Check out the full list of changes coming to GWENT with Patch 3.1!
All Premium Cards from the Syndicate expansion are now available in-game
Reworked filters in deckbuilder. Now text search is smarter in finding a match for text in cards, i.e. won't show all cards with "damage" when searching for "mage" cards
Redesigned reward popup lets you page through full list of rewards, and allows you to go directly to open new kegs if you receive any
Kegs can now be opened faster by clicking anywhere on the screen or by pressing the X / A button (PS4 / Xbox) to open the next keg in your inventory
Syndicate gang leaders demanded respect; their Reward Book icon will now have "Syndicate" written under it
Message tab removed from social panel until we find a better use for it
Reach removed from all cards: Starys of Spalla, Nivellen, Wolf Pack, Dudu, Regis: Bloodlust, Carlo Varese, Lambert: Swordmaster, Dandelion: Vainglory, Cockatrice, Wild Hunt Hound, Wyvern, Wild Hunt Warrior, Cyclops, Adda: Striga, Imlerith, Alba Spearman, Impera Enforcers, Mangonel, Nauzicaa Brigade, Master of Disguise, Blue Mountain Elite, Dwarven Skirmisher, Elven Wardancer, Panther, Yaevinn, Sheldon Skaggs, Dimun Light Longship, An Craite Warrior, Dimun Corsair, Dimun Pirate Captain, Dimun warship, An Craite Longship, Sigvald, Madman Lugos, Ulfhedinn, Hvitr and Aelydia
These Northern Realms cards with reworked abilities will have full mill value for 5 days:
Bombardment (previously known as Trebuchet)
Ban Ard Tutor
Mad Kiyan (previously known as Kiyan)
New Syndicate Leader available in-game
Syndicate Leader Trees & Skins added to reward book
New Products availabe in the shop:
Season of the Elves Bundle (available for a limited time - August)
[*]Special Arena Mode Weekend (Aug 2 - 5) - Pick your leader, then build your deck[*]Cards revealed in Keg opening can now be switched between when viewing them in Full Screen Preview, without closing one card and opening another.[*]Re-added board reactions (e.g. components on the board swinging/reacting to big explosions on board)[*]Added clickable elements in the Syndicate board
Alzur's Double Cross: provision 9->8
Alzur's Thunder: provision 6->5
Artefact Compression: provision 6->5
Bomb Heaver: power 3->4
Carlo Varese: added Melee restriction to ability
Commander's Horn: provision 11->10
Elder Bear: power 5->6
Eyck of Denesle: ability threshold increased from 8 to 9
Geralt of Rivia: ability threshold increased from 8 to 9
Golden Froth: provision 6->5
Iris' Companions: provision 10->9
Ivo of Belhaven: ability changed to "Order (melee): Damage an enemy unit by 2. Cooldown 2. Reduce cooldown by 1 whenever you play a witcher."
Johnny: ability changed to "Whenever you play a special card, damage random enemy by 2."
Lady of the Lake: power 4->5
Land of a Thousand Fables: provision 11->10
Mahakam Ale: provision 4->5
Marching Orders: provision 9->8
Myrgtabrakke: ability changed to "Deploy: Damage 2 enemy units by 2."
Red Haze: provision 6->5
Regis: Bloodlust: added Melee restriction to ability
Renew: provision 13->14
Royal Decree: provision 11->10
Sandstorm: provision 6->5
Sarah: ability changed to "Whenever you play a special card, boost random ally by 2."
Swallow: provision 6->5
The Last Wish: provision 9->8
Abaya: provision 7->6
Bruxa: power 2->3
Celaeno Harpy: provision 6->5
Cockatrice: power 2->4, ability changed to "Deploy: Damage an enemy by 1 for each adjacent Beast"
Cyclops: provision 6->5, removed Reach and added Melee row restriction
Devan Runestone: provision 6->5
Fleder: power 3->4
Gael: power 3->4
Golyat: provision 10->8
Hideous Feast: provision 6->5
Ice Giant: provision 8->7
Imlerith: provision 9->8, removed Reach and added Melee row restriction
Savage Bear: power 2->4, provision 5->4, damage 2->1
Sigvald: added Melee row restriction
Skjall: power 3->5, damage 4->3
Stribog Runestone: provision 6->5
Tidecloak Hideaway: power 3->4
Tuirseach Axemen: power 3->4
Tuirseach Veteran: damage 4->3
Ulfhedinn: added Melee row restriction
Added new keyword Inspired
Added new keyword Crew
Added new keyword Resupply
Added new category Siege Engine
Added new category Warfare
Aedirnian Mauler: power 3->4, provision 6->4, damage 4->2
Anna Strenger: ability changed to "Every allied turn, on turn end, boost the allied unit to the right by 1. Inspired: Boost adjacent units by 1 instead."
Aretuza Adept: power 3->4, cooldown 2->1
Ballista: added Siege engine category, power 4->3, provision 5->4, ability changed to "Deploy: Damage an enemy unit by 1. Order: Damage an enemy unit by 2."
Ban Ard Tutor: power 4->2, provision 5->4, ability changed to "Deploy: Boost an allied Mage by 4."
Battering Ram: added Siege engine category, ability changed to "Order (Ranged): Move self to the melee row, then damage highest enemy unit by 3. Crew: Gain Zeal."
Black Rayla: power 3->5, provision 7->8, ability changed to "Order (Melee): Damage a unit by 1. Cooldown: 1. Inspired: Damage a unit by 2 instead."
Bloody Baron: power 7, provision 10, added category Soldier, ability changed to "Formation. Order: Restore a unit to its base power. Inspired: If target was boosted, give it Bleeding with duration equal to the amount of boost removed from it."
Bloody Flail artefact changed to Bloody Flail special card. Provision 6, category: Warfare, ability: "Give an enemy unit Bleeding for 8 turns. For each allied Soldier, decrease Bleeding duration by 1 and deal 1 damage."
Cintrian Artificer: provision changed 5->4
Cintrian Enchantress: power 3->4
Cintrian Royal Guard: boost increased 2->3
Coodcoodak: power 4->6
Damned Sorceress: power 1->5, provision 4->5, category Cursed added, ability changed to: "Zeal. Order: Remove Shield from a unit and then boost self by 2."
Dandelion: power 5->6
Dethmold: power 5->6, provision 7->8, ability changed to: "Deploy: Boost all allied Mages by 1."
Dun Banner: ability changed to "Whenever this unit is boosted, Summon copies of it from your deck to this row."
Falibor: power 7, provision 11, ability changed to "Deploy: Damage enemy by 3. Deathblow: Repeat the deploy ability and decrease damage by 1."
Field Medic: provisions 5->4
Foltest's Pride: added Siege engine category, power 4->6, provisions 9->8, ability changed to "Zeal. Order (Melee): Damage a unit by 1. Charge: 1. Crew: Damage a unit by 2 instead."
Forbidden Magic: ability changed to "Damage an enemy unit by 2. Deathblow: Spawn a Kaedweni Revenant and Summon it to random ally row."
Hubert Rejk: Power 5, provision 7, ability changed to "Zeal. Order: Give Bleeding to enemy unit for 2 turns. Charge: 1"
John Natalis: Power 2, provision 8, ability changed to "Deploy (melee): Play a Warfare from your deck."
Kaedweni Cavalry: ability changed to "Shield. Whenever this unit loses shield, boost self by 2."
Kaedweni Knight: provision 5->4, ability changed to "When played or Summoned from the deck, boost self by 3."
Lyrian Landsknecht: ability changed to "Formation. Order: Damage a unit by 1. Inspired: Damage a unit by 3 instead."
Lyrian Scytheman: power 2->3, added category Soldier
Mad Kiyan: power 6, Provision 8, Ability changed to "Formation. Order: Damage an enemy unit by the Mad Kiyan's Boost. Deathblow: Destroy Mad Kiyan"
Margarita Laux-Antille: provision 8->7, ability changed to "Zeal. Order: Lock an enemy unit."
Nenneke: power changed 6->4, ability changed to "Zeal. Order (ranged): Boost a unit by 1. Charge: 4"
Odrin: power 4->6, provision 7->8, ability changed to "Resupply: Boost self by 1. Inspired: Boost self by 2 instead."
Poor F'ing Infantry: provisions 5->4
Prince Anseis: ability changed to: "Formation. Order: Damage an enemy unit by 4. Inspired: Duel enemy unit instead."
Prince Stennis: power 2->4, provision 7->8, ability changed to "Deploy (Melee): Boost an ally by 4. Deploy (Ranged): Boost 4 allies by 1."
Princess Adda: Provision 16, ability changed to "Order: Damage an enemy unit by 8. Deathblow: Give Bleeding to adjacent units for the duration equal to excess damage dealt."
Priscilla: ability changed to "Formation. Order: Give a unit 1 Charge. Cooldown: 1. Inspired: Give a unit 2 Charges instead."
Queen Calanthe: Ability changed to "Order: Play a Northern Realms faction card from your hand, then draw a card of your choice."
Reinforced Ballista: added Siege engine category, power 3->4, ability changed to "Formation. Order: Damage a unit by 1. Charge: 1. Resupply: Gain 1 Charge"
Reinforced Trebuchet: added Siege engine category, ability changed to "Ranged: On turn end, damage a random enemy unit on the ranged row by 1. Inspired: Damage a random enemy unit instead."
Reinforcements: Changed primary category to: Warfare
Reynard Odo: power 5->6, provision 8->9, ability changed to "Melee: Whenever you play unit boost it by 1."
Rivian Pikeman: ability changed to "Deploy: Damage enemy unit by 2. Resupply: Boost self by 1."
Roche: Merciless: Power 5, Provision 11, ability changed to "Deploy: Damage an enemy by 2. Deathblow: Gain Zeal. Order: Spawn Blue Stripes Commando on own row."
Ronvid the Incessant: provisions 8->6
Siege Master: power 5->3, ability changed to "Deploy: Boost an ally by 2. Resupply: Boost adjacent Siege Engines by 1."
Siege Support: power 2->3, ability changed to "Deploy (Melee): Give 1 Charge to an allied unit. Deploy (Ranged): Boost an ally by 1. Order: Give ally Zeal."
Siege Tower: power 3->4, added Siege engine category, ability changed to "Deploy: Gain Vitality for 3 turns. Crew: Boost self by 3 instead."
Sile de Tansarville: provision 8->7
Temerian Drummer: ability changed to "Every allied turn, on turn end, boost the allied unit to the right by 1."
Temerian Infantry: power 3->4
Thaler: Power 5, Provision 8, ability changed to "Formation. Order: Give 3 Charges to an allied unit."
Trebuchet unit changed to Bombardment special card. Provision 5, category: Warfare, Ability "Split 4 damage randomly between all enemies. Increase damage by 1 for each Siege Engine you control."
Vandergrift: ability changed to "Resilience, Shield."
Vandergrift's Blade: ability changed to "Deploy: Boost an allied unit by 6. Whenever you play a Knight, boost it by 1."
Ves: power 3->5, provision 9->8, Damage 4->2
Vissegard: Added Formation
Winch: Provision 4. Changed primary category to: Warfare, ability changed to "Boost an ally by 3 and give it 2 charges."
Zoria Runestone: provision 6->5
Blue Mountain Elite: Power 1->3, Damage 4->3. Removed Reach, added Ranged restriction
Braenn: Provision 7->6
Dennis Cranmer: Power 3->4
Dol Blathanna Archer: Power 3->4
Dol Blathanna Bomber: Provision 5->4
Dol Blathanna Bowman: Power 2->3
Dryad Matron: Power 3->4
Dryad Ranger: Power 2->3
Dwarven Mercenary: Power 3->4
Dwarven Skirmisher: added melee restriction
Elven Scout: Power 3->4
Elven Swordmaster: Power 3->4
Elven Wardancer: Provision 5->4
Fauve: Provision 9->8
Forest Whisperer: Power 3->4
Hawker Healer: Power 2->3
Hawker Support: Provision 5->4
Isengrim Faolitiarna: Power 4->6, Provision 9->8
Mahakam Defender: Provision 6->5
Mahakam Guard: Power 2->3, Provision 5->4
Malena: Cooldown 2->1
Morana Runestone: Provision 6->5
Panther: Provision 6->5
Sage: Power 3->4
Saskia: Provision 9->8
Sheldon Skaggs: added melee restriction
Toruviel: Power 3->4
Treant Mantis: Awakened: Provision 7->6
Treant Mantis: Dormant: Provision 7->6
Vrihedd Brigade: Provision 6->5
Vrihedd Dragoon: Power 4->5, Provision 4->5
Vrihedd Officer: Provision 5->4
Vrihedd Sappers: Power 4->5
Weeping Willow: Power 5->6
Yaevinn: Power 3->4
Alba Armored Cavalry: Power 3->4
Alba Spearman: Power 2->3. Initial damage 2->1
Artorious Vigo: Provision 9->8
Assassination: Provision 6->5
Cahir Dyffryn: Power 4->5
Ceallach Dyffryn: Power 3->5
Combat Engineer: Provision 5->4
Courier: Power 4->5, Provision 4->5
Cynthia: Provision 8->7
Dazhbog Runestone: Provision 6->5
Experimental Remedy: Alchemy -> Tactic
False Ciri: Add Agent
Fangs of the Empire: Power 3->4
Fire Scorpion: Power 3->4
Fringilla Vigo: Provision 9->8
Hefty Helge: Power 3->4
Impera Enforcers: added ranged restriction
Imperial Diplomacy: Provision 6->5
Imperial Golem: Provision 8->7
Joachim de Wett: Provision 11->10
Magne Division: Power 2->3
Mangonel: added rangeded restriction
Master of Disguise: added melee restriction
Menagerie Keeper: Power 2->3
Menno Coehoorn: Provision 9->8
Nauzicaa Brigade: Provision 5->4, Removed Reach
Nauzicaa Sergeant: Power 3->4
Nilfgaardian Knight: Power 6->7
Palmerin de Launfal: Provision 8->7
Rainfarn of Attre: Power 5->6
Recruit: Provision 5->4
Roderick of Dun Tynne: Provision 7->6
Rot Tosser: Power 3->4
Standard Bearer: Power 3->4
Sweers: Provision 10->8
The Guardian: Power 4->3
Tibor Eggebracht: Provision 10->9
Toruney Shaelmaar: Provision 9->8
Tourney Joust: Boost/Damage 3->4
Vanhemar: Power 2->3
Vicovaro Novice: Power 4->5
Vilgefortz: Provision 10->9
Xarthisius: Power 4->5
Eavesdrop: Profit 4->5
Eternal Fire Inquisitor: Power 2->3
Eternal Fire Priest: Power 3->4
Firesworn Scribe: Power 3->4
Hvitr and Aelydia: added Melee restriction
Knife: Provision 9->8
Prophet Lebioda: Provision 10->9
Sly Seductress: Power 3->4
Sukrus: Provision 10->9
Fixed a rare issue whereby it was not possible to boost units with appropriate categories with Barnabas Beckenbauer's ability
Fixed a rare issue whereby counter for the ability of Harald Gord could get reset and not count every Special Card played
Fixed a rare issue whereby ability of Isbel of Hagge did not draw a card for a player
@Overall for power, provisions, and reduced Damage
We have increased the power of cards across the board while reducing the provision cost for many of them. On average, many cards should be a lot more efficient now, with this trend being most obvious for cards at the lower end of provision costs. Apart from that, we tweaked many high-damage cards. Bronzes in particular – in our opinion – shouldn’t dish out 4 or more damage. We want to limit those high-damage abilities to specials cards, which we believe are better suited for it. Right now, the meta mostly revolves around units with high damage output, but for the future we want to limit the overall damage output in favor of small pings here and there.
@Reach & row restrictions
Reach was introduced with homecoming to make rows more meaningful; unfortunately, the idea didn’t quite pan out. There was a huge gap between units with Reach 1 and Reach 2. The former in most cases didn’t see any play, while the latter for the most part didn’t really seem restricted. Instead of trying to make it work, we’ve decided to remove the mechanic altogether and replace it with row locked abilities which in our opinion feel better to play and are more intuitive. We already introduced some of those in this update and more of them will be coming in future updates.
@Northern Realms overall and respective faction identities
We want all factions to have a different feel as players pilot them. Northern Realms has already achieved that thanks to their greedy approach to amassing points: if you leave one or two engines on the board, they can run away with point value very quickly. We don’t want to change that. NR will remain the greediest faction; however, we believe some tweaks to their floor and ceiling is in order (no pun intended).
Apart from adding 2 new categories, Northern Realms will now have access to 3 new unique keywords. On top of that, for the future we want to be more liberal with giving Zeal and Formation to cards which should make the faction a lot more dynamic - akin to Syndicate.
We want all factions to rely not only on units but also on special cards. For that reason, many factions have certain categories tailored towards them. This best example is in Syndicate, where Crimes were a huge success. We would like to repeat this in other factions. Northern Realms were sort of working with Spells but we’ve decided to move towards something that would flesh out the army feeling even better. Warfare will include all sorts of war-related activities which we will expand upon in future updates.
@Machines, Crew and Resupply keywords
Machines never really formed a proper archetype; their underlying issue was being too reliant on Charges. It didn’t matter if the player controlled 10 machines or 1; the charges were given to only 1 of them - the most efficient one. We hope adding Crew and Resupply will open up some deckbuilding possibilities where a mix of Machines are played in a variety of decks.
@Zeal, Inspire, Formation
Formation already appeared on few cards prior to this update, yet Zeal was a much more common keyword. We want to shift this balance in favor of Formation. It is a more interesting keyword in comparison to Zeal because it demands players to make more important gameplay decisions. It works especially well with another new keyword – Inspired. The combination of Formation and Inspired will hopefully result in a lot more engaging gameplay where players will have to decide not only on how to build their decks, but also make many crucial in-game decisions, such as whether they are able to sacrifice one turn in order to make their abilities more powerful in the future turns.
Shield is a really nice status that goes nicely with what Northern Realms wants to achieve. We plan to continue supporting this “archetype” both with this update and with future updates as well.
This interview is missing one, very important for me, question:
27. What's the current state of game code? Why does every monthly update introduce so many never-existed-before bugs? I do not know how it was before HC (I did not play Gwent back then) but since HC release there was no single free-from-bugs monthly update. It is so irritating that after that we still need to wait weeks/months to fix some important bugs which, in the meantime, make cards harder (or impossible) to play. Some of the cards were/are not fixed for several months!
Actually, our codebase has been getting cleaner and cleaner over last year. Often these bugs are related to these specific issues being rather tricky and incredibly difficult to reproduce internally in a non-live environment. We basically cannot reliably verify fixes due to their complexity and have attempted several times to fix them. This is actually more common in game development than you might expect (at least from my experience). The next update should have another fix attempt (hopefully we are correct regarding cause and solution) and they will finally be closed.
For example, Harald and Barnabas's bugs are likely related to behavior that only happens on saturated servers. While client logs give us hints, unless we deploy the fix live (not always trivial to do, especially internal development time-wise, as often requires client update).
Thanks for asking the 15. question. Unfortunately, Slama completely dodged it with a really long answer in which he didn't answer the question at all. It's funny if he thinks SY will bring those players back because at least for me I can't stand those SY bronzes whereas beta NG spies and NR machines, for example, were what I enjoyed about the game.
Also, I didn't leave the game because of the provision system - I actually think it's pretty cool (even though I liked the beta deck building too) I left it because I miss the fast-paced gameplay where you didn't have to do all kinds of stuff regarding Orders and what not and Syndicate just made that part even worse.
I still hope for a "classic" version even though it probably won't happen - it's not like there is a market for it like there is for WoW Classic for example but one can only hope...
FWIW, Jason seems like a nice guy and I have nothing against the dude. Nice job on the interview, by the way!
I feel like "completely dodged" is a bit unfair of a statement but let's not focus on that. The issue with such a question as it's so open-ended and assumes there is a simple easy to discuss reason why some players decided to leave after Homecoming. For example, the mulligan update fixed the issue for many players and the speedup of turns (not waiting for animations as much, auto turn ending), made the game feel much better opening the door for more players to return.
Others might have left due to the aesthetic change but if you really think about it, many people, including myself, prefer the new aesthetic so there is no win-win to solving that issue. We are iteratively trying to improve the game and its visuals which considering how our large scale reworks to fix things have resulted in the past seems like a reasonable approach.
I decided to focus my answer on one of the issues players have discussed in the past which is the feeling of bronzes. The reason provisions are such a large part of the discussion, is we feel that the way bronzes were balanced with provisions was a key contributor that loss of feeling and we are making a large step towards rectifying that soon so I felt it appropriate to discuss it.
Also, note that faction identity and mechanics was another complaint that I get the feeling you can relate to this one. Again it's not something we will fix in one update, but I suggest you check out Northern Realms after the next update. Our hopes are this will be another large step forward to getting what you are missing back.
All and all, thank you for sharing your point of view and I can only hope that one day we get to the point where you can enjoy GWENT in a newly evolved form.