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This is definitely along the lines of my personal thoughts - will have to see if the others think likewise or favor a different solution.
Getting as many different angles on this as possible is best.
If you find the version that broke the multiplayer, then it would probably be best if you offered the version just prior to that as the multiplayer version until you can find the exact cause of the issue. Meanwhile, keep offering and updating the solo version.
If the version that broke the multiplayer goes back too far and would require major changes to the newest solo version, then you would need to make a decision to either continue to offer two versions in perpetuity, or halt progress on the solo version in order to spend the considerable amount of time it would take to fix the newest solo version so that it would also work for multiplayer.
Having a 2nd version that exists to "hold" a "save-state" of functional Multiplayer would be useful even in the future as a safety-net to catch when this issue happens again (because various things can break Multiplayer in the Editor).
Uploading regressions or updates is doable for any port of a mod on the Workshop.
Either way - the most up-to-date progress is best left untouched for reasons being stated by various players.
And opening a 2nd port allows for flexibility out of this situation.
How we actually find the issue itself is what I question at the moment.
Steffire and myself have had detailed discussions now on how to proceed and we wanted to share our thoughts and our next steps.
We are very much interested in keeping the mod multi player compatible, it's one of the main reasons the mod exists and it's important. The mod pushes the boundaries and limit's of the torchlight engine so testing and fixing this will be difficult but we believe we have worked out a way to accomplish this now with minimal chance of losing or destroying the mod in the process.
We started testing and i am pleased to share as of today we have identified the date and which mod version broke multi player. This was the first step in trying to fully recover and fix the issue.
Step 2 is a more detailed sets of tests and file changes on the specific version to work out exacty what is breaking the multiplayer.
We are optimistic we can now recover this but more time will be needed - will keep you updated with progress.
What part of the game was the issue?
Was the most random thing ever.
The only topic I can connect the issue to - is when one reads comments about how some Mapworks mods on the Workshop may fail multiplayer - it's the same type of file.
Let's celebrate! Smooth Jazz!