Nice, but in this case it's still not enough. Well, I really didn't want to do that, but it seems there's no other way. So, here's the new experimental version of the "game.exe" file used by the multiplayer client to launch the game. It works like the old one except that it automatically writes all the crash info to the Game.log file.
https://nullptr.one/public/crymp_launcher_experimental.zip
Replace the "game.exe" file with the new one. Then launch the multiplayer client, wait for crash, and send the Game.log file again.