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Gwent: The witcher card game hotfix is now live!



New hotfix for GWENT: The Witcher Card Game now available on PC, Xbox One and PS4.

With this update, our main focus was to fix all of major issues, which players were experiencing, plus changes to gameplay. We also decided to put more emphasis on weather and carry-over.

Cards which were significantly changed, will have increased value for milling for 3 days following the release of the hotfix. The cards on the list, when milled, will create an amount of scraps and powder equal to the amount of scraps and powder needed to craft a card of the same value.
  • Bear (Bloodcurdling Roar)
  • Impenetrable Fog
  • Torrential Rain
  • Biting Frost
  • Skellige Storm
  • Olgierd
  • Alzur's Double-Cross
  • Marching Orders
  • Decoy
  • Operator
  • Renew
  • Villentretenmerth
  • Stammelford's Tremors
  • Regis: Higher Vampire
  • Avallac'h
  • Kambi (Hemdall)
  • Savage Bear
  • Clan Drummond Shieldmaiden
  • Hjalmar
  • Morkvarg
  • Clan Tuirseach Axeman
  • Berserker Marauder
  • Succubus
  • Caranthir
  • Celaeno Harpy
  • Wild Hunt Hound
  • Ballista
  • Kaedweni Siege Support
  • Reinforced Ballista
  • Trebuchet
  • Reinforced Trebuchet
  • Aeromancy
  • John Natalis
  • Ithlinne
  • Dol Blathanna Trapper
  • John Calveit
  • Leo Bonhart
  • Reaver Scout
  • Kaedweni Sergeant
Full list of changes:

Neutral/General
  • Overdose will now Boost up to 6 random Allies by 2.
  • Bear's Power changed from 12 to 11.
  • Changed Bear's tag from Bear to Beast.
  • Added Doomed tag to Bear.
  • Olgierd's Power changed from 7 to 9.
  • Olgierd's Power will now be reduced when entering the Graveyard instead of when returning to the Board.
  • Olgierd's Power will now be reduced by half rounding up when entering the Graveyard.
  • Alzur's Double Cross will now Boost Units instead of Strengthening them.
  • Marching Orders will now Boost Units instead of Strengthening them.
  • Decoy will now Boost Units instead of Strengthening them.
  • Impenetrable Fog will now deal 2 damage to the Unit with the Highest Power on the row (max 1 target).
  • Torrential Rain will now deal 1 damage to the Unit(s) with the Lowest Power on the row (max 5 targets).
  • Biting Frost will now deal 2 damage to the Unit with the Lowest Power on the row (max 1 target).
  • Aeromancy will now pick cards to be played from the Deck.
  • Skellige Storm's damage value changed from 3, 2, 1 to 2, 2, 1.
  • Stammelford's Tremors will now hit up to 6 targets instead of 8.
  • Abilities that Damage or Weaken Units by half their Power will round the values up.
  • Abilities that Boost or Strengthen Units by half their Power will round the values down.
  • Renew will now only resurrect a Gold Unit from your own Graveyard.
  • Villentretenmerth will now destroy the Highest Unit(s) once.
  • Villentretenmerth's Power changed from 4 to 8.
  • Avallac'h's Power changed from 10 to 8.
  • Regis: Higher Vampire will be boosted by chosen Unit's base Power when Consuming.
  • Roach will now be summoned before Gold card abilities are resolved.
  • Johnny's ability will not activate if there is no corresponding card colour in the opponent's Deck.
Northern Realms
  • Redanian Knights is now Agile.
  • Dun Banner Heavy Cavalry's Power changed from 3 to 4.
  • Redanian Elite's Power changed from 5 to 6.
  • Redanian Elite's Armor value changed from 3 to 4.
  • Field Medic's Power changed from 3 to 4.
  • Reinforced Trebuchet's Power changed from 5 to 6.
  • Shani's Power changed from 3 to 4.
  • Shani's Armor buff value changed from 3 to 4.
  • After boosting Allies 4 times without leaving the Board, Priscilla will no longer return to her current owner's Deck. She will remain on the Board. When she is resurrected or played again, her counter will reset to 4.
  • Ballista's Power changed from 5 to 6.
  • Ballista will now hit up to 4 targets.
  • Kaedweni Siege Support will now Boost by 1 and add 1 Armor to Allies with the Machine tag. Units without this tag will be Boosted by 1 and won't get Armor.
  • Trebuchet's Power changed from 2 to 3.
  • Fixed an issue with Trebuchet not shooting when deployed next to Locked Units with Crewmen.
  • Trebuchet will now Damage 3 adjacent Enemies.
  • Trebuchet will not ignore Armor when damaging now.
  • Fixed an issue with Bloody Baron being Boosted by Units moved to the Graveyard at the end of the round.
  • Bloody Baron will now be Boosted even when yours and your enemy's Units are destroyed at the same time.
  • Reinforced Trebuchet will not ignore Armor when damaging now.
  • Ballista will not ignore Armor when damaging now.
  • Reinforced Ballista will not ignore Armor when damaging now.
  • Radovid's Power changed from 4 to 5.
  • Kaedweni Siege Platform's Power changed from 2 to 3.
  • Prince Stennis' Power changed from 5 to 7.
  • Fixed an issue with Sabrina Glevissig changing Units' Power to 0 if destroyed in a chain with another Unit on her row.
  • Changed Blue Stripes Commandos' priorities so they summon properly when Kaedweni Siege Support is present.
  • Dandelion will now shuffle the cards back into your Deck.
Monsters
  • Caranthir will now move 3 Enemies instead of 5.
  • Caranthir Power changed from 5 to 9.
  • Celaeno Harpy's Power changed from 4 to 3.
  • Wild Hunt Hound's Power changed from 5 to 4.
  • Succubus will now trigger at the end of the turn.
  • Succubus' Power changed from 6 to 5.
  • Nithral's Power changed from 4 to 7.
  • Removed Armor from Nithral.
  • Nithral now increases Biting Frost's damage to 3.
  • Ice Giant is now Agile.
  • Fire Elemental's Power changed from 6 to 7.
  • Ancient Foglet's Power changed from 6 to 7.
  • Drowner Power changed from 7 to 8.
Scoia'tael
  • Elven Mercenary changed to Loyal and will not change sides when Ambush cards are played.
  • Vrihedd Sapper's Power changed from 7 to 8.
  • Dwarven Mercenary's Power changed from 5 to 6.
  • Saesenthessis' Power changed from 7 to 9.
  • Fireball Trap will not ignore Armor when damaging now.
  • Fireball Trap's damage value changed from 3 to 2.
  • Added Doomed tag to Fireball Trap.
  • Dol Blathanna Trapper's Power changed from 5 to 6.
  • Ithlinne's Power changed from 4 to 5.
Nilfgaard
  • Emhyr var Emreis' Power changed from 4 to 6.
  • Imperial Golems will now be played from your Deck before John Calveit's ability triggers.
  • Added 2 Armor to Alba Pikeman.
  • Stefan Skellen's Power changed from 9 to 10.
  • Spotters' Power changed from 3 to 4.
  • Alchemist's Power changed from 7 to 8.
  • John Calveit will not be able to draw Gold cards.
  • Cynthia's Power changed from 4 to 5.
  • Serrit's Power changed from 7 to 9.
  • Leo Bonhart will now damage based on a chosen Units' base Power.
Skellige
  • Savage Bear's Power changed from 6 to 7.
  • Savage Bear will now Damage Units only after they have resolved their Deploy abilities.
  • Savage Bear will now only Damage Units played from hand.
  • Morkvarg's Power changed from 8 to 9.
  • Morkvarg will now have his Power reduced by half rounding up when entering the Graveyard.
  • The ability to Boost Hjalmar was moved to Lord of Undvik - the Boost will now come from his card.
  • Hjalmar's Power changed from 15 to 13.
  • Removed Veteran from Drummond Shieldmaiden.
  • Warcrier will no longer Weaken itself for every Unit affected.
  • Removed Veteran from Clan Tuirseach Axeman.
  • Clan Tuirseach Axeman's Power changed from 2 to 3.
  • Berserker Marauder will now be Strenghthened for each damaged Ally.
  • Berserker Marauder's Power changed from 6 to 8.
  • Hemdall's Power changed from 11 to 16.
  • Ermion's Power changed from 6 to 7.
  • Added Doomed tag to Lord of Undvik.
  • Consuming Clan An Craite Raiders will not count as discarding them.
Game Fixes
  • Removed the black background from the mulligan screen when opponent is redrawing cards.
  • Fixed an issue with Taunt setting options being reversed.
  • Fixed an issue with mulligan disappearing too fast, making it impossible to see the last redrawn card.
  • Fixed an issue whereby Bloody Baron would be moved to the top of the deck at the start of the round, instead of at the end of round.
  • Fixed an issue with Henselt and Dagon AI having more than 3 copies of cards in the Deck in Challenges.
  • Deployed a new fix for an issue whereby changing the console language on PS4 before signing in results in game being stuck on "Inventory loaded".
  • Deployed a new fix for the issue whereby Disloyal Agile Units (e.g. Letho) could not have been played on rows other than Melee.
  • Numerous tooltip fixes and changes.
 
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scorba;n9064840 said:
NR was already very strong, only it wasn't that obvious because they were complicated decks, but they were strong.
after this patch, NR will be the next broken faction.
I hope the next patch will bring balance finally!

Based on statistics and feedback NR has not seen a lot play, we've be constantly pushing to make the faction a little bit stronger. Same with Scoia'tael.
 
DarkShuyin;n9063660 said:
Agreed, As an Eredin Weather player i'm taking a break from the game till CDPR fixes their obvious mistakes. it's almost like they're playing dice to see what numbers some random cards are gonna get. I've played CCG all my life and even Konami's Yugioh banlists make more sense then these ''fixes'' also the ''new player this, new player that'' stuff freaks me out, I don't want this to end up like Heartstone

Get it together CDPR

Weather needed a significant change. We are currently in a meta where weather is auto-include in all factions and archetypes. As we are in beta phase of the game, we're trying to find the middle-ground in terms of balance and testing different options as much as possible. And no, we don't play dice over card values ;)
 
Skryba86;n8984510 said:
What order do abilities trigger in, if they have the same turn time window to activate? I was under the impression that the older ability should trigger first.

Example: I cast vilentrentenmerth, next turn I cast vrihedd sappers. Two turns later, both will activate at the start of my turn. Shouldn't vilentrentenmerth scorch first, then sappers would turn around?

We're currently working on making the trigger system more intuitive and consequent.


Iuliandrei;n8986860 said:
Why was Bekker's Twisted Mirror converted to silver? Its value is consistent with some of the best golds in game.
Right now this card seems to make all archetypes that are based on spotter-like "boost self by 1 whenever X happens" units unplayable.

We converted Bekker's Twisted Mirror to silver because we observed that high-tier players rarely included it in their decks because other gold cards are more powerful. We believe this card has a lot of potential and wanted to allow players to include it in their decks more often.


Hovgaard;n8991240 said:
Hello devs,

please clarify to me (i admit being noob playing for NG, but had plenty of games against) how this is possible:
0. Game played minutes ago, me (NR) vs csetebalu(NG).
1. Xarthisius played in second round again, after being played in 1st, by utilization of John Calveit. "Utilization" means that Calveit was played and a second copy of Xarthisius appeared on the board. After this turn, there were two Xarthisius in game (one in NG graveyard and another on its side of the board) Renew card wasn't used.
2. Cantarella summoned by treason card. By "summoned" i mean Treason was played and Cantarella appeared on the board.


BR,
Hovgaard

P.S. Asking in forum, because my previous feedback (another topic, quite some time ago) via dedicated form wasn't answered.

We're sorry that you didn't get a reply for your previous feedback! If the game went like you described then it's very strange. Please contact our support: https://www.playgwent.com/en/contact-support


eui1ibrium;n8995510 said:
I want to ask when is Friend Match coming to Ps4/xbox. I did the big mistake of starting to play Gwent on a console and now that i`ve spent more then 300 pounds i realise i dont have the option to play in any tournaments, stream the game properly or make and edit videos. I want to get on the competitive scene with this game but the only option I have right now is trying to sell my account and start investing in a PC one. Do you have a way for me to save all this hustle or I just have to go and spend another 300 pounds for the things I already bought?

We're working on making the friend matches possible on PlayStation 4 and Xbox One, but we cannot give any details about when they should become available.


kitsuneae;n8999090 said:
Are the cards going to be rebalanced and reset every "season"?

I actually hope that the real game once released resets itself and rebalances every season in order to remain fair. I was OK with getting card packs to open in order to replace all my cards. It kept the game fresh for me. Physical only card games don't have the luxury of being able to reset and rebalance. This is why power creep is such a problem: The game is forever trying to top itself in order to compete with old cards and entice players to buy new ones. Also it explains why broken combos persist many years after they were accidentally discovered.

I like that Gwent is trying to be more balanced than most card games. Will this be a lasting trend?

Thanks for reading/considering!

We are not planning to make any resets, but we are going to introduce new cards all the time - this means that the game will be balanced whenever needed - even after the Public Beta.
We will share more information regarding the seasons soon.
 
amgname;n8990580 said:
As an interested player i try to test out all the things in games. My next concern is about new comers experience to gwent, i've made a new account just to see how ppl are doing in casual at low level and guess what i've got ? From 1 to 8 lvl i've manage to win 2 games , yeah maybe i tend to suck at this game but don't get me wrong this tread is not about my skill its about ppl ruining the fun for new players.
Players packed from lvl 1 with full tier 1 decks, and it seem's like they are experienced players, in the ways they act, what are you doing at this level?
With starter decks provided in game you cant do nothing but watch how you get destroyed, but most of the frustration comes from players that 2-0 you with top tier netdecks and don't even gg you.
Managed to get my lvl 1 reward after 12 games played.
We all know why most of the players do that... its because of ranking system an the fact that it's affected buy the win rate you got in normal matchmaking till lvl 10.
So the problem is this, to deal with it ranking system should be changed to hit lvl 10 then play 10 games to determine you rank.
Players won't be concerned anymore about win rate in normal matches and it will fix more or less experience for new players.

Thank you for your feedback :)
 
Trantyn;n8979010 said:
First off, I realize that there is another ST thread on this forum, but it doesn't really address these issues.

Secondly, I've been playing, almost exclusively, ST since I started playing Gwent right before the Positioning Patch and still do. I really like the ideas behind both new Movement and Mulligan archetypes, but they seem unfinished and Ambush could use another bronze card - maybe an ambush card that Springs only when Bronze weather is played on the row and blocks the Bronze weather like Ida used to block Special Cards.

History:

ST got crushed in the transition to Open Beta because everyone who wasn't in the top 1000 was complaining about them being too powerful - when in reality their cards were just about right to slightly under-powered. Ambush was fixed and then dismantled. CDPR seemed reluctant to give ST cards much power at the start of OB (just like Henselt was destroyed and Consume was nerfed) for fear of ST staying Tier 1.5ish.

The biggest hit to ST wasn't the nerf of cards or changing to a couple of half-finished archtypes, though. The biggest nerf that no one is talking about was losing their Faction Ability. It's an enormous smack to ST that was seemingly unaccounted for when OB started. ST in Closed Beta is nowhere near Tier 1.5 without their faction ability. In effect, ST was double nerfed.

Anyway - ST currently has problems with:


Bronze:

Hawker Smuggler - Was already under-powered when compared to SK Bears because it boosts itself and can be reset. Now...

Dol Blathanna Marksmen - On this list because the card is still bugged. It should be able to hit a unit on your side of the battlefield when deployed (it always could before and it says it still can - but it can't). It was ST's way of dealing with Cows.

Commando Neophyte - Cool idea for a card, however, unlike SK Discard, most of the time that you mulligan a card (between rounds) you can't have this card on the battlefield.



Silver:

Ida Emean - The worst Silver Mage by far. The only Silver Mage without an offensive spell and weird to play because, unlike the other Silver Mages, you need to decide pretty early if you're going to use her for Quen or hold her for Clear Skies. Quen should be dropped and replaced with Arachas Venom and her power reduced to 3.

Malena - Pretty cool idea for a card, on paper. In reality this card is holding up a big neon sign that says WEATHER THIS ROW.

Ciaran - The worst Silver Lock, again, by far. Sure, you can use it to set up Igni (or have Iorveth hit it, lol), but it's nothing like a double lock, a reset unit lock, a steal a card from your opponent's deck lock or a damage power by half lock. Not even close.

Ele'yas - Seriously laughable... the worst Silver Card in the game. This SILVER card's maximum strength is 9. Maximum.



Gold:

Iorveth - Another cool idea for a card. However, it's impractical to use because it's slow and ST gains more power by moving their own units around.

Isengrim - Not a terrible card, at all. On this list purely because ST could really use at least another Bronze Ambush card.

Saesenthessis - I don't know how to fix this card's ability. It's a First Round card and if you don't get it then it's basically worthless because it'll never reach real Gold potential.

Milva - Another card that I don't have a problem with and only on this list because I see complaints about it. The change to Milva's ability was needed and the card still does what it was originally intended to do. A great play with most ST decks other than Dwarves. In the right matchup, it's a game winner - especially in this meta.

Aglais - Sigh. Talk about going from the top of the hill to the bottom. She needs a total re-work or at the very minimum get rid of the Effort tag from her - at least that way she'd at worst be Geralt.


On the other side of the spectrum we do have an over-powered card in the Bronze and one that somehow got buffed in the last patch even though it's been over-powered since OB started. The Dol Blathanna Trapper should have a 2 turn counter on the Fireball Trap like the NG Cows do.


If a card isn't on this list it means that I don't have a problem with them one way or the other. Let me know what you think.

We are looking into Scoia'tael especialy into the movement and mulligan archetypes. Also, moving forward we need to look into weather, since it's auto-include in a majority of the decks.
 
Update to matchmaking system and leaderboards



Dear gamers,

For the past couple of weeks we’ve been exploring the difficulties a number of top-ranking players have experienced with GWENT’s matchmaking. Knowing how important it is for you to be matched with an opponent just right for you, regardless of your standing on the leaderboard, we decided some refinements to the system were necessary.

The adjustments we’ve made are now live. They make searching for opponents faster and more precise, and the number of ranking points distributed after each match better reflect the matchup. We’ve also realigned the ranking for the top of the leaderboard, while retaining the relative order in the ladder.

These changes will mostly affect top-ranking players. However, we believe they will go a long way to reinforce the stability of the rankings and make GWENT an even better game for everyone moving forward.

GWENT Team
 
Last edited by a moderator:
Gwent: The witcher card game weather update is now live!



New update for GWENT: The Witcher Card Game now available on PC, Xbox One and PS4.

With this update, our main focus is to improve balance, solve some of the major issues that were affecting gameplay and adjust the prices for milling common and rare cards. Additionally, some cards will be subject to a limited-time refund (5 days) in the form of an increase in the amount of Scraps awarded for milling them (note, however, that milling the Premium versions of these cards will not award Meteorite Powder):
  • Ithlinne
  • Clan Brokvar Hunter
  • Vicovaro Novice
  • Imperial Golem
  • Commando Neophyte
  • Vicovaro Medic
  • Tibor Eggebracht
  • Fire Elemental
  • Dol Blathanna Protector
  • Drought
  • Mahakam Guard
  • Queensguard
  • Peter Saar Gwynleve
  • Kayran
  • Barclay Els
  • Roach
  • Ragh Nar Roog
  • Savage Bear
  • Impera Enforcers
  • Ciri
  • Wyvern
  • Reaver Hunter
  • Celaeno Harpy
  • Cahir
  • Rainfarn
  • Villentretenmerth
Check out the full list of changes here:

Neutral/General
  • Added Regressing tag to King of Beggars.
  • Adjusted opponent decks in Leader challenges.
  • Changed Drought's Damage value from 3 to 2.
  • Changed Ragh Nar Roog's Damage value from 3 to 2.
  • Added Special tag to Immune Boost.
  • Added Special tag to Overdose.
  • Roach Power changed from 5 to 4.
  • Roach will now only be played from your Deck when you play a Gold Unit from your Hand.
  • When Gaunter O'Dimm's Gamble ends in a tie, both players will draw cards.
  • Ciri Power changed from 7 to 5.
  • Sarah Power changed from 7 to 8.
  • Johnny Power changed from 5 to 7.
  • Vesemir Power changed from 6 to 7.
  • Villentretenmerth Power changed from 6 to 4.

Northern Realms
  • Added Crewmen 1 to Kaedweni Sergeant.
  • Kaedweni Sergeant will not Boost Disloyal Units now.
  • John Natalis Power changed from 10 to 8.
  • John Natalis will no longer Weaken self for each Unit affected.
  • Foltest Power changed from 4 to 5.
  • Foltest will not Boost Disloyal Units.
  • Reinforced Ballista Power changed from 4 to 6.
  • Redanian Knight Power changed from 5 to 6.
  • Reinforced Siege Tower Power changed from 5 to 6.
  • Ves Power changed from 6 to 7.
  • Bloody Baron Power changed from 4 to 6.
  • Dijkstra Power changed from 4 to 3.
  • Added Crewmen 1 to Blue Stripes Scout
  • Priscilla will now shuffle into the deck instead of being put on the bottom of it.
  • Reaver Hunter will no longer buff copies in the Graveyard.
  • Reaver Hunter Power changed from 6 to 4.
  • Thaler's ability is no longer optional.
  • Kaedweni Sergeant is now Agile.
  • Pavetta Power changed from 5 to 7.
  • Aretuza Adept Power changed from 3 to 4.
  • Radovid Power changed from 3 to 4.
  • Radovid will now toggle Lock instead of always applying it.
  • Odrin Power changed from 4 to 5.
  • Dun Banner Heavy Cavalry Power changed from 2 to 3.

Monsters
  • Removed Griffin's Brave ability.
  • Griffin Power changed from 6 to 8.
  • Nekker Power changed from 2 to 3.
  • Arachas Behemoth Power changed from 5 to 6.
  • Vran Warrior Power changed from 4 to 5.
  • Katakan Power changed from 4 to 5.
  • Shadow Power changed from 6 to 7.
  • Water Hag will not activate abilities triggered on Consume.
  • Kayran Power changed from 10 to 8.
  • Changed Unseen Elder Power from 4 to 5.
  • Nithral's ability will now only increase the Damage done by Frost on the opponent's side.
  • Frightener will now pull 1 target Unit to the same row on the opposite side instead of pushing 2 Units.
  • Foglets will now be destroyed when the last Fog is cleared from the Board.
  • Draug Damage now ignores Armor.
  • Removed Fire Elemental's Brave ability.
  • Dagon Power changed from 7 to 6.
  • Removed Brave from Wyvern.
  • Wyvern damage value changed from 2 to 3.
  • Celaeno Harpy Power changed from 5 to 4.

Scoia'tael
  • Dol Blathanna Protector will not be buffed by Gold cards played.
  • Dol Blathanna Protector Power changed from 4 to 2.
  • Vrihedd Sappers Power changed from 6 to 7.
  • Ele'yas Power changed from 8 to 9.
  • Saesenthessis Power changed from 6 to 7.
  • Ithlinne Power changed from 2 to 4.
  • Francesca Power changed from 4 to 6.
  • Vrihedd Dragoon will not buff Disloyal Units in the Hand.
  • Dwarven Mercenary can now also move opposing Units (but not Boost them).
  • Removed Armor from Commando Neophyte.
  • Removed Elf tag from Hawker Support.
  • Changed the value of Mahakam Guard's Boost for Dwarves from 5 to 4.
  • Barclay Els will no longer play Gold Dwarves.
  • Commando Neophyte Power changed from 6 to 7.
  • Dol Blathanna Trapper Power changed from 4 to 5.
  • Morenn Power changed from 5 to 6.
  • Vrihedd Officer Power changed from 5 to 7.
  • Milva Power changed from 8 to 9.
  • Vrihedd Brigade Power changed from 4 to 6.
  • Vrihedd Vanguard Power changed from 3 to 4.
  • Blue Mountain Commando Power changed from 2 to 3.

Nilfgaard
  • Fringilla Vigo Power now set to 1 when Spying.
  • John Calveit Power changed from 4 to 3.
  • John Calveit's ability will now trigger before Imperial Golems are deployed.
  • Cahir Power changed from 5 to 4.
  • Rainfarn Power changed from 6 to 4.
  • Imperial Golem Power changed from 3 to 2.
  • Vicovaro Novice Power changed from 3 to 1.
  • Emhyr var Emreis Power changed from 3 to 4.
  • Peter Saar Gwynleve Power changed from 6 to 4.
  • Added Doomed tag to Vicovaro Medic.
  • Tibor Eggebracht Power changed from 10 to 8.
  • Mangonel Power changed from 5 to 6.

Skellige
  • Added Veteran to Donar An Hindar.
  • Donar An Hindar Power changed from 5 to 6.
  • Impera Enforcers will now consider the top card in your Deck, not just the top Unit.
  • Clan an Craite Warcrier now Weakens self by 1 instead of 2 for each Unit affected.
  • Berserker Marauder Power changed from 5 to 6.
  • An Craite Warrior Power changed from 8 to 9.
  • Jutta An Dimun Power changed from 11 to 12.
  • Removed Veteran from Clan Brokvar Hunter.
  • Added Regressing tag to Clan Brokvar Hunter.
  • Savage Bear Power changed from 4 to 6.
  • Savage Bear's ability will now trigger after the Units it will affect trigger their Deploy abilities.
  • Removed Veteran from Queensguard.
  • Draig Bon-Dhu's ability is now optional.
  • Hjalmar will now spawn Lord of Undvik on the far left side of the opposite row.
  • Udalryk's ability is no longer optional.
  • Savage Bear will no longer Damage Enemies while having 0 Power.
  • War Longship Power changed from 5 to 6.
  • Clan Dimun Pirate Captain Power changed from 4 to 5.
  • Queensguard Power changed from 3 to 4.
  • Kambi Power changed from 3 to 1.
  • Hemdall Power changed from 12 to 11.
  • King Bran Power changed from 3 to 4.
  • Svanrige Power changed from 5 to 6.

Game Fixes
  • Fixed issue with Nithral's armor displaying an incorrect value (3 instead of 2).
  • Updated Vrihedd Brigade's tooltip to match its ability.
  • Fixed the issue whereby Disloyal Agile Units (e.g. Letho of Gulet) couldn't be played on rows other than Melee.
  • Sheldon Skaggs' ability fixed to reflect his tooltip (he Boosts instead of Strengthening).
  • Fixed Dwarven Skirmisher's tooltip to match his ability.
  • Fixed an issue whereby Ambassador would Boost Units by 12 instead of 10 when activated by Vicovaro Novice.
  • Fixed an issue whereby Meteorite Powder would be consumed when replaying the Card Crafting tutorial.
  • Fixed an issue with milling Clan Brokvar Archer x4.
  • Fixed an issue with King Bran's carousel displaying the wrong number of cards to discard.
  • Fixed the issue with Lord of Undvik being present in Dagon's deck in challenges.
  • Fixed an issue whereby changing the console language on PS4 before signing in would result in the game getting stuck on "Inventory loaded."
  • First King Bran and Dagon challenges should now launch properly.
  • Fixed an issue whereby Daerlan Foot Soldiers wouldn't draw a card if they were killed with Morenn or Savage Bear.
  • Fixed an issue with connecting during sign in resulting in a "Service interrupted. Please verify your connection." error.
  • Fixed an issue whereby the Collection would show some resources gained from milling when no spare cards to mill were available.
  • Fixed improper descriptions of Assire var Anahid's and Nenneke's carousels.
  • Fixed an issue with some cards becoming invisible.
  • Fixed an issue with transmuted Premium triptych cards always showing up as the first one from the left.
  • Fixed an issue causing Out of Sync errors during multiplayer matches.
  • Fixed an issue whereby users were forced to change game language both in GOG and later in-game.
  • Fixed an issue that would sometimes cause the game to get stuck after Round 2.
  • Numerous tooltip fixes and improvements.
  • Some small gameplay fixes and adjustments.

New Scraps award values for milling cards of the following rarities:
  • Common - 10 Scraps
  • Premium Common - 10 Scraps
  • Rare - 20 Scraps
  • Premium Rare - 20 Scraps"
  • Scraps Awards for Purchased Kegs
  • Players who purchased Card Kegs with real money and opened said Kegs prior to the release of this patch will be awarded 30 Scraps for each Keg thus purchased and opened.
 
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Checco515;n8754020 said:
Is Eternal Fire among the future factions you are conteplating to add?

That's an interesting idea! :)

falrinth85;n8762650 said:
Are you planning to streamline the UI, so there is no irritating loading screens between menus? I guess im not the only one card games fan, that is used to quick loading-free flow of moving between card crafting, shop and deck building windows. When each menu is preceded by loading screen its very uncomfortable. Players tend to jump back and forth between them to check stuff, and loading screens make it feel like not desired behavior.
I can understund the need of dividing collection, crafting and shop, but making it possible to navigate between them without loading screens is kind of a quality I would expect from you guys. Also another quality of life improvement would be to make the currency visible in all those windows. Right now when im inside deck building interface i dont know if i can afford another copy of some card without switching to shop/crafting window, and watching loading screens. Its such an undeeded hassle. "Ergonomy" of this design is lacking. Are you planning to redesign it and for example put inside single "instance" in this game engine?

P.S.
With those loading screens, even going to open a keg of cards feels like a chore.

We often get approached with ideas on how to improve almost every aspect of our UI and the toughest part is that, like you, they usually have a point. Right now we are working extremely hard to improve the overall experience and add systems we feel are missing to the game while doing our best to find small changes to improve our existing interfaces that will fit in our schedules. In terms of this subject, we know there is a lot we can do to improve this aspect of our experience but we still have not decided how we wish to proceed. All we can say is that we recognize this as a valid feedback and are constantly evaluating changes to improve our user experience in the manner your describe. However, we are unable to commit to any specific timeline or details as to how this will happen.

As always we really appreciate this kind of feedback and we want you to know we are listening.

DannyGuy;n8764460 said:
There are currently about 300 cards in Gwent, how many more cards to you plan to make before the game is finished?

It's hard to estimate. We're constantly working on new cards.

sas_gooch;n8768990 said:
K so i have 2 questions...... first i love the game but i dedicated alot of scrapping to making a great monster and nilfgaard deck.... later in the game i now regret some of the decisions i made and i realize now i have gotten way to hasty so.........when the game releases 1.0 will there any way to reset progress because if not that means my whole gwent life i will be playing only 2 decks and scrapping 3 other factions cards...

No further account progress wipes are planned.

sas_gooch;n8768990 said:
2nd question..... how long after beta closes will game be released or will it just go from closed beta right into 1.0?

It's hard to say at the moment. We will try to make the transition as seamless as possible.

Niko_Saga;n8770570 said:
Will this game someday be on mac os?

shampoo99;n8772990 said:
Will there be PS VITA support?

At the moment the game is available on PC, Xbox One and PlayStation4. We have not announced any other platforms.

kaalev;n8771470 said:
It's been 2 weeks since open beta started. Yet there's no news of a patch, no open discussion about what we should expect in a new patch nor what frequency should we expect them. Could you clarify that?

lunatyyk;n8775700 said:
Can we stop that radio silence? Game has plenty of bugs not mentioning balance issues that should be addressed(NR faction especially). At least give as a word when we can expect patch. I am really surprised how they handle this situation with almost zero communication.

The patch is right around the corner, it'll be coming soon! If you want to hear more about the update, you can re-watch our stream we recently had: https://www.twitch.tv/videos/149980367
Regarding the frequency, aside from game-breaking bugs that require immediate hotfixes we are aiming to have big patches in large intervals.

traeth;n8773920 said:
How often are you planning on releasing cards, and is there a chance that a new faction will be introduced in the near-future? Thank you for all of the obvious hard work put into the game!

We hope to introduce new cards with every bigger patch. We are planning to add new factions in the future but we have no info regarding this at the moment.

NickStrife;n8788000 said:
When should we expect a rebalancing patch?? I know the game is in beta but there are many balance-issues..

We're planning to improve the balance with the opcoming patch. The patch should be ready soon.

 
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