anchor.diff:  
   
   //Specific unit desired passability may depend on several factors
  -//todo: Remove aIgnoreRoads as we can check Desperate conditions right here
  -function TKMUnit.GetDesiredPassability(aIgnoreRoads:boolean=false):TPassability;
  +function TKMUnit.GetDesiredPassability: TPassability;
   begin
     Result := fResource.UnitDat[fUnitType].DesiredPassability;
   
  
positive.code: 
      procedure Feed(Amount:single);
      procedure AbandonWalk;
      function GetDesiredPassability(aIgnoreRoads:boolean=false):TPassability;
      property GetOwner:TPlayerIndex read fOwner;
      property GetHome:TKMHouse read fHome;
      property GetUnitAction: TUnitAction read fCurrentAction;
  
negative.code:   if (fUnitType in [ut_Woodcutter, ut_Farmer, ut_Fisher, ut_StoneCutter])
    and (fUnitTask is TTaskMining)
    then
      Result := CanWalk;
  end;
  
  