anchor.diff:    UpdatePassability(KMRectGrow(KMRect(Loc), 1));
   
     //Tree could have blocked the only diagonal passage
  -  UpdateWalkConnect([wcWalk, wcRoad, wcWolf, wcCrab, wcWork], KMRectGrow(KMRect(Loc),1), True); //Trees block diagonal
  +  UpdateWalkConnect([wcWalk, wcRoad, wcWork], KMRectGrow(KMRect(Loc),1), True); //Trees block diagonal
   end;
   
   
  
positive.code:   UpdateLighting(KMRect(1, 1, fMapX, fMapY));
    UpdatePassability(KMRect(1, 1, fMapX, fMapY));
  
    UpdateWalkConnect([wcWalk, wcRoad, wcFish, wcWolf, wcCrab, wcWork], KMRect(1, 1, fMapX, fMapY), True);
  
    fLog.AppendLog('Terrain loaded');
  end;
  
negative.code:   for I := 0 to LocList.Count - 1 do
      FlattenTerrain(LocList[I], False); //Rebuild the Walk Connect at the end, rather than every time
  
    //wcFish not affected by height
    UpdateWalkConnect([wcWalk, wcRoad, wcWork], fBoundsWC, False);
  end;
  
  
  