When the client player leaves the farm house first, and checks mails before the host player leaves the house, the game crashes as soon as the cutscene is triggered. Meta Players: 2 Farm: Hill-top Farm Season/Date: Fall Year 1, (date not remembered) Cutscene: not remembered Opened Mail: not remembered In-Game-Language: en (both, host and client) Steam Content-BuildI 2758498 OS (host): Windows 10 (x64) OS (client): Windows 8.1 (x64) I'am aware of some intresting information like cutscene and viewed mail, etc. are missing - but in my opinion this report could be a hint to a more widely spread issue. Not only for the one specific cutscene and mail. Steps to reproduce Both players spend the night in the main farm house. Player two (client) leaves the house first. Player two (client) checks mails and keep the message dialog open until the crash occurres. Player one (host) now leaves the house and thus triggers the cutscene. The game crashes with a fatal error (displayed by the OS) on client side and Stardew Valley isn't responding anymore. The host player isn't affected in any way, and only get displayed a 'player disconnected' notification as usual. After re-launching Stardew Valley (only client), and joining the host game (the cutscene meanwhile was finished) the game's been running like a charm. Expected behaviour For player two it felt like the cutscene should have been displayed on its screen, too - but something keeped the game from doing so. We didn't try to reproduce the bug, so there is a chance for it to be non-deterministic. I hope the attached stack trace is still related to the described issue, because meanwhile we played a lot further (man, that game is addictive!). Anyhow, it was the only file in the ErrorLogs folder. Unfortunately the error message was thrown in German... might be related to the OS' language. Error Log File: Daniel_185652061_82354768.txt (client) Code: Message: Auf das verworfene Objekt kann nicht zugegriffen werden. Objektname: "Texture2D". InnerException: Stack Trace: bei Microsoft.Xna.Framework.Helpers.CheckDisposed(Object obj, IntPtr pComPtr) bei Microsoft.Xna.Framework.Graphics.TextureCollection.set_Item(Int32 index, Texture value) bei Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count) bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush() bei Microsoft.Xna.Framework.Graphics.SpriteBatch.End() bei StardewValley.Game1.Draw(GameTime gameTime) in C:\Users\gitlab-runner\gitlab-runner\builds\5c0f9387\0\chucklefish\stardewvalley\Farmer\Farmer\Game1.cs:Zeile 11411. bei Microsoft.Xna.Framework.Game.DrawFrame() bei Microsoft.Xna.Framework.Game.Tick() bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e) bei Microsoft.Xna.Framework.GameHost.OnIdle() bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame() bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e) bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) bei System.Windows.Forms.Application.Run(Form mainForm) bei Microsoft.Xna.Framework.WindowsGameHost.Run() bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) bei StardewValley.Program.Main(String[] args) in C:\Users\gitlab-runner\gitlab-runner\builds\5c0f9387\0\chucklefish\stardewvalley\Farmer\Farmer\Program.cs:Zeile 122. --- Post Changelog 2018-05-11 20:42:00 | added Steam Content-BuildID to meta