Seemingly NPC-related crash 0.G

Didn’t play for a while, today saw 0.G release, decided to start anew. Started a new world with a new character and got a crash within the first 10 in-game minutes (~1m real time). Reloaded autosave and got another crash soon after . Then again. Now I’m writing this.

Summary
The program has crashed.
See the log file for a stack trace.
CRASH LOG FILE: /home/username/.config/cataclysm-dda/crash.log
VERSION: 0.G
TYPE: Signal
MESSAGE: SIGSEGV: Segmentation fault
STACK TRACE:

    cataclysm-tiles(debug_write_backtrace(std::ostream&)+0x42) [0x55c2445e3921]
    cataclysm-tiles(+0x82aeba) [0x55c2445b7eba]
    cataclysm-tiles(+0x82b05a) [0x55c2445b805a]
    /usr/lib/libc.so.6(+0x38f50) [0x7f42f0851f50]
    cataclysm-tiles(+0x61264e) [0x55c24439f64e]
    cataclysm-tiles(+0xa8bfe5) [0x55c244818fe5]
    cataclysm-tiles(+0xa8c0dd) [0x55c2448190dd]
    cataclysm-tiles(+0xa37e06) [0x55c2447c4e06]
    cataclysm-tiles(item::item(item const&)+0x6d) [0x55c2447c6e85]
    cataclysm-tiles(iuse_transform::do_transform(Character&, item&) const+0x4e) [0x55c2448c2ad0]
    cataclysm-tiles(iuse_transform::use(Character&, item&, bool, tripoint const&) const+0x8eb) [0x55c2448c3729]
    cataclysm-tiles(use_function::call(Character&, item&, bool, tripoint const&) const+0x29) [0x55c2448b2cb5]
    cataclysm-tiles(itype::invoke(Character&, item&, tripoint const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) const+0x113) [0x55c244864e6b]
    cataclysm-tiles(itype::invoke(Character&, item&, tripoint const&) const+0xb7) [0x55c244864f75]
    cataclysm-tiles(npc::activate_item(item&)+0x67) [0x55c244b1b1d1]
    cataclysm-tiles(npc::execute_action(npc_action)+0x125) [0x55c244b336ed]
    cataclysm-tiles(npc::move()+0x147f) [0x55c244b36da1]
    cataclysm-tiles(do_turn()+0x1b00) [0x55c2446330a4]
    cataclysm-tiles(main+0x1b66) [0x55c24400d6d9]
    /usr/lib/libc.so.6(+0x23790) [0x7f42f083c790]

    Attempting to repeat stack trace using debug symbols…
    debug_write_backtrace(std::ostream&)
    ??:?
    Creature::set_location(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&)
    ??:?
    Creature::set_location(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&)
    ??:?
    ??
    ??:0
    std::_Function_handler<bool (item const&), bool (*)(item const&)>::_M_invoke(std::_Any_data const&, item const&)
    ??:?
    item_contents::force_insert_item(item const&, item_pocket::pocket_type)
    ??:?
    item_contents::force_insert_item(item const&, item_pocket::pocket_type)
    ??:?
    item::item(recipe const*, int, std::__cxx11::list<item, std::allocator<item> >, std::vector<item_comp, std::allocator<item_comp> >)
    ??:?
    item::item(item const&)
    ??:?
    iuse_transform::do_transform(Character&, item&) const
    ??:?
    iuse_transform::use(Character&, item&, bool, tripoint const&) const
    ??:?
    use_function::call(Character&, item&, bool, tripoint const&) const
    ??:?
    itype::invoke(Character&, item&, tripoint const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) const
    ??:?
    itype::invoke(Character&, item&, tripoint const&) const
    ??:?
    npc::activate_item(item&)
    ??:?
    npc::execute_action(npc_action)
    ??:?
    npc::move()
    ??:?
    do_turn()
    ??:?
    main
    ??:?
    ??
    ??:0

I started in prison and heard starting NPC - which was out of sight - sometimes say something during those first few minutes as I was gunning zombies through windows or waiting for them to bleed out. Crash log seems to be related to it. Debug.log says nothing of value but INFO entries and WARNINGS about missing mod and cache folders.