Lost Connection - Am I the only one?

I get the Lost Connection error way too much. I’m only able to do every other Temporal Sanctum because of this. My ping is usually in the 20ms or 30ms and I don’t seem to have issues with other games.

There’s got to be a way to rejoin a dungeon that I already started. It takes so freaking long to do dungeons which is frustrating because it’s required to put LP on items. At least refund me the dungeon key!

So is anyone else having this issue? Am I doing something wrong here?

This is continuing to happen and I’ve attached my player log. I’m not sure what all of this means but I’m guessing this is the culprit:

2024-04-12T19:44:41.7204592+00:00 Forced Disconnect. Reason: Exception during ReadNetwork: System.InvalidProgramException: Not enough buffer space is available
at BeardedManStudios.Forge.Networking.CachedUdpClient.DoSend (System.Byte dgram, System.Int32 bytes, System.Net.IPEndPoint endPoint) [0x00000] in <00000000000000000000000000000000>:0
at BeardedManStudios.Forge.Networking.BaseUDP.TranscodePacket (BeardedManStudios.Forge.Networking.NetworkingPlayer sender, BeardedManStudios.BMSByte packet) [0x00000] in <00000000000000000000000000000000>:0
at BeardedManStudios.Forge.Networking.UDPClient.ReadNetwork () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.RemoteSettings+UpdatedEventHandler.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.TimerCallback.Invoke (System.Object state) [0x00000] in <00000000000000000000000000000000>:0
at System.IOAsyncCallback.Invoke (System.IOAsyncResult ioares) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00000] in <00000000000000000000000000000000>:0 (IP=209.205.115.178;Port=12736)
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.Networking.<>c__DisplayClass2_0:b__7(NetWorker, String)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.UpdatedEventHandler:Invoke()
BeardedManStudios.Forge.Networking.Unity.MainThreadManager:HandleActions(UpdateType)
BeardedManStudios.Forge.Networking.Unity.MainThreadManager:FixedUpdate()

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Player.log (316.8 KB)

ur not the only one. i also reported this many times. but it’s pretty much every dungeon. i have a 30-50% chance for game to crash before i complete any dungeon. i can do monoliths just fine for hours, but as soon as i enter any dungeon, i usually crash halfway through.

Yes, no acknowledgement from EHG on these issues is breaking confidence, as this problem persists prior to and after 1.0