War in the North Legacy Connection Failed Fix
Work through a controlled connection-failed diagnosis for Legacy Edition co-op without deleting saves or mistaking a crossplay gap for a router problem.
Patch 2: retry joining and loading on the updated build
Patch 2 addresses crashes during matchmaking, loading screens and returns to hubs such as Bree and Fornost. It also repairs guests becoming stuck at map selection and a loading-screen freeze when a player with a slow connection joins. First update every player, close the game normally and recreate the group before repeating the step that failed.
Use a short sequence: form the party, select the map, load into a safe section, cross a checkpoint, then return to town. Record the first step that still fails. The repaired cases give a better starting point than repeating an old router workaround; they do not mean every disconnect has the same cause.
During a revive, the prompt now disappears when another player is already helping the fallen hero. Let one player handle the revive while the others keep the approach clear. Summary statistics are retained on a mid-mission town return, but keep character progress, quest state and inventory checks separate.
Quick answer
Update every player, form a short private session and identify the first failed step: lobby creation, invitation, map selection, loading or a checkpoint transition.
A three-pass test
Pass 1 — remove stale session state
- Both players exit to the platform dashboard and close the game completely.
- Check that both copies are updated and are the Legacy Edition product.
- Sign in to the platform service again if prompted.
- Reopen the game and create a private lobby. A private test removes public matchmaking and search from the equation.
If the lobby now works, the failure was likely transient session state. It is still not proof of a permanent fix; repeat the test after a normal exit.
Pass 2 — reverse the direction
Have the other player host and send the invite. Record four values: who hosted, who invited, whether the lobby was visible, and the exact error text.
| Result | Next interpretation |
|---|---|
| Only one host direction works | Host/account/session state is a leading variable |
| Neither direction works on the same platform | Service, version, or local network remains possible |
| Same-platform pair works, mixed pair fails | Crossplay or store boundary becomes the leading question |
| Join succeeds, then disconnects in play | Session stability needs a short checkpoint test |
Pass 3 — one network comparison
Use one known-good connection as a diagnostic comparison. Do not change router settings, DNS, ports, and security software at the same time. If the alternate connection works, restore the original network and keep that result in the support report; it is evidence, not a guaranteed home-router fix.
What to record for support
Include the platform and store for every player, region, game version, host and client, private/public lobby, time in UTC, exact error text, and whether the failure happened at lobby creation, invite acceptance, loading, or after gameplay began. A short screen recording is more useful than a statement that “online does not work.”
The current PS5 discussion contains players describing a losing-connection message when creating or joining a friend’s private match, but that is a dated community report, not a confirmed platform-wide outage. See the PS5 discussion and the broader multiplayer checklist.
Keep the last usable save
Connection troubleshooting should not begin with deleting local saves, deleting cloud saves, reinstalling the operating system, or changing several security settings. Those actions can turn a network question into a recovery problem. Preserve the last known-good save and change one reversible variable at a time.
Sources
Recommended guide route