ID:136355
 
I mentioned a need for a separate SEE_AREAS sight flag before with my RoofLib (Post ID:113689), but didn't make request for it at the time. My new area based dynamic lighting system would also benefit from having the ability to see areas out of view without seeing the turf underneath.

If you watch the demo (http://www.byond.com/hub/Shadowdarke/ sd_DynamicAreaLighting_Demo) carefully, you will see the problem. The red mobs are fully visible for a moment when they move from complete darkness into a lit area because you can't see the icon for the dark area. If I use SEE_TURFS, the darkness looses impact and players can see the entire map, including the effects of light sources behind closed doors in another room.
I second this request -- and, if at all possible, would this allow areas to process clicks on turfs that aren't visible, as well (the location argument to area/Click(), I presume)? It's extremely difficult to use guns in one of my games, as the opacity prevents clicks from being registered anywhere that is obscured. Since a lot of the terrain is obscured to give the game a suspenseful feel, this means that players can see an enemy run into darkness, but be incapable of firing at it.