Follow-up Comment #12, bug #18017 (project wesnoth):

The problem is that the method used for the local tod tiles was to reload the
tile each update in display.cpp.  The light effect was generated with a call
from game_display skipping over display.cpp directly to image.cpp lower in the
hierarchy.  The local tod tiles from display.cpp were overwriting the fading
tiles in image.cpp, causing the glitch.

I'm patching it by reparsing the local tod tiles in display.cpp to account
for the fade effect.  This will be slower and will invalidate any caching of
tiles performed by the image locators.   

The other solution would be to re-write the pipeline in image.cpp to account
for the local tod tiles.  I didn't do this because I assumed that the original
author chose not to re-write the pipeline for a good reason.  I don't know
what that reason is.


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