Follow-up Comment #8, bug #25026 (project wesnoth):

Okay, I've got debug symbols now. It happens reliably only if I minimize the
Wesnoth window or have another window covering it. Then, whenever a unit dies,
Wesnoth SIGSEGVs. If I keep Wesnoth focused and displayed, the game continues
on.

BT:

#0  0x0000000002207c06 in std::vector<config*, std::allocator<config*>
>::operator[](unsigned long) (this=0x28, __n=0) at
/usr/include/c++/4.8/bits/stl_vector.h:771
#1  0x00000000021fd2bb in config::const_all_children_iterator::operator*()
const (this=0x7fffffff9200) at
/home/eveith/Development/wesnoth/src/config.cpp:1146
#2  0x0000000001caccb8 in attack_type_callable::get_value(std::string const&)
const (this=0xcbc1ca0, key=...) at
/home/eveith/Development/wesnoth/src/formula/callable_objects.cpp:123

What can I do to help? Again, I can provide a core dump (now with debugging
symbols) if anyone is interested. I just need some space to upload it to.

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