Follow-up Comment #2, bug #22466 (project wesnoth):
That is how I intended it. My thinking was that since sighted events fire with
recruitment, recalling, and advancement, you could use sighted events without
fog/shroud as one way to detect when a unit of a certain type appears on the
map. (In a sense, they are sighted as they appear on the map, since you had
not seen them before.)
I admit it could be considered overkill, though, to allow sighted events to
fire without fog/shroud. Or is the issue that people think of events firing
only for the player and never for the AI? Hmm... I'd be inclined to add a
filter for the sighting side, but I could change the implementation if that is
still desired.
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