Patch 0.8.25 Changelog

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Burza46

CD PROJEKT RED
Patch 0.8.25 Changelog



The second patch for GWENT: The Witcher Card Game is coming soon to PC and XBOX ONE!

Full list of changes:

Gameplay - card Strength / abilities changes:

  • Revamped Clear Skies: it is now called First Light and lets you choose to either remove all Weather effects or play a random Bronze unit from your deck.
  • Dagon can now choose to spawn First Light (the new version of Clear Skies).
  • Drowner strength changed from 7 to 5.
  • Drowner is now immune to Rain.
  • New Drowner ability: Move a non-Gold opposing unit to the enemy's Siege row.
  • Field Marshal Duda strength changed from 1 to 3 (both forms).
  • Mahakam Defender strength changed from 3 to 4.
  • Mahakam Guard strength changed from 3 to 4.
  • Mahakam Guard now increases non-Dwarf strength by 3 and Dwarf strength by 5.
  • Added Frost Immunity to Mahakam Guard.
  • Botchling now stays on the board for only one round.
  • Nithral damage changed from 1 to 2.
  • Ocvist countdown changed from 5 turns to 4.
  • Added "Vampire" category to Regis: Vampire Form.
  • Myrgtabrakke now deals 3, 2 and 1 damage instead of 2, 1, 1.
  • Myrgtabrakke strength changed from 5 to 4.
  • Ekimmara can no longer consume unrevealed Ambush cards.
  • Hemdall now destroys his Kambi and removes all Weather effects.
  • Players can now choose on which row to place Agile units summoned by Reinforcements.
  • "Harald now deals 3 damage to opposing weakened units and 2 damage to all other opposing units.
  • Harald can also damage Gold units"
  • Harald no longer damages unrevealed cards.
  • Aglais strength changed from 7 to 5.
  • Barclay Els ability now affects Gold Dwarf cards.
  • Geralt: Igni now requires opposing row total 20 strength instead of 15.
  • Morkvarg strength changed from 5 to 6.
  • Ciri strength changed from 8 to 6.
  • Birna Bran strength changed from 9 to 8.
  • Birna Bran now draws 3 cards instead of 4.
  • Young Bear now gains +1 strength if first appearing in Round 2 and +2 strength if first appearing in Round 3.
  • Ele'yas strength changed from 3 to 4.
  • Aelirenn ability changed to: Add +1 to all Elves, play from deck when 5 or more Elves are on your side.
  • Griffin can now also move a Special Card from your opponent's graveyard, not just units.
  • Change to Weather: If a Gold unit on a row with Weather is converted to Silver/Bronze, its power is reduced to 1 (unless it is immune to that Weather effect).
  • Caranthir is now immune to Frost.
  • Imlerith is now immune to Frost.
  • Woodland Spirit is now immune to Fog.
  • Lord of Undvik is now immune to Frost.
  • Units with 0 health shouldn't activate in most situations.
  • Stammelford's Tremors now deals 2 damage to both sides of the board.
  • Hawker Healer strength changed from 1 to 2.
  • Commander's Horn now removed from the game after playing.
  • "Roach is no longer played from your hand when a Gold card is played."
  • Roach is only played when her owner plays a Gold card.
  • Shani strength changed from 4 to 3.
  • Odrin strength changed from 5 to 4.
  • Prince Stennis strength changed from 7 to 8.
  • Priscilla strength changed from 1 to 2.
  • Reinforced Trebuchet damage changed from 1 to 2.
  • Reniforced Trebuchet countdown changed from 2 to 3.
  • Reinforced Ballista strength changed from 4 to 6.
  • Trebuchet strength changed from 3 to 4.
  • Gaunter O'Dimm strength changed from 5 to 6.
  • Golem strength changed from 5 to 6.
  • Wild Hunt Warrior strength changed from 4 to 5.
  • Radovid damage changed from 10 to 8.
  • Ermion strength changed from 7 to 6.
  • Draig Bon Dhu strength changed from 2 to 4.
  • Draig Bon Dhu now adds 1 to base strength of units in the graveyard, instead of adding 2 to current strength.
  • Nithral strength changed from 7 to 6.
  • Hawker Support strength changed from 2 to 3.
  • Hawker Support ability only triggers with loyal special cards.
  • Hawker Support ability now only triggers once from Aeromancy.
  • Hawker Support is now properly affected by Weather.
  • Vrihedd Vanguard strength changed from 4 to 6.
  • Vrihedd Brigade strength changed from 7 to 8.
  • Clan Dimun Pirate Captain strength changed from 1 to 3.
  • Clan Dimun Pirate Captain buff changed from 3 to 2.
  • War Longship strength changed from 3 to 5.
  • Savage Bear strength changed from 5 to 3.
  • Zoltan: Animal Tamer strength changed from 7 to 6.
  • Isengrim now spawns 2 Commando Neophytes each time you play a Special Card.
  • King Bran now gives +2 base strength to any units he discards.
  • Dandelion ability changed, now adds +2 strength to non-Gold units when they appear on the board.
  • Dandelion strength changed from 1 to 4.
  • Monsters faction ability no longer targets Resilient units.
  • Skjall is now Agile.
  • "Promotion" changes: converting units to Gold no longer sets current strength as new base strength. Also, the unit will revert from Gold to its original color when destroyed or at the end of the current round. Upon entering the graveyard both gold status and all buffs are removed.
  • Spawned copies of units or units spawned by other units are now always placed on the same row as the base unit.
  • Philippa strength changed from 12 to 10.
  • Weather change: if a unit is moved out of Weather, its strength changes according to Clear Weather rules.
  • Copies spawned on a row affected by Weather now have their strength reduced.
  • Dwarven Mercenary's strength changed from 2 to 3.
  • Changed rarity of Wolves, Eredin and Wild Hunt Minion to Epic.
  • Redanian Elite buff removed due to technical issues, strength changed from 4 to 6.
  • Added new "Relentless" category -- units in this category cannot be moved from the board to a player's hand (e.g. by using Decoy, Eithne or Milva).
  • Operator and Regis are now Relentless.
  • Operator is now banished when destroyed.
  • Johnny is now Relentless and is removed from the game when destroyed.
  • Johnny now never returns the exact same card.
  • Ancient Foglet now correctly dies before getting buffed when strength is 0 at the end of the turn.
  • Caretaker "Medic" category removed.
  • Decoy and Nature's Gift are now banished after being played.
  • Earth Elemental now spawns 3 Small Elementals upon being removed.
  • Margaritta and Ves are now properly counted towards units promoted.
  • Milva can no longer target herself when Silver.
  • Sabrina now only triggers upon entering the graveyard.
  • Savage Bear now properly destroys cards before they trigger their abilities.
  • Spectral Whale now immune to all Weather.
  • Dun Banner Heavy Cavalry strength changed from 4 to 5 and their promotion will trigger before Borkh's Scorch.
  • Priorities of numerous abilities were changed to make them feel correct.
  • "Medic" category is now known as "Permadeath". "Permadeath" units cannot be ressurected.
  • Nenneke, Shani and Lubberkin now in the "Permadeath" category.
  • Siege Towers will no longer buff themselves at 0 health in certain situations.
  • Restoration now adds +2 to base strength of a unit in the graveyard before the unit is ressurected.
  • Reanimated Craven has a higher ability priority.
  • Added a 2 turn timer to Madman Lugos' ability.
  • War Longship now recognizes Morkvarg being discarded properly.
  • Clan Dimun Pirate Captain now recognizes Clan An Craite Raider being discarded properly.
  • War Longship now recognizes Clan An Craite Raider being discarded properly.
  • Vrihedd Sapper should no longer trigger its ability at 0 strength.
  • Added a 2 turn timer to Gavehag's ability.
  • Gravehag strength changed from 1 to 2.
  • Elven Wardancer strength changed from 2 to 4.
  • Clan Tordarroch Shieldsmith strength changed from 4 to 5.
Game fixes:

  • Fixed an issue whereby the game would fall out of sync when the Scoia'tael faction ability timed out between rounds.
  • Added UI scaling option for XBOX ONE.
  • Fixed an issue whereby Fireball Trap would spawn only one Commando Neophyte instead of 2 when unit was destroyed and didn't spawn anything when damaged unit survived.
  • Fixed an issue whereby the "Hide Cards" button caused one of the cards to be redrawn rather than all cards to be hidden.
  • It's now possible to scroll through the Main Menu options.
  • "Cancel" button after playing a card with targeting ability removed from the UI.
  • Visual effects will no longer provide clues about the cards in your opponent's hand/graveyard.
  • Fixed issue whereby the game would become blocked under certain circumstances while in the Deck Builder.
  • Fixed issue whereby Commander's Horn would sometimes not play any effects.
  • Fixed issue whereby Ele'yas would not be buffed if a Commando Neophyte died right after spawning.
  • Fixed some issues with Shani ability priority.
  • Fixed issue with Tuirseach Axeman ability priority while affected by Weather.
  • Fixed issue with various Medic priorities related to weather.
  • Fixed issue whereby War Longship would still deal damage, even when its strength had reached 0.
Game polishes:

  • Fixed typo in name of the author of the Ciri card (Anna Podedworna).
  • Fixed Tordarroch Shieldsmith's tooltip in German.
  • Fixed Ice Giant's tooltip in Polish.
  • Fixed Arachas Behemoth's tooltip in Polish.
  • Fixed Priscilla's tooltip - it now correctly states she can draw any cards, not just units.
  • Improved "mulligan" scrolling mechanics.
  • Improved Russian font, thus eliminating a few issues.
  • Numerous minor tooltip polishes (typos, punctuation etc.).
 
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Thank you CDPR. I know you guys work hard to deliver a balanced game although I am a NR player and people have been complaining about its nerf.
 
Looks like an excellent patch! I do not envy the devs, people are going to complain after every single patch. But i like a lot of the tweaks im seeing here. I particularly like that they made harald usable. And first light is a great idea. Though if it is a bronze card, who isnt going to play with a few of these? It will make weather decks very difficult to play (and it needed to be more difficult to play).
 
There's so many stuff I was asking/hoping for among those changes,n that's nice to read all of that. Pirate captains' str buff, war longship's str buff, skjall becoming agile, Heimdall destroying kambi, Young bear scaling properly with the skellige passive, Myrgtabrakke being 3-2-1, a buff to king bran, the shieldsmith having one more base str, add to that the nerf of very cheesy tactics, some unexpected buff like for Morkvarg , a few unenxpected but okay-ish nerfs around like for Ermion and Birna Bran, and in the end the only thing that I have a bit of a hard time to understand is having another Hjalmar nerf (that's two in a row for a gold card that is already rarely seen and hard to use outside of a kambi +hjalmar combo imo).

That one put aside it looks logical for Skellige. I'm happy to see ST units getting a buff along side the special cheeses getting a nerf, seeing more dwarf or elves decks seems cool.
I was expecting a nerf of Ciri sooner or later for a simmilar reason as Regis' nerf in the previous patch, so even though I'm sad about it since that's another gold card that cannot bring any decent and reliable str on the board when it's played among the gold cards I own, i'm neither surprised nor upset about it.

I'm also very happy to see the Aard choice in the last stream, as that was exactly (minus the -1 str on thje row) what I wanted the devs to do with Aard. Seeing more cards working that way outside of Aard is a cool thing too, I really liked that movement idea.


Although I have a question about that mechanism.

Q : What happens to a buffed (or wounded) unit that changes row (assuming no weather on any row the moment it's done)? Is its str rest to the base str value or does it keeps any buff/wound it has ?
Because if it does not, Downers are basically able to work as a d-shackle so that's super important.

 
Zefyris;n7146940 said:
and in the end the only thing that I have a bit of a hard time to understand is having another Hjalmar nerf (that's two in a row for a gold card that is already rarely seen and hard to use outside of a kambi +hjalmar combo imo).
What do you mean by this? I don't think that Hjalmar got changed in any way?
 
Torrdorach Shieldsmith is now stronger than actual warrior characters...truly an underdog story? In all seriousness, I think this is the wrong way to go with the smith cards, but i guess a stronger body is nothing to complain about.

Lots of units from 4 to 5 making manticore venom pretty weak. Already considered trading it for another thunder or lacerate before, now it's likely. Hjalmar nerf is weirdly specific but I don't think will make him less played than he already is since it's pretty low to begin with.

Otherwise, SUPER pumped for all the other changes and excited to see actually diverse NR decks! Also, neophytes decks a lot more interesting and viable (were usable before in general, but very inferior compared to aglais control deck). Can now have 2 versions with Isengrim (same units but the specials can be either wounds or self-buffs).
 
I saw a comment that said there are 20 new cards planned for the next patch, I hope we get to see them soon :) (Sitting on a bunch of scrap)
 
onlybalint;n7147090 said:
What do you mean by this? I don't think that Hjalmar got changed in any way?
Lord of undvik is now immune to frost. Frost was -outside Kambi-the surest way to kill that thing quickly without having the opponent keeping it alive with buffs. Now the only sure way to kill it is... Kambi.
Lore wise it makes sense that this creature is immune to frost, but that's a nerf for Hjalmar.
 
Excited for the vast majority of these changes. I look forward to adjusting to the new mechanics and finally removing some of the crazier combos (although I'm guilty of using some, like foltest AR copy, and Henselt margaritta, operator)

I hope the redanian elite change is only temporary. I don't think need just another medium strength unit in NR when we've already got light cavalry redanian knights for that.
 
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Zefyris;n7147250 said:
Lord of undvik is now immune to frost. Frost was -outside Kambi-the surest way to kill that thing quickly without having the opponent keeping it alive with buffs. Now the only sure way to kill it is... Kambi.
Lore wise it makes sense that this creature is immune to frost, but that's a nerf for Hjalmar.
Right you are Sir! I must have not noticed this because I am playing him with Kambi only, I selfishly only thought about my own decks while reading the notes :)
 
I'm ok with most of them: I don't like
  • Hawker Support ability only triggers with loyal special cards.
  • Aelirenn ability changed to: Add +1 to all Elves, play from deck when 5 or more Elves are on your side
    [*]Redanian Elite buff removed due to technical issues, strength changed from 4 to 6.

The scoiatel ones take away from the control decks, which I like as a gamestyle and make them more to pure buffdecks which I don't like. It was fun to blow up the opposite board with Aelirenn.

Giving Redanian Elite a base strength of 6 makes them almost uncounterable. Only cards that are able to nuke them off now are Azure's Thunder, Scorch and Iorveth. Because NR normally run with medics this cards almost guarantee you 24 gold points if you have reinforcements.
 
Looks like a great patch all around, but I do have a question:

I saw a few references to Priority and doing something "properly" Examples:
Burza46;n7145340 said:
Hawker Support is now properly affected by Weather.
Burza46;n7145340 said:
Reanimated Craven has a higher ability priority.

Does that mean there really is some organization to how multiple effects resolve? If so, what is it? Something like this should be transparant but so far it has all seems so random and case-by-case for individual cards. For example, the line about Savage bear implies that units taking damage while entering the battlefield *should* die without triggering their ability. Is that only for Savage Bear, or would that apply to any unit taking damage from any source as it enters? Does the priority look something like:

Resolve Damage effects (check for death)
Resolve entering abilities
Resolve resurrection triggered abilities
Resolve Buff abilities (seems to happen before weather)
Resolve Weather
Resolve Promote abilities (seems to happen after weather)
 
nice patch with exception for changes to skillige discard, strange how second best deck which is so cheap and easy to play isnt getting fixed

scoia'tael control nerfs are welcome as it was the best deck but at least its expensive and hard to play so it wasnt seen a lot, plus RNG from elven mercenary could screw them sometimes
 
Treamayne;n7149840 said:
Looks like a great patch all around, but I do have a question:

I saw a few references to Priority and doing something "properly" Examples:



Does that mean there really is some organization to how multiple effects resolve? If so, what is it? Something like this should be transparant but so far it has all seems so random and case-by-case for individual cards. For example, the line about Savage bear implies that units taking damage while entering the battlefield *should* die without triggering their ability. Is that only for Savage Bear, or would that apply to any unit taking damage from any source as it enters? Does the priority look something like:

That's because it IS case-by-case. Gwent has no overarching ruleset that oversees card interaction (like any good game does), but instead has an arbitrary "priority ladder" system where each card is on there with specific values that determine order. So...yeah, it's a bit of a clusterfuck and requires experience and memorization to know what's going to happen.
 
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