Follow-up Comment #16, bug #9029 (project wesnoth):
Interestingly, a similar issue occurred to me today (testing for bug #9532),
where the key is, like in this report, that _repeating the same sequence of
events twice triggers a segfault._ Maybe there's a more general design issue
here (?), or maybe it's just a coincidence.
What I did was start a local MP game (with use map settings and use random
starting ToD), quit, start a new local MP game (with the same settings, same
map), and quit, which triggered the segfault, twice reproduced so far.
Someone more knowledgeable please tell me if I should file a separate report
(with a stacktrace that I don't yet have) about this issue instead.
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