@@ -1019,13 +1019,13 @@ static void GrowTownInTile(TileIndex *ti
if (cur_rb == ROAD_NONE) {
/* Tile has no road. First reset the status counter
* to say that this is the last iteration. */
_grow_town_result = GROWTH_SEARCH_STOPPED;
/* Remove hills etc */
LevelTownLand(tile);
if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
/* Is a road allowed here? */
switch (t1->GetActiveLayout()) {
default: NOT_REACHED();
case TL_NO_ROADS: /* Disallow Roads */
Status change: