anchor.diff:      procedure RenderFOW(aFOW: TKMFogOfWarCommon; aUseContrast: Boolean = False);
       procedure RenderTile(aTerrainId: Word; pX,pY,Rot: Integer; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0); overload;
       procedure RenderTile(pX,pY: Integer; aTileBasic: TKMTerrainTileBasic; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0); overload;
  -    procedure RenderTileOverlay(aFOW: TKMFogOfWarCommon; pX, pY: Integer; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
  +    procedure RenderTileOverlay(pX, pY: Integer; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
     end;
   
   
  
positive.code: var
    road, ID, rot: Byte;
  begin
    if TileHasToBeRendered(False,pX,pY,aFow) then
    begin
      //Fake tiles for MapEd fields
      if gGame.MapEditor <> nil then
        case gGame.MapEditor.Land[pY, pX].CornOrWine of
          1:  RenderTile(gGame.MapEditor.Land[pY, pX].CornOrWineTerrain, pX, pY, 0, DoHighlight, HighlightColor);
          2:  RenderTile(55, pX, pY, 0, DoHighlight, HighlightColor);
        end;
  
      if gTerrain.Land[pY, pX].TileOverlay = toRoad then
      begin
        road := 0;
        if (pY - 1 >= 1) then
          road := road + byte(gTerrain.Land[pY - 1, pX].TileOverlay = toRoad) shl 0;
        if (pX + 1 <= gTerrain.MapX - 1) then
          road := road + byte(gTerrain.Land[pY, pX + 1].TileOverlay = toRoad) shl 1;
        if (pY + 1 <= gTerrain.MapY - 1) then
          road := road + byte(gTerrain.Land[pY + 1, pX].TileOverlay = toRoad) shl 2;
        if (pX - 1 >= 1) then
          road := road + byte(gTerrain.Land[pY, pX - 1].TileOverlay = toRoad) shl 3;
        ID := RoadsConnectivity[road, 1];
        rot := RoadsConnectivity[road, 2];
        RenderTile(ID, pX, pY, rot, DoHighlight, HighlightColor);
      end
      else if gTerrain.Land[pY, pX].TileOverlay <> toNone then
        RenderTile(TILE_OVERLAY_IDS[gTerrain.Land[pY, pX].TileOverlay], pX, pY, 0, DoHighlight, HighlightColor);
    end;
  end;
  
  
  
negative.code: 
  
  //Render single tile overlay
  procedure TRenderTerrain.RenderTileOverlay(pX, pY: Integer; DoHighlight: Boolean = False; HighlightColor: Cardinal = 0);
  //   1      //Select road tile and rotation
  //  8*2     //depending on surrounding tiles
  //   4      //Bitfield
  