What is going on now

Since your minor update this morning to fix the issues of players sometimes being disconnected after loading a zone. I have been left in zoning LIMBO 3 times when entering a monolith. I had no other choice but to CTR ALT Delete and shut the game down. I’ve not had as single issues before your update. Any chance you could fix something that doesn’t break something else?

I’ve had this several times today since the latest patch dropped. Which probably led to some other problems like I mentioned here in bug reports. And it’s much worse when trying to party up with someone and then pick a monolith echo which took me and my friend earlier more than 5 minutes before we decided to just to force close the game.

Not only that, I’ve had several monolith runs earlier today where I died because my screen was stuck in “Loading Echo” while I’m being beaten to death by enemies and I couldn’t do anything about it.

Edit: Just got stuck again just now, 1 hour after replying here. Yeah there really is something wrong. :frowning:

1 Like

If you’re trying to load into a “Quest Echo” right after logging in try doing a regular echo first.

1 Like

I was stuck in echo loading screen after doing ~10 echoes, without doing any quest echoes

1 Like

Had to alt-F4 out of Loading Echo 3 times tonight. No quest echos involved. Verified files. Zone just refused to load.

Same here. Just started doing it today, out of the blue.

All I’ve been doing are regular echoes, still getting stuck frequently. Same with my friend. And it’s just extra infuriating because it takes a while for my friend’s game to boot up, so it’s so much time wasted whenever this happens.

Another thing is that there’s no way to exit or cancel the loading process. Once you get stuck, you have no other choice but to close the game.

Edit: I hope ESC is accessible to let us just go to title/character screen. Faster than restarting the whole game…

Player Log shows the following when monolith is stuck loading:

2023-06-17T14:21:51.8571320+00:00 UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Location found for Key=6223a505cd4fa7b4daf891d915ca772e
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception)
System.Action`2:Invoke(T1, T2)                                                  
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute()
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Start(ResourceManager, AsyncOperationHandle, DelegateList`1)
UnityEngine.ResourceManagement.ResourceManager:StartOperation(AsyncOperationBase`1, AsyncOperationHandle)
UnityEngine.ResourceManagement.ResourceManager:CreateCompletedOperationInternal(TObject, Boolean, Exception, Boolean)
UnityEngine.ResourceManagement.ResourceManager:CreateCompletedOperationWithException(TObject, Exception)
UnityEngine.AddressableAssets.AddressablesImpl:LoadAssetAsync(Object)           
UnityEngine.AddressableAssets.Addressables:LoadAssetAsync(Object)               
LE.AssetManagement.<LoadAssetAsyncInternal>d__11:MoveNext()                     
LE.AssetManagement.SceneReferenceManager:Preload(List`1, List`1, Boolean)       
LE.AssetManagement.SceneReferenceManager:PreloadActor(ActorData, List`1, Boolean)
LE.Networking.Monolith.<ReceiveStatePreload>d__19:MoveNext()                    
LE.Networking.Monolith.MonolithNetworkManager:ReceiveStatePreload(NetworkingPlayer, BMSByte)
LE.Networking.Monolith.<>c__DisplayClass6_0:<ReadBinary>b__0()                  
System.Action:Invoke()                                                          
BeardedManStudios.Forge.Networking.Unity.MainThreadManager:HandleActions(UpdateType)
BeardedManStudios.Forge.Networking.Unity.MainThreadManager:FixedUpdate()        
                                                                                
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)                    

2023-06-17T14:21:51.8583130+00:00 UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Location found for Key=6223a505cd4fa7b4daf891d915ca772e
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0
  at Cysharp.Threading.Tasks.UniTask+ExceptionResultSource`1[T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0
  at LE.AssetManagement.SceneReferenceManager+<LoadAssetAsyncInternal>d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
  at LE.AssetManagement.SceneReferenceManager.Preload (System.Collections.Generic.List`1[T] assetReferences, System.Collections.Generic.List`1[T] tasks, System.Boolean unloadable) [0x00000] in <00000000000000000000000000000000>:0
  at LE.AssetManagement.SceneReferenceManager.PreloadActor (ActorData actorData, System.Collections.Generic.List`1[T] tasks, System.Boolean unloadable) [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager+<ReceiveStatePreload>d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager.ReceiveStatePreload (BeardedManStudios.Forge.Networking.NetworkingPlayer player, BeardedManStudios.BMSByte data) [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager+<>c__DisplayClass6_0.<ReadBinary>b__0 () [0x00000] in <00000000000000000000000000000000>:0
  at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0  
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.HandleActions (BeardedManStudios.Forge.Networking.Unity.MainThreadManager+UpdateType updateType) [0x00000] in <00000000000000000000000000000000>:0
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.FixedUpdate () [0x00000] in <00000000000000000000000000000000>:0
--- End of stack trace from previous location where exception was thrown ---    
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0
  at Cysharp.Threading.Tasks.UniTask+WhenAllPromise.TryInvokeContinuation (Cysharp.Threading.Tasks.UniTask+WhenAllPromise self, Cysharp.Threading.Tasks.UniTask+Awaiter& awaiter) [0x00000] in <00000000000000000000000000000000>:0
  at Cysharp.Threading.Tasks.UniTask+WhenAllPromise..ctor (Cysharp.Threading.Tasks.UniTask[] tasks, System.Int32 tasksLength) [0x00000] in <00000000000000000000000000000000>:0
  at Cysharp.Threading.Tasks.UniTask.WhenAll (System.Collections.Generic.IEnumerable`1[T] tasks) [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager+<ReceiveStatePreload>d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager.ReceiveStatePreload (BeardedManStudios.Forge.Networking.NetworkingPlayer player, BeardedManStudios.BMSByte data) [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager+<>c__DisplayClass6_0.<ReadBinary>b__0 () [0x00000] in <00000000000000000000000000000000>:0
  at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0  
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.HandleActions (BeardedManStudios.Forge.Networking.Unity.MainThreadManager+UpdateType updateType) [0x00000] in <00000000000000000000000000000000>:0
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.FixedUpdate () [0x00000] in <00000000000000000000000000000000>:0
--- End of stack trace from previous location where exception was thrown ---    
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0
  at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2+<>c[TStateMachine,T].<.cctor>b__12_0 () [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager+<ReceiveStatePreload>d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager.ReceiveStatePreload (BeardedManStudios.Forge.Networking.NetworkingPlayer player, BeardedManStudios.BMSByte data) [0x00000] in <00000000000000000000000000000000>:0
  at LE.Networking.Monolith.MonolithNetworkManager+<>c__DisplayClass6_0.<ReadBinary>b__0 () [0x00000] in <00000000000000000000000000000000>:0
  at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0  
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.HandleActions (BeardedManStudios.Forge.Networking.Unity.MainThreadManager+UpdateType updateType) [0x00000] in <00000000000000000000000000000000>:0
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.FixedUpdate () [0x00000] in <00000000000000000000000000000000>:0
--- End of stack trace from previous location where exception was thrown ---    
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0
  at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0
  at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0  
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.HandleActions (BeardedManStudios.Forge.Networking.Unity.MainThreadManager+UpdateType updateType) [0x00000] in <00000000000000000000000000000000>:0
  at BeardedManStudios.Forge.Networking.Unity.MainThreadManager.FixedUpdate () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask)                       
System.Action:Invoke()                                                          
BeardedManStudios.Forge.Networking.Unity.MainThreadManager:HandleActions(UpdateType)
BeardedManStudios.Forge.Networking.Unity.MainThreadManager:FixedUpdate()        
                                                                                
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)                    

Edit: And just as a FYI: I did not have a single issue finishing the campaign on this char which I started yesterday. Third mono though I got stuck in a loading screen.

1 Like

Happened to me a couple of times right after the hot patch (like in the first few hours.) But haven’t had it happen since. I just thought it was a glitch in the matrix until seeing this thread.

Has anyone filed a bug report for it if it’s still happening?

Hopefully devs sees this thread. And I have seen the global chat talking about it too. Their solution? “Just do keys lol” :thinking:

2 Likes

Yeah. this is really bad.

It happens to me, but only after logging in, and only when they are quest echoes.

I’ve figure that I can alt/tab/delete and it takes me back out of the load screen (and I’m back at the echo waypoint). But if I try a quest again, I’m stuck at the loading screen (again).

As long as I don’t do a quest echo immediately after logging in, I have no issues.

I try to remember to do a regular echo after log in. Until they fix this, that is the work around that works best for me.

It’s got so bad game is now unplayable. Would be nice to hear a dev word on what we can expect in the way of fix that makes the game playable again? Or is there an urgent issue with the micro-transaction shop you need to attend to?

1 Like

Not sure if you have already tried, but running a Steam Verification AFTER the d2 patch seems to be a possible solution. Hackaloken mentioned yesterday (after the patch was launched) that there seems to be some patching issue that the verification seems to resolve.

I was unable to enter the world with any of my characters since Thursday, but this verification step indeed solved the issue for me. Thanks.

2 Likes

Tried verification. Made no difference.

I tried the verification method and instantly got stuck in the first echo run. :confused:

So verifcation is successful for some, makes no difference for others and breaks the game for the rest.

So glad I am no longer employed in technical support at a software company. :wink:

2 Likes

Just wanna point out that the verification process fixed the specific issue I had, which was that I couldn’t enter the world with any of my characters (even not with a new one). After verification I can log in, but I’m now experiencing the more standard issue where after about 3-5 echoes the game hangs…

I don’t think verification is successful for anyone. It’s just that the failure to load an echo is completely random. I first thought it had fixed me but it was simply that a failure didn’t happen for a dozen echoes.

And although it is random, it has definitely gotten worse with each passing day. It didn’t happen to me at all until last Saturday and now I have approx 1 echo in every 2 hangs and requires an end-task and full game restart.

Has there been any word from the devs at all? Even just to acknowledge they are aware of it??? This is not a rare problem, everyone in chat is confirming it is happening to them regularly.

This is serious.