felt pretty polished overall and I didn't experience any bugs or performance issues during my time. The game takes place in Vale Sangora - it's a beautiful valley near the Carpathian Mountains full of lush trees, bogs, mines, and all kinds of wildlife and villages and communities roughly comparable in size to The Witcher 3's Blood and Wine but packed with detail. There's a lot of neat history everywhere you look and explore, with references to Genghis Khan's hordes, the Tatars, and more. There are also little details that help make the setting a bit more real. Because Vale Sangora is run by the vampire leaders, silver is forbidden to have in your possession, and not every merchant will buy or sell them. It looks great visually, but I wouldn't say in a way that blew my socks off. Environments look good, trees, bushes etc all swaying in the wind, good lighting, character models are nicely detailed. It's not pushing things on a technical level but I found that perfectly ok. From the beginning of the game, a series of events introduces you to Coen's family - his parents and siblings. His father Pieter is a strong and stern caretaker who knows his way around a sword but deeply cares for his family. Coen's mother Esme is stricken by an illness that the whole family is trying to wrangle with, and his siblings are playful and endearing. As the vampires don't tolerate 'weakness', you start the feel the weight of the family's plight that gives off an aura of despair. At least in these initial hours, I found myself surprisingly growing attached pretty quickly. While there's an ominous metaphorical 'cloud' that hangs over the valley, there are bits of lightheartedness thrown in too. One charming quest saw me play tag with my siblings and go fishing in the old family hangout spot. Character performances and voice acting are excellent. There weren't really any characters that felt out place or miscast. I especially enjoyed the gravelly voices of Pieter and Brencis - the leader of the vampires. Brencis comes off formidable, and events in the game gave me a motivational drive for revenge, which I always like in games. The story is set up in a way that each of the vampire leaders needs to be taken down, with Brencis as the head honcho. You can attack them in any order, even going directly to Brencis from the outset, but you'll probably find you'll have a bit of trouble with that approach. While I've always been a little hesitant about plots that have open-ended structures, the team at Rebel Wolves told me that each vampire 'captain' is unique with many quests tailored to their specific stories, and there was a lot of effort and care put into each. They urge players to play through each storyline to get the most out of the game. There were lots of endearing characters in just the first few hours. Anca - a local herbalist and a witch, reminded me a lot of The Witcher 3's Keira. And she's a romance option. There are other sentient races as well, like the Uriash which I would say resemble something like the Qunari from Dragon Age. They're big, tough and brooding and are seen as monsters and somewhat shunned. There's a nice variety of monsters too, like kobolds who are basically ghouls that talk smack, and I came across the "Great Bog Wurm" in a swampy area which was it's own mini-boss fight. When I compare to something like The Witcher 3 (because many people understandably do with Dawnwalker given how the game looks and the makeup of the Rebel Wolves team), movement and navigation in the game felt fairly fluid overall. Walking, sprinting, vaulting ledges, etc were smooth. There's a bit of clunkiness when it comes to jumping, where I'd sometimes starting sliding jumping down a hill or onto rocks. There's also an ability that Coen automatically gets after he becomes a half-vampire called "Planeshift". It lets him teleport dash around the world so he can reach higher areas or across gaps. It felt a little clunky and imprecise when scaling things like towers and trying to land back on solid ground. There's a glossary/beastiary that's structured just like The Witcher 3, and the soundtrack is basically, you guessed it, The Witcher 3 in all the best ways. And like one of my favorite parts of The Witcher 3, there are plenty of points of interest that lead to unique little narrative beats or quests. One saw me come across a villager searching for his brother. Following that little quest line led me to a buried tomb which led to a boss fight with an ancient warrior and cool loot at the end. One abrupt encounter in the world saw me chase the village asshole talking shit about my family. When his drunkard father catches us arguing, he scolds him more and tells me I should teach him a lesson myself and beat him with a stick. I can choose to partake in it, stand by and watch, or stop the father in a physical altercation. There's been a lot of questions about combat and from what I played, I liked it, moreso than The Witcher 3's. There are two ways to play: directional and traditional. With directional combat, you hold down a shoulder button to block while aiming in whatever direction you see an enemy attacking from. That's either up, down, left or right. It's simpler than something like Kingdom Come and I got used to it real quick. It sometimes got a liiiittle overwhelming when multiple enemies are attacking at the same time - and they do that a lot. Enemies don't wait around for their turn, instead opting to gang up on you to take you down. There's also the traditional or 'standard' combat, which is basically pressing a button that blocks enemies no matter what direction (your standard action game). You can also expectedly parry enemies that open them up for more damage. There is a stamina meter that depletes with blocks, and it depletes faster if you're playing standard, though you can upgrade your stamina as you play too. There are active abilities you can put into quick slots for faster use during combat. As there's a day/night cycle and Coen is a 'dawnwalker' - meaning he's human during the day and a vampire at night, you can switch between your swords in daytime and bring out your claws at night, which are more powerful. There are many abilities, though because I was playing the first hours of the game, I didn't get to see them all. One that I got to use was a powerful charge attack, and another was a flurry of deadly slashes with my claws. You can drain enemies to regain health with 'voracious bite', though enemies won't wait around while you're doing it so you have to be mindful. There are shrines dotted around the map that you can use to fast travel and upgrade your skills. There are tons of resources and items in the world just like The Witcher that you can use to craft potions and the like. Some can only be done during the day or at night. In terms of time progression, there are 8 time 'segments' per day and certain quests and activities can push the time forward a set amount of segments. I thought I would hate it at first, but it actually makes for some compelling choices in how you choose to progress the game. You're always shown when an action will progress time by the way, so nothing will take you by surprise. Running around and exploring the world doesn't push time forward. When your vampiric health drops really low, you become hungry and start to really crave blood. You can even lose control during dialogue and drain the person you're talking to - including friends. I didn't encounter that myself but the devs said those can have lasting effects throughout the game. This has definitely jumped up my most anticipated list for the rest of the year. It's practically The Witcher 3: Medieval Vampire Edition with its own flavor and unique mechanics and honestly...that is something I'm quite happy about. #BloodofDawnwalker

Shinobi602

343,078 gƶrüntüleme • 1 ay ƶnce

šŸ› ļø Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. āš”ļø Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes āš”ļø Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen āš”ļø Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck āš”ļø Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting āš”ļø Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears āš”ļø Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop āš”ļø Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels āš”ļø Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) āš”ļø Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) āš”ļø NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament āš”ļø Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees āš”ļø Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic āš”ļø Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu āš”ļø VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX āš”ļø Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete āš”ļø Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen āš”ļø Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing ā€œMax Levelā€ after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed ā€œLong Area Nameā€ appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 gƶrüntüleme • 2 yıl ƶnce