anchor.diff:        Color := Color and $40FFFFFF; //Add more transparency
       Color := MultiplyBrightnessByFactor(Color, Coef);
   
  +    ResetAreaData;
  +
       for I := 0 to aPoints.Count - 1 do
  +    begin
         gRenderAux.Quad(aPoints[I].X, aPoints[I].Y, Color);
  +      fAreaTilesLand[aPoints[I].Y - 1, aPoints[I].X - 1] := True;
  +    end;
  +
  +    if not fMarchingSquares.IdentifyPerimeters(fBorderPoints) then
  +      Exit;
  +
  +    for I := 0 to fBorderPoints.Count - 1 do
  +      gRenderAux.LineOnTerrain(fBorderPoints[I], lineColor);
     end;
   
   var
  
positive.code:       Coef := 0.3;
      end;
  
      for I := 1 to Length(aOreP) - 1 do
      begin
        Color := Color and $40FFFFFF; //Add some transparency
  
negative.code:       Color := SELECTED_ORE_COLOR;
        Coef := 0.3;
      end;
  
      lineColor := Color;
  
      if aDeepCl then
        Color := Color and $80FFFFFF //Add some transparency
  