anchor.diff:  
   /datum/game_mode/traitor/post_setup()
   	for(var/datum/mind/traitor in traitors)
  -		if(!exchange_blue && traitors.len >= 5) //Set up an exchange if there are enough traitors
  -			if(!exchange_red)
  -				exchange_red = traitor
  -			else
  -				exchange_blue = traitor
  -				assign_exchange_role(exchange_red)
  -				assign_exchange_role(exchange_blue)
  -		else
  -			forge_traitor_objectives(traitor)
  +		forge_traitor_objectives(traitor)
   		spawn(rand(10,100))
   			finalize_traitor(traitor)
   			greet_traitor(traitor)
  +
  +	if(!exchange_blue)
  +		exchange_blue = -1 //Block latejoiners from getting exchange objectives
  +	modePlayer += traitors
   	spawn (rand(waittime_l, waittime_h))
   		send_intercept()
   	..()
  
positive.code: 		steal.owner = traitor
  		steal.find_target()
  		traitor.objectives += steal
  
  /datum/game_mode/proc/forge_escape_objective(var/datum/mind/traitor)
  	if(prob(90))
  		if (!(locate(/datum/objective/escape) in traitor.objectives))
  			var/datum/objective/escape/escape_objective = new
  			escape_objective.owner = traitor
  			traitor.objectives += escape_objective
  	else
  		if (!(locate(/datum/objective/hijack) in traitor.objectives))
  			var/datum/objective/hijack/hijack_objective = new
  			hijack_objective.owner = traitor
  			traitor.objectives += hijack_objective
  
  
  /datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
  	traitor.current << "<B><font size=3 color=red>You are the [traitor_name].</font></B>"
  
negative.code: 			traitor.objectives += block_objective
  
  	else
  		var/is_hijacker = prob(10)
  		var/objective_count = is_hijacker 			//Hijacking counts towards number of objectives
  		if(!exchange_blue && traitors.len >= 5) 	//Set up an exchange if there are enough traitors
  			if(!exchange_red)
  				exchange_red = traitor
  			else
  				exchange_blue = traitor
  				assign_exchange_role(exchange_red)
  				assign_exchange_role(exchange_blue)
  			objective_count += 1					//Exchange counts towards number of objectives
  
  		for(var/i = objective_count, i < config.traitor_objectives_amount, i++)
  			random_traitor_objective(traitor)
  
  		if(is_hijacker && objective_count <= config.traitor_objectives_amount) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
  			if (!(locate(/datum/objective/hijack) in traitor.objectives))
  				var/datum/objective/hijack/hijack_objective = new
  				hijack_objective.owner = traitor
  				traitor.objectives += hijack_objective
  		else
  			if (!(locate(/datum/objective/escape) in traitor.objectives))
  				var/datum/objective/escape/escape_objective = new
  				escape_objective.owner = traitor
  				traitor.objectives += escape_objective
  	return
  
  /datum/game_mode/proc/random_traitor_objective(var/datum/mind/traitor)
  	world << "forging"
  	if(prob(35))
  		if(prob(70))
  			var/datum/objective/assassinate/kill = new
  