Palantir is reportedly helping the IRS investigate financial crimes


Palantir has helped the Internal Revenue Service’s Criminal Investigations office probe a variety of financial crimes in the U.S. for much of the last decade, The Intercept reported.

The IRS has paid the firm $130 million since 2018 to use its data analysis software to pore over financial records for investigative purposes, the outlet reported, citing public records detailing Palantir’s IRS contract that were obtained by the nonprofit watchdog group American Oversight.

It was previously known the IRS was using Palantir’s products, and that the agency sees the software as a way to automate and modernize audits. Last summer, it was also reported that Palantir was assisting DOGE, the “government efficiency” initiative launched by President Trump’s executive order with a project designed to access IRS records. However, the extent of the agency’s use of the company’s tools had not been previously reported.

The software, Palantir’s Lead and Case Analytics platform, is being used to aggregate and analyze data across a variety of federal agencies. The software can find “connections from millions of records with thousands of links” between various databases, and the tool is particularly good at mapping human relationships and communications, according to the outlet. 

Earlier this week, American Oversight sued the Trump administration for public records related to numerous federal agencies’ use of Palantir tools, including the IRS. TechCrunch has reached out to Palantir for more information and will update the article if the company responds.

SimplePlanes 2 Free Download (v0.7.0.0)


SimplePlanes 2 Direct Download

SimplePlanes is back! Build planes, cars, or anything else using powerful procedural parts! Explore detailed environments with friends in multiplayer, cause chaos, or download 1,000,000 community crafts for free.

 BUILD PLANES
Build planes using enhanced wing and fuselage parts. It’s easier than ever to build the plane of your dreams! Reshape the airfoil of your wings using real NACA profiles with overhauled flight physics, or use improved fuselage editing to create an endless variety of shapes. Then grab your input device of choice (mouse/keyboard, controller, and HOTAS are all supported) and fly!

BUILD ANYTHING
Build anything else you can imagine using a host of new parts. With the new suite of procedural powertrain parts, you can build cars, propeller aircraft, forklifts, and so much more, with detailed physics. If you’re overwhelmed by the idea of building something from scratch, there are tons of stock crafts available from the start that you can load, tune, and reverse engineer, with an extra 40+ hidden around the map waiting to be discovered! Pratfall 

CUSTOMIZE IT
Make your crafts your own with paint texturing and engine tuning. Once you’ve put your craft together, you can use the improved paint tool to give it colour and texture. Then when that’s done, you can get into the nitty gritty with engine customization, tweaking the size, cylinder count, transmission, and more to get your craft running exactly the way you want it.

PLAY WITH FRIENDS (OR ENEMIES!)
Cause chaos in a variety of activities in multiplayer, or just hang out. With multiplayer, you can play with up to nine other players (or even more in a private lobby) and finally test your crafts on something other than bots. Race each other, kill each other, co-operate with each other, and more! And with our new playable mascot, Major Chad, you can get out and stretch your legs with other players as well!

Features and System Requirements:

Supply Chain AI Roadmap For Mid-Market Ops Leaders


From Reactive to Ready: A 90-Day Supply Chain AI Roadmap for Mid-Market Ops Leaders

Most supply chain AI conversations stall in the same place. The ops leader knows the problem. The case for doing something is clear. The question that does not have a clean answer is: what does the first 90 days actually look like?

This is the roadmap USM Business Systems uses with mid-market manufacturing and logistics clients who are moving from interest to implementation. It is designed for organizations that do not have 18 months or a seven-figure platform budget. It is designed for teams that want to start, measure, and expand.

Before You Start: The Three Inputs That Determine Your Roadmap

A 90-day AI roadmap for supply chain is only as good as the three inputs that shape it. Get these clear before any build decision is made.

Input 1: The Problem With the Clearest Cost

Every mid-market supply chain operation has multiple AI opportunities. The teams that move fastest pick one. The one with the most direct and measurable cost attached.

Supplier lead time visibility. Inventory coverage calculation speed. Demand signal latency. Pick the one where someone can tell you what a miss costs in dollars, hours, or margin. That is where you start.

Input 2: Your Current Data Access Points

The roadmap is shaped by what you can connect the agent to. ERP API access. WMS data exports. Supplier EDI feeds. Order management integrations. You do not need all of these to start. You need the ones relevant to the problem you are solving.

A two-week scoping engagement with USM maps your data access reality and builds the agent architecture around what exists, not what would be ideal.

Input 3: The Success Metric

Before build begins, define what success looks like at 90 days. A number. Coverage calculation time reduced from 6 hours to 45 minutes. Near-misses surfaced with 72 hours of lead time instead of 24. Report generation recovered from Thursday manual build to automated Monday delivery.

That metric drives scope. It also drives the conversation about whether to expand.

Days 1-14: Scoping and Architecture

This is not a sales process. It is a working session.

  • Data environment mapping: what systems exist, what APIs are accessible, what exports are available
  • Problem prioritization: identify the one or two problems with the clearest ROI and the fastest measurement cycle
  • Agent architecture design: what the agent will connect to, what it will monitor, what it will surface
  • Success metric definition: specific, measurable, and agreed upon before build begins

At the end of day 14, you have an architecture document, a build scope, a timeline, and a defined metric.

Days 15-60: Build and Integration

The build phase runs in two tracks simultaneously.

Track one is data integration. The agent connects to your existing systems and begins ingesting live data. This phase surfaces the data quality issues that need to be addressed before the agent can produce reliable outputs. Those issues are resolved here, not discovered after go-live.

Track two is agent logic development. The monitoring rules, the exception thresholds, the scenario modeling logic, and the reporting templates are built and tested against real data from your operation.

By day 45, a test version of the agent is running against your data. The supply chain team begins evaluating outputs. Feedback shapes the final configuration before go-live.

Days 61-90: Go-Live and Measurement

Go-live is not a launch event. It is a transition. The agent moves from test to production. The team begins using it as the primary source for the problem it was built to solve.

The measurement cycle starts at day one of production. The success metric defined in scoping is tracked weekly. By the end of day 90, you have six weeks of live data showing the impact on decision time, report generation, near-miss visibility, or whatever metric was set.

That six weeks of measurement data is what drives the conversation about what to build next.

The Expansion Path

The teams that get the most out of supply chain AI do not deploy a platform across the entire operation on day one. They solve one problem, measure it, and expand.

After a successful first deployment, the common expansion paths are:

  • Adding supplier performance monitoring to an inventory visibility agent
  • Expanding from lead time tracking to landed cost scenario modeling
  • Connecting demand signal inputs from a second channel or geography
  • Integrating logistics lane performance data into coverage calculations

Each expansion is scoped and built with the same 8-12 week discipline. The architecture from the first deployment is designed to support expansion from the start.

The supply chain leaders who move fastest on AI do not have bigger budgets or cleaner data than their peers. They pick one problem, run a contained build, and measure it. That is the entire edge.

 

USM’s POC Commitment

For qualified supply chain and logistics engagements, USM fronts the proof-of-concept cost. You identify the problem. We scope and build the initial deployment. You measure the output before making a larger commitment.

The engagement starts with a scoping conversation. If the architecture is sound and the ROI case is clear, we move to build within two weeks.

Ready to scope your first supply chain AI deployment? Start with a 30-minute conversation at usmsystems.com. No pitch deck. Just the architecture conversation.

Nvidia rolls out GPT-5.5-based Codex to 10,000 of its employees, who apparently all think it’s ‘mind-blowing’ and ‘life-changing’


To paraphrase some lyrics from my mispent youth pining for a Hot Topic, ‘this ain’t a scene, it’s a goddamn AI arms race’. The preview of DeepSeek V4 is now live, and given that the AI giant was reportedly not so keen to grant Nvidia and AMD early access to the new model, the American AI industry has been equally keen to outpace China-based businesses any way it can. Case in point, Nvidia is really pushing OpenAI’s GPT-5.5.

DeepSeek wouldn’t give Nvidia the sneak peek, so 10,000 of its employees got an early look at OpenAI’s latest frontier model instead. The company went with a widespread rollout of Codex, specifically, which is OpenAI’s agentic coding application powered by GPT-5.5. This has apparently resulted in big efficiency wins. “Debugging cycles that once stretched across days are closing in hours,” says Nvidia.



The Friday Roundup – Setups for YouTube and Speed Ramping


Guy sitting in a disorganized space with video equipment.

Lighting Setup Masterclass for YouTube

A few years back now I started shooting videos for my wife who wanted to start her own YouTube channel.

Up until that point I was mainly involved in editing videos and as far as shooting them went, it was strictly “point and shoot” family and friends stuff for me!

So the style of video that I was going to be learning and shooting for YouTube was a single person in front of the camera in maybe medium shot or medium close up.

To light something like that all the advice I came across was to just slap up a three point arrangement and we are all good to go.

The reality proved to be something entirely different!

Available lights, how much space is there, what are you shooting with, what is the focal length of the camera lens, how can you position the person in that available space to light them… I mean the variables seemed to just go on and on!

Each one of those variables meant some kind of compromise in some other aspect of the overall activity.

So in light of that I came across this video from Gabriel VIP that covers this exact subject in great detail taking all of those variables into consideration.


3 Steps to Turn Any Idea into a Story

When it comes to anyone achieving any sort of success in the world of online video I tend to see one set of factors pushed while one simple one falls away.

What gets pushed are the technical aspects of optimizing videos, recording them and uploading a certain way, understanding search algorithms and the list goes on… and on!

The one that gets missed is one of the most basic points of video creation and that point is story.

We humans just loves us some story and if you give us story, we will wait around till the end to find out what happens.

I’m sure I am not alone in saying that I have watched some pretty awful movies in my day and while watching them have said to myself and others, man, this is a really crappy movie!

Yet despite that… I watched until the end because once I am following the story, I have to see it through to find out what happens!

And even if the ending was just as crappy, I still feel correct in having persevered through to resolution.

So in light of that here’s what I think is a very good walkthrough on working out what the story is for any video.


How to Crop a 16×9 Video and Save the Output in a 9×16 Format

Converting a 16:9 (landscape) video to a 9:16 (portrait) video is a relatively simple process these days but there are a few things you need to keep in mind.

First up is that often when you add 16:9 footage to the timeline, your editing software assumes you want to operate at 16:9 from start to finish.

So you have to let it know that’s not what you are doing!

The other thing to keep in mind is that often as you go from 16:9 to 9:16, when you crop the video you may also have to zoom in on it to fill the new frame size.

That zoom-in may be minimal with no real effect on your footage or it may be extreme resulting in loss of quality (resolution).

It always helps to record your video if you can at the highest possible resolution available to you in order to preserve quality.

As an example I shoot my wife’s videos at 4K widescreen all the time on the understanding that at some point I may re-use that footage in a short form 9:16 video..

Often she will want portions of those long form videos cut into pieces for YouTube shorts, Instagram Stories etc.

In that case I set up projects that are at 1080p resolution in 9:16 and using the 4k footage I can zoom in and crop easily with no real loss of quality.


How to Use Speed Ramp Like a Pro (Filmora Editing Tips)

Last week I added a tutorial from the guys at Movavi showing a few tips on how to speed ramp effectively.

This week the folks at Wondershare posted their own speed ramping tutorial and have added what I think are some great points to the conversation.

The key point they are pushing is that if your footage has not been shot with speed changes in mind, you may not get the results you imagined!

For example if you shoot at 30fps and want to slow the footage down, the motion is going to get very blurry in the process.

On the other hand if you are shooting with the intention of speeding the motion up, then your camera movement and even the movement in the frame has to be really smooth.

Any sudden movements or jerkiness within the shot will only be accentuated in fast motion.

Check out the video for some well considered tips related to speed ramping.


How to Cut a Video Simply

For anyone just starting out in the world of video editing, even the simplest action can seem like a bit of a nightmare!

Let’s face it, all video editing software user interfaces are unbelievably confusing in the beginning because of one key reason.

Video editing software can not mimic anything familiar to the new user from the real world.

Microsoft Word looks like a piece of paper in a typewriter, the drawing tools in Canva look like a sheet of paper with some pens and stuff.

There is nothing like that for video editing so… it’s all a bit confusing!

In the video below from the folks at Movavi you can see how to at least make those first basic cuts without chopping everything to pieces, losing it all (and your mind!) and starting again!


The (Real) Secret to Getting Beautiful iPhone Cinematography

Whether you want to go with Theodore Roosevelt saying, “Comparison is the thief of joy” or Mark Twain’s, “Comparison is the death of joy” the result is always the same.

And trust me when I say no-one understands that concept better than your average marketing guy in just about any company anywhere!

The reason I say this is because of the video below created by Zac Ramelan who has been producing videos at a pro level for years now.

In that video he points out that yes, you can create a fully cinematic, Hollywood level video with an iPhone.

All you really need on top of that is a million dollar budget and you are good to go!

When you compare those results with an iPhone to your own results I think we can safely say that any joy has made its way down the toilet!

So in the video he strips away that million dollar budget to make his own short movie but in the process delivers the real lesson.

The phone he uses to record the video is not the make/break point of the process.

The real driver of that process is the technical skill and creative ideas the person making the video brings to the table.


DaVinci Resolve 21 Quick Tip: Fix Your Audio Levels Fast

Over the past year or so I have been using various A.I driven tools to correct or enhance the audio on some of the projects I have been working on.

One thing that I have noticed very clearly is that as far as most of those solutions go, the better the quality of what you input, the better the output will be.

For example I have one client who sometimes finds himself recording video well away from any studio scenario.

Usually that means audio recorded though the onboard microphone of his smartphone and on top of that he is often either outside or in a noisy environment somewhere.

If I feed that audio into an A.I. tool like Adobe Podcast, I will get pretty decent results.

However, if I clean that audio up just a little in DaVinci Resolve or similar by taking out some background noise, adjusting levels, maybe doing a little Eq work before I send it off, the results are way, way better!

Here’s a little video from Jason Yadlovski showing how to clean up and level an audio track fast.


DaVinci Resolve 21 Can Now Animate Anything to Audio (No Plugins)

This is a preview of one of the features inside the new version of DaVinci Resolve to be released… soon?

Officially speaking Resolve 21 is still in Beta but is available to the general public Here at the Black Magic Website.

However the official “latest version” is still Resolve 20.

Black Magic have generally followed this release path where they create the new version, test it, release as a beta to the public for a few months, go back to the drawing board for bug fixes then finally release the full version.

Anyhoo, a few brave souls (not me!) have installed the beta and are posting their experiences online.

Here’s one from Jason Yadlovski showing one of the new features.


Amazing Effects in Classic Films – How Did They Pull It Off?

This episode 12 in a regular series (irregularly posted!) by the folks at Film Riot.

These days it is becoming more and more a matter of being able to write a precise SFX prompt into an A.I. video model to create astounding SFX.

So I like to go back in time to when dinosaurs roamed the earth and the special effects department did not have things like A.I or even CGI!

A time when some really smart thinkers used a comprehensive knowledge of their craft to think up effects techniques all done with their human brains!



Key Takeaways

  • This week’s Friday Roundup covers various aspects of creating and editing videos for YouTube, starting with a lighting setup masterclass.
  • It emphasizes the importance of storytelling in video creation, suggesting that a compelling story keeps viewers engaged.
  • Readers can learn how to convert 16:9 videos to 9:16 format while maintaining quality by using high-resolution footage.
  • Additionally, the article discusses effective speed ramping techniques and basic cutting methods for beginners.
  • Finally, it highlights new features in DaVinci Resolve 21 for audio animation and quick audio level adjustments.

Visual Studio Code 1.118


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Last updated: April 24, 2026

Welcome to the 1.118 release of Visual Studio Code.

Happy Coding!



April 23, 2026

  • Adopt the Copilot CLI SDK session-title APIs as the source of truth for session names. #311535

  • Add keybindings such as Ctrl+1 and Ctrl+2 to quickly switch between sessions in the Agents app. #310992

  • Add auto model support to the Copilot CLI agent. #311299

April 22, 2026

  • Add descriptions to the chat customization creator menu, helping users understand which skill location to use for each type of customization. #295151

  • Let users opt in to testing the TypeScript 7.0 nightlies. #311966

  • Copilot CLI responses in the chat panel show a model badge indicating which model handled the request. #303960

  • Add support for auto model selection in Copilot CLI. #311779

April 21, 2026

  • The Copilot CLI SDK resolves node-pty from VS Code via hostRequire, eliminating the need to copy node-pty binaries into the SDK’s prebuilds folder at build time or runtime. #307746

We really appreciate people trying our new features as soon as they are ready, so check back here often and learn what’s new.

‘Widow’s Bay’ review: Your new favorite TV town awaits in this tremendous horror comedy


Cross the local bureaucratic comedy of Parks and Recreation with the small-town strangeness of Twin Peaks, and you’ll get a sense of the singular tone of Apple TV‘s new genre gem Widow’s Bay.

Created by Katie Dippold, herself a writer for Parks and Recreation, the series artfully blends horror and comedy to create an enthralling portrait of a town you’ll want to get lost in… even if some of its locals would advise you to run the hell away.

What’s Widow’s Bay about?

Matthew Rhys in "Widow's Bay."

Matthew Rhys in “Widow’s Bay.”
Credit: Apple TV

A charming island 40 miles off the coast of New England, Widow’s Bay has a lot going for it. It boasts picturesque coastal views, invigorating ocean breezes, and atmospheric fog banks that have absolutely nothing hiding in them, do you hear me?

At least, that’s what Mayor Tom Loftis (Matthew Rhys) has to say. He’s trying to turn Widow’s Bay into the next Martha’s Vineyard, a quest that locals like former fisherman Wyck (Stephen Root) threaten to derail with their claims that Widow’s Bay is cursed.

Tom initially brushes Wyck and his allies off in favor of bringing in tourists. It’s a page straight from the playbook of Mayor Vaughn from Jaws, which Widow’s Bay pays loving homage to throughout. However, when haunts start knocking at his door, Tom has to face the truth: There’s something truly sinister at work on the island, and it’s only getting worse.

Widow’s Bay is a wonderfully frightening watch.

Matthew Rhys and Stephen Root in "Widow's Bay."

Matthew Rhys and Stephen Root in “Widow’s Bay.”
Credit: Apple TV

To pull off its many scares, Widow’s Bay draws inspiration from a wide range of horror iconography. Stephen King‘s influence hangs over the series like the town’s unshakeable mist, present in everything from the New England setting to the show’s title font, a clear nod to the style of his earlier covers.

The aforementioned Jaws plays a huge role, too, and not just because of Tom’s role as a skeptical, tourism-hungry mayor. (To Tom’s credit, he’s far less willing to put people in danger for the sake of money than Mayor Vaughn.) Root’s salty veteran sailor Wyck bears shades of Jaws‘ Quint, and an episode devoted to a cursed ocean outing recalls Jaws’ third act. But the biggest lesson Widow’s Bay takes from Stephen Spielberg’s horror classic is the fear of the unknown. Just as Jaws generates suspense by holding off on showing us its biggest threat until later in the runtime, so too does Widow’s Bay keep its viewers in the dark about its many frights.

And what darkness it is! Visually, Widow’s Bay thrives in rich, inky black tones where you can crucially still make out every little detail, a rarity in TV nowadays and a testament to the show’s production team and crew. Series directors Hiro Murai (Atlanta), Sam Donovan (Severance), Andrew DeYoung (Friendship), and Ti West (the X trilogy) weaponize this darkness — along with fog and ocean depths — to its fullest obscuring extent. That expert build-up of tension made the subsequent reveals hit all the harder, to the point that I couldn’t get through an episode without screaming or cackling. (Or, most often, some mix of both.)

Widow’s Bay nails the balance between scares and laughs.

Kate O'Flynn in "Widow's Bay."

Kate O’Flynn in “Widow’s Bay.”
Credit: Apple TV

Widow’s Bay‘s scares pull from sailor superstitions, classic slashers, and more, but they never feel cheap. That’s because the series roots them firmly in its characters’ anxieties, like Tom’s worries about tourism, or town hall staffer Patricia’s (Kate O’Flynn) desperate need to be liked. (She’s so desperate, in fact, that she may have falsely claimed to be the sole survivor of a serial killer who murdered some of her high school classmates.)

The latter produces a series highlight, an episode where a frantic Patricia attempts to host the perfect party. The social isolation she faces from her disdainful former classmates is just as wince-worthy as the uncanny events surrounding the event, resulting in a one-two punch of cringe comedy and horror.

Widow’s Bay often operates in that sweet spot between horror and comedy, which tends more toward the dry and bizarre than Dippold’s previous work on sitcoms like Parks and Recreation or comedy films like Ghostbusters (2016). Instead of cracking jokes at a mile per minute, Widow’s Bay finds the funny in the eerie. Think historical wax figures, a cursed party game called “Teeth,” and sight gags about cannibalism.

Widow’s Bay‘s central trio of Rhys, Root, and O’Flynn play these occurrences as straight as they can, adding further to the show’s brand of offbeat strangeness. Rhys and Root are tremendous foils as a skeptic and believer forced to work together. And O’Flynn proves an absolute scene stealer as Patricia, marrying her hilarious scorn for others with the genuine pain of being scorned right back.

The rest of Widow’s Bay‘s ensemble, which includes Somebody Somewhere‘s Emmy-winning Jeff Hiller, Dale Dickey, and several surprising guest stars, further builds out the town of Widow’s Bay. Their efforts, as well as the weatherbeaten production design by Steve Arnold (Midnight Mass, another superb cursed island series), turn Widow’s Bay into a real town. You can almost taste the salt air (or hear the screams of cursed souls in the distance) just by watching.

In the end, the town of Widow’s Bay is as deliciously odd as the show itself. What begins with a bit of a haunt-of-the-week structure soon evolves into a deeper unraveling of Widow’s Bay’s darkest secrets, as well as the choices that kept them in place. While I’d love for the show to return to its haunt-of-the-week mode occasionally, I also adore what it became. That it can pull off this transformation is proof of its sheer uniqueness. Forget being the next Martha’s Vineyard: Widow’s Bay sets a new, wonderfully weird course all by itself.

The first two episodes of Widow’s Bay premiere April 29, with new episodes every Wednesday.

Can overclocking get 8 GB AMD and Nvidia graphics cards to the performance of their 16 GB versions? Yes, but I’ve got some bad news for you too


I’ve spent the past few weeks testing the pants off of several graphics cards. Such is the life of a hardware writer. Alongside my 8 GB vs 16 GB VRAM testing, I’ve also reviewed the RTX 5060 Ti 8 GB and the RX 9060 XT 8 GB, and found them to deliver reasonable gaming performance on average—although the Nvidia card definitely wins the day. And yes, the 16 GB versions are faster overall.

One question has been nagging at the back of my mind, though. While I’ve proven that the 8 GB variants of these semi-budget GPUs are often slower on average compared to their 16 GB equivalents, can overclocking even the odds?

To find out, I’ve tweaked the twangers out of my 8 GB graphics card samples, and then run them across our GPU benchmarking suite. I’ve then compared that data with both the stock performance and the overclocked performance of the RTX 5060 Ti 16 GB and RX 9060 XT 16 GB.

It’s been a big old showdown, and I’ve come up with some interesting results. Yes, overclocking an 8 GB graphics card can often even the odds with its more-expensive 16 GB variant in the benchmarks. But, in some games, there’s simply no replacement for VRAM—and the tests don’t always tell the whole story.

Overclocking methodology

An Asus Prime Radeon RX 9060 XT 8 GB graphics card in a test PC with bright RGB lights in the background

(Image credit: Future)

I’ve kept things real simple in regards to overclocking, as you can easily get into the weeds chasing tiny percentage gains and fighting stability issues as a result.

Best Practices in Knowledge Engineering



In this third session of the Let’s Talk Knowledge Engineering series, Ben Taylor, Rainbird CTO and co-founder, is joined by Lucie Hunt, VP Enablement at Rainbird, to explore the practices that help knowledge engineering projects scale from early ideas into reliable production systems.

Together, they look at how strong knowledge architecture, clear graph design, disciplined testing, and structured change management help teams build models that are easier to reuse, maintain, and extend over time. The session focuses on what good looks like in practice, from setting knowledge boundaries and layering expertise through to designing graphs that stay clean and manageable as they grow.

You can register for the remaining sessions in the series here or watch past episodes.

What you’ll learn

  • Why knowledge architecture is a design discipline, and how setting the right boundaries helps graphs scale and remain maintainable.
  • How layering knowledge across foundational, domain, policy, and jurisdictional levels improves reuse and reduces duplication.
  • Why separating knowledge from data matters, and how it enables the same reasoning models to be applied across different systems and use cases.
  • What practical graph design best practices look like, including naming conventions, reusable concepts, rule design, and graph hygiene.
  • How testing, versioning, and structured change management help keep knowledge graphs reliable as requirements evolve.

Resources shared in the webinar

  • Rainbird Studio Community Edition: Experiment, model, and bring decisions to life, visit app.rainbird.ai
  • Rainbird Academy: Learn the foundations of explainable decision intelligence, visit academy.rainbird.ai
  • Rainbird Forum: Ask, discuss, and shape the conversation, visit forum.rainbird.ai

With Diablo 4’s Lord of Hatred DLC, Blizzard “intentionally” added at least one “basically useless” item just for the new Horadric Cube



Diablo 4‘s second expansion, Lord of Hatred, is on the horizon, but not everything included will be immediately useful.

Aside from the new classes and questline, the Diablo 4 version of the Horadric Cube, first introduced in Diablo 2, is one of the big selling points of the Lord of Hatred DLC. If all goes well, it could shake up endgame itemization in a way that people have been asking for for years. For the uninitiated and in the simplest of terms (I go over it in more detail here), the Cube lets you use items you’d otherwise salvage to upgrade gear or create entirely new items, opening up an unprecedented level of gear customization and dramatically expanding the loot economy.