anchor.diff:            else
             begin
               ID := landPtr.BaseLayer.Terrain;
  -            // Do not use fMyTerrain.Land^[].Light for borders of the map, because it is set to -1 for fading effect
  -            // So assume fMyTerrain.Land^[].Light as medium value in this case
  +            // Do not use gTerrain.Land^[].Light for borders of the map, because it is set to -1 for fading effect
  +            // So assume gTerrain.Land^[].Light as medium value in this case
               if (I = 0) or (I = fMapY - 1) or (K = 0) or (K = fMapX - 1) then
                 light := 255-fow
               else
  
positive.code: var
    I: Integer;
  begin
    fMyTerrain := gTerrain;
  
    Resize(fMyTerrain.MapX - 1, fMyTerrain.MapY - 1);
  
    for I := 0 to MAX_HANDS - 1 do
    begin
  
negative.code:         end;
  
          if (tileOwner <> -1)
            and not gTerrain.TileIsCornField(KMPoint(MX, MY)) //Do not show corn and wine on minimap
            and not gTerrain.TileIsWineField(KMPoint(MX, MY)) then
            fBase[I*fMapX + K] := gHands[tileOwner].GameFlagColor
          else
          begin
  