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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
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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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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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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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thrasher035: After completing a side quest mission objective a battle was forced. After rolling the dice and putting the attack and defense icons in their place I selected the "success" icon. The successful battle sound played but the game did not advance past this point. The dice screen stayed on and did not advance the turn to the other player (2 player match). I could still select the sub-menus and eventually the map showed but had to exit the game.
Could you post the gameplay feedback on this forum? Thanks in advance! http://forums.cdprojektred.com/forums/118-The-Witcher-Adventure-Game-Beta
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kyousho: like others have said, it'd be great if we could see what the current player whose turn it is is seeing. it'd give us a more interactive sense of involvement. and sometimes we get curious about the cards they draw and can read, but we never see more than just a glance of. it'd be great if other players could also do "show and tell" in this manner.

also, as a colorblind player, i had to screenshot and send the picture to my friend who was playing with me in order for me to know which deck was blue and which was purple. it'd be great if you could just leave them in the same order as it's listed on the bottom right of the UI, or use text to label the decks..
Please post gameplay feedback in the appropriate forum as stated in this post. We're here to talk about connectivity issues. Thank you!
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Spellcast: I'm not sure if i am unable to connect to a game because no one else is trying, or if its because of some problem on my end.
If you are able to create a lobby, you are good to go. The only problem with joining your lobby is when you are using Windows and the game is not focused. We are working on this issue and somwhere in the middle of the way to implement a solution for it.

Meanwhile, we have sent some more redeem codes, so you should be able to find someone to play with more easily.

Regards.
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Nilspils2: First off: Where do I send game error reports?
From now on please send your issue reports with http://mantis.gog.com that serves as our ticket system for this purpose.

We are in contact with game developers to make sure they are aware of all your issues.

Regards.