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The Witcher Adventure Game uses the Galaxy multiplayer library. Please read the points below before posting any feedback regarding the multiplayer game experience. Thank you!

1. Always start (or restart) the Launcher before playing the game. Let the update process finish (wait until status text changes to UP TO DATE), before clicking the PLAY button.

2. If you encounter any problem that you consider connected with the multiplayer, please go to <span class="bold">http://mantis.gog.com</span>, log in with your GOG.com account as usual and create an issue for us there please. Add a detailed description, and if possible, a method of reproducing it.
Post edited August 05, 2014 by Fallen_Zen
When I tried to use the develop action no cards to choose appeared. Neither was I able to cancel the action or end my turn. So I was forced to exit the game.
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AlienMind: Problem:
- Clicking "PLAY" in the launcher
- Ingame click "Play online"
- The text "Authentication..." appears, but the game freezes, not even Alt-Tab works. I had to press "Ctrl-Alt-Delete" so i could go to the Task Manager and thus kill the process.
- I use Comodo Personal Firewall, which indeed presented a dialog box about allowing TheWitcherAdventureGame.exe access to port 46.105.121.139:514/UDP . The point here is I didn't have the chance to click that.

Suggested solution:
- a) Make the game process less offended when it's connection attempts are stalling, meaning: allow alt-tab. Maybe even write a note below "authentication.." saying "if you see this longer than a few seconds, please press alt-tab and check your internet connection. maybe you have to acknowledge a personal firewall message.".
- b) Do testing of the internet stuff before going 3d and fullscreen.

===========================
Problem:
- After dragging, the maps always tries to scroll back to the playing area, sometimes resulting in cutting off crucial stuff to click on (e.g. a town at the bottom border of the map). Don't know if it's my 4:3 monitor you are not prepared for?

Suggested solution:
- User wants drag the map so he can see the beer at the top and such? Let him. He did scroll there, he also knows how to scroll back.

============================
Problem:
- Nobody knows what's going on!
Suggested solution:
- Scrap the description slides you are doing now, because nobody reads them anyways, and make that a "show info for beginners" checkbox, which, when enabled (default), displays context text while playing.
The game and Galaxy client should offer the option during installation to add the ports they use to the WIndows firewall exceptions list. That may or may not help 3rd party firewalls but it should be done anyway. Also they should eventually document very clearly what the exact fine grained ports for each application for firewall configuration.

You'll need to allow UDP port 514, 5001,5002,6001 outbound for sure. There are other ephemeral ports used during game lobby setup that are not really possible to configure once and leave because they change randomly. The only way to handle that is to limit yourself to games other people create, or to allow all outbound/inbound UDP traffic on the ephemeral ports (32768-65535) which is a huge hole in one's firewall security. Hopefully this is just a limitation of the early stage of development and not how they plan on shipping the final game though or it's going to be a huge firewall nightmare on any network that has proactive inbound and outbound security set up with default deny policy.

ALT-TAB works for me always in any part of the game, never had it stop me from doing it.

Agreed about the map scrolling issue, a UI button is needed to disable auto zoom/pan and let the user decide how they want to see the game board fully zoomed, zoomed in manually and panned wherever. The ability to zoom and pan is not very useful when the game yanks it out of your control every 3 seconds during play. ;o) I'm sure they'll likely fix that in the future though and it's just early-beta stuff.

During opponent gameplay, the text and actions of what the other player are doing whiz by so fast that they might as well not really be there. What would be better is a small window at the top or bottom that shows those as smaller status messages in a box that can be clicked on and expanded to show a history of the various messages perhaps. I also wish I could view my own profile or other people's profiles of my choosing while someone is taking their turn. It's more productive to be able to read over my own quests and cards and get more familiar with what I have than staring waiting for players to finish their turns unable to look around the map while it gets moved around against my will. :)

The UI definitely needs some love in these regards, but I'm sure we'll see improvements as it gets updated too. :)
Post edited July 07, 2014 by skeletonbow
I´d like to write some bugs that I found in the game... (sorry if these issues were written before my post, but I can´t read all the comments) First of all, if you have more XP cards that can be shown on the display, and you have the pull cards on the screen, they are begin in an amusing yellow blinking... the second bug I found is that sometimes the screen slides a little bit left and I can see my bacground picture on PC... and the biggest issue... I played a game, and I finished the main quest and 1of 2 side quests... after I confirmed the end of quest I´ve got everything I had to (faith and investigation card)... but the computer took me the quest card and didn´t end the game (goal was completing 1quest)... On the other side the game is awesome :)
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skeletonbow: The game and Galaxy client should offer the option during installation to add the ports they use to the WIndows firewall exceptions list. That may or may not help 3rd party firewalls but it should be done anyway. Also they should eventually document very clearly what the exact fine grained ports for each application for firewall configuration.

You'll need to allow UDP port 514, 5001,5002,6001 outbound for sure. There are other ephemeral ports used during game lobby setup that are not really possible to configure once and leave because they change randomly. The only way to handle that is to limit yourself to games other people create, or to allow all outbound/inbound UDP traffic on the ephemeral ports (32768-65535) which is a huge hole in one's firewall security. Hopefully this is just a limitation of the early stage of development and not how they plan on shipping the final game though or it's going to be a huge firewall nightmare on any network that has proactive inbound and outbound security set up with default deny policy.
The random local port selecting is a normal thing. We select the port that is free to use at the moment you want to go multiplayer. This behavior is common among all multiplayer platforms and we are no different in this area.

Regards
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rmakagon: The random local port selecting is a normal thing. We select the port that is free to use at the moment you want to go multiplayer. This behavior is common among all multiplayer platforms and we are no different in this area.

Regards
Yes, for the local port that is true on the majority of network software apps, games etc. to let the OS pick an ephemeral return port and that's not a problem of course. The problem I'm seeing is that the game appears to be choosing an ephemeral listen port also to listen for incoming connections. Is it advertising that random listen port to GOG's Galaxy servers then passing it along to other clients? Just trying to understand how this is set up to work so that it will work properly through a router doing NAT that has a default firewall policy of deny both incoming and outgoing, ie: what port should be allowed outbound, and what if any ports should be port-forwarded that are inbound in order to be able to both join a multiplayer game (that's working now), and also to host one.

Normally games bind to a static local port. For example Starcraft by default listens on UDP port 6112 always (can be configured via the Windows registry if need be), and you set up port forwarding on your router to forward UDP port 6112 through to the machine the game is running on. Battle.NET servers also run on port 6112 (TCP/UDP) and you poke a hole in your outbound firewall rules on the router for those ports. On the Windows firewall side on the game computer you allow those ports in and out.

I'm trying to understand the same process for The Witcher Adventure, along with the Galaxy stuff and I've determined what ports Galaxy needs, but the game appears to choose a random listen port if I'm understanding what I'm seeing correctly, and I'm seeing inbound traffic on the router's firewall logs which are in the NEW state, meaning they're not return traffic, but appear to be inbound attempts to connect on random UDP ports.

I'm just trying to understand what the appropriate ports are to allow through the firewall both inbound and outbound for the game to work properly. Normally with any games this is anywhere from 1 to 5 or so ports depending on the various things going on and in some cases a range of 10 ports a game selects at random for multiple machines behind NAT to all work simultaneously (such as Battle for Middle Earth II).

If you could clearly indicate what specific ports need to be allowed through the firewall (inbound and outbound) both on the Windows client computer and router, and what ports need to be port forwarded on the router to the Windows client machine for both incoming and outgoing games to work I'd really appreciate that. If the game is trying to use any form of NAT puncture to try to automate poking through a router's firewall and you could share those details I'd appreciate that as well.

I've got a strong firewall setup here and I'm able to get every game I've played in 20 years to work through it in both directions with strict inbound and outbound blocking by default, so I'm hoping I'll be able to do it with this game as well. I realize this is a probably a request of a lot more technical nature than the average person is likely to ask for, but well.. I'm an engineer myself and technical in nature so... I must ask. :) I wont compromise my local network security by opening the firewall wide open just for one game though, so I hope the game doesn't expect all UDP ports to be left open to use liberally through the firewall (which blocks them all by default until I allow them one at a time etc.), as if that turns out to be the case and there is no way to configure around it I'm afraid I wont be able to participate in initiating multiplayer games for this one game. I'll certainly continue to join other people's games though.

Sorry if I'm "that one guy..." but well... I am. :)
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skeletonbow: I just realized that if I join and someone already has a game up waiting for people to join, I can get into their game no problem usually, however if nobody has a game running if it creates a game lobby for me and waits for other players to join - nobody ever ever joins. I can wait 5 minutes or an hour and a half and nobody ever shows up. If I hit exit and try to start another game I might randomly connect to someone else though.

It definitely seems like nobody is able to connect to a game I initiate though.
It might be so if you are on Windows and put the game into the background by switching to another application or locking your screen. This is due to a known bug in Unity that the game is based on. We are current
ly trying to find a solution to work around that problem. As for now, please keep in mind that when the game window is not focused, the game behaves different than expected.
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hermes85pl: It might be so if you are on Windows and put the game into the background by switching to another application or locking your screen. This is due to a known bug in Unity that the game is based on. We are current
ly trying to find a solution to work around that problem. As for now, please keep in mind that when the game window is not focused, the game behaves different than expected.
Yeah I've had it happen both when focused and out of focus, but I have noticed a greater number of instabilities in the game if focusing in and out of it so I try to avoid that.
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rmakagon: The random local port selecting is a normal thing. We select the port that is free to use at the moment you want to go multiplayer. This behavior is common among all multiplayer platforms and we are no different in this area.

Regards
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skeletonbow: Yes, for the local port that is true on the majority of network software apps, games etc. to let the OS pick an ephemeral return port and that's not a problem of course. The problem I'm seeing is that the game appears to be choosing an ephemeral listen port also to listen for incoming connections. Is it advertising that random listen port to GOG's Galaxy servers then passing it along to other clients? Just trying to understand how this is set up to work so that it will work properly through a router doing NAT that has a default firewall policy of deny both incoming and outgoing, ie: what port should be allowed outbound, and what if any ports should be port-forwarded that are inbound in order to be able to both join a multiplayer game (that's working now), and also to host one.

Normally games bind to a static local port. For example Starcraft by default listens on UDP port 6112 always (can be configured via the Windows registry if need be), and you set up port forwarding on your router to forward UDP port 6112 through to the machine the game is running on. Battle.NET servers also run on port 6112 (TCP/UDP) and you poke a hole in your outbound firewall rules on the router for those ports. On the Windows firewall side on the game computer you allow those ports in and out.

I'm trying to understand the same process for The Witcher Adventure, along with the Galaxy stuff and I've determined what ports Galaxy needs, but the game appears to choose a random listen port if I'm understanding what I'm seeing correctly, and I'm seeing inbound traffic on the router's firewall logs which are in the NEW state, meaning they're not return traffic, but appear to be inbound attempts to connect on random UDP ports.

I'm just trying to understand what the appropriate ports are to allow through the firewall both inbound and outbound for the game to work properly. Normally with any games this is anywhere from 1 to 5 or so ports depending on the various things going on and in some cases a range of 10 ports a game selects at random for multiple machines behind NAT to all work simultaneously (such as Battle for Middle Earth II).

If you could clearly indicate what specific ports need to be allowed through the firewall (inbound and outbound) both on the Windows client computer and router, and what ports need to be port forwarded on the router to the Windows client machine for both incoming and outgoing games to work I'd really appreciate that. If the game is trying to use any form of NAT puncture to try to automate poking through a router's firewall and you could share those details I'd appreciate that as well.

I've got a strong firewall setup here and I'm able to get every game I've played in 20 years to work through it in both directions with strict inbound and outbound blocking by default, so I'm hoping I'll be able to do it with this game as well. I realize this is a probably a request of a lot more technical nature than the average person is likely to ask for, but well.. I'm an engineer myself and technical in nature so... I must ask. :) I wont compromise my local network security by opening the firewall wide open just for one game though, so I hope the game doesn't expect all UDP ports to be left open to use liberally through the firewall (which blocks them all by default until I allow them one at a time etc.), as if that turns out to be the case and there is no way to configure around it I'm afraid I wont be able to participate in initiating multiplayer games for this one game. I'll certainly continue to join other people's games though.

Sorry if I'm "that one guy..." but well... I am. :)
As my colegue said previously, we use random ports, which is common to all advanced multiplayer platforms. We do use NAT punch-through, yet we do not rely on it. The minimum requirement is that you allow the game to initiate HTTPS connections and UDP communication. The same is for both creating and joining lobbies: there is no difference in communication requirements.

Since as you said you can easily join lobbies, I suppose that the issues you are facing are related with the bug in Unity that I told you about previously. As I said, we are working on a work around for that issue.

To anyone that is facing the same or similar issues I would like to say sorry and assure you, that we are investigating these issues and working on solutions for them.

Regards.
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hermes85pl: As my colegue said previously, we use random ports, which is common to all advanced multiplayer platforms. We do use NAT punch-through, yet we do not rely on it. The minimum requirement is that you allow the game to initiate HTTPS connections and UDP communication. The same is for both creating and joining lobbies: there is no difference in communication requirements.

Since as you said you can easily join lobbies, I suppose that the issues you are facing are related with the bug in Unity that I told you about previously. As I said, we are working on a work around for that issue.

To anyone that is facing the same or similar issues I would like to say sorry and assure you, that we are investigating these issues and working on solutions for them.

Regards.
Ok, thanks for your response. The game has full access to http/https, and some UDP ports outbound, and I have no problems joining games so I'll continue to do it that way and hope that a future build changes something that gets the other side of things working.

If I find the time I'll try to do a wireshark packet capture and see if I can figure anything out to explain the traffic I'm seeing and if I find anything that I think might be useful to CDPR I'll pass it along via the CDPR forums.

Thanks again, looking forward to the next update.

Take care guys.
Is it coincidence that both opponents I've found have quit at the starting dice roll, or is there some disconnection issue?
I know the game is in beta but while waiting in the lobby the game crashed when I pressed the play now button.
One time it happend that I landed on map playing with one guy. After a short time it froze while viewing a mission card. Since then I am stuck in the lobby. The lobby always sais that there is me and two other players but there is only listed my name and and a second name (always the same player). The third players name is not listed. I also get no response in the chat. Don't know if it doesn't work properly or the others simply don't want to talk to me.
I'm playing the Mac version.
Post edited July 08, 2014 by Silverhawk170485
Haven't been able to play a game for the last 24h or so before or after the new TR029 update. Seems to be no games waiting for players to join in no matter when I check, and I can't initiate games so I'm immobilized ATM. :)

How about slinging 500 more beta keys over the fence to stimulate gameplay? ;)

Ok, was able to join a game lobby someone created twice but not get a game to start, game just hangs.
Post edited July 09, 2014 by skeletonbow
Today I finally beat my girlfriend after discovered that, with no exception, I will lead in VP until the absolute last turn when she, as Triss Merigold, will turn around, laugh at me, as Geralt, and give me the middle finger. Somehow this woman manages to pull it out and beat me each time! But today, oh yes, today I bested her...kind of...sort of...not really.

We found an inexplicable glitch. She completed her quest (1 Quest limit), fulfilled all of the sub-quest criteria before, and should have beat the game. I look over at her screen and there is a check mark in each of the three bubbles, but her turn continues and passes to mine. That very turn I fulfil all of the criteria for my quest, fulfilling only one of the sub-quests, and was granted the win. At the end of the game the VP for her completing that quest were not counted. Unfortunately, I do not remember the quests that are in question but thought that I should pass this scenario along.
I just noticed (Resource Monitor on 2nd monitor) that the game was attempting to connect to 10.0.0.23 which is an RFC1918 reserved private address not routable in global unicast Internet space and not valid on my LAN. It happened when the game crashed suddenly while trying to initiate a game (didn't leave any logs behind though).

Update:
Since my initial report above, I've noticed the game trying to connect to a variety of RFC1918 non-routable private addresses in the ranges:
192.168.1.0/24
192.168.23.0/24
10.0.0.0/24

My local LAN segment is outside of these ranges. I can provide a complete list of the individual IP addresses if they are useful but I suspect they are just private LAN addresses of various gamers being inadvertently passed through Galaxy if the game is unable to determine their public IP address properly so they're probably not useful.
Post edited July 10, 2014 by skeletonbow