- Many clipping changes around the map to improve splash damage and movement along surfaces
- Fixed visible nodraws
- Fixed some prop lighting
- Added some extra detail in flank route under C
- Removed dynamic shadows outside big door of D to prevent red sniper having a one-sided advantage
- Changed all health and ammo patches to models so they show for everyone using low graphics configs
- Removed perch point inside last
- Reduced size of awning outside last slightly
- Fixed up some texture misalignments
- Raised no build sign to match shadows better
- May or may not have added more ducks
- Changed geometry around RED's final spawn
- Added awning to wall on cliff outside final point
- Adjusted clipping for better movement around map and removing some perch points
- Added block bullets to many spaces in map so splash damage doesn't get lost
- Raised health and ammo so that it doesn't get blocked by teleporters
- Adjusted some magical floating props around the map
- Added sign to indicate no build on the roof of the hut on the hill on B
- May or may not have adjusted duck placements
- Moved the middle doorway in the side house between first and second to behind the chicken wire fence, with the gate previously in that door being removed
- Adjusted some geometry in the side house between first and second to remove sightlines introduced by previous change
- Extended the rollback ramp on third and moved it closer to the point
- Added sky-bridge above cart path to first to prevent high bombs from demomen
- Changed rock formation on first to building to prevent snipers from being able to climb up there. Roof is buildable, so snipers are able to use teleporters to get up there, although there is not as much cover on top of the building compared to the rock formation that was previously there
- Added new route into the side building leading into second from the forward hold on first
- Added new fence next to the cliff on second to add more possibility of ubers being used from tunnel
- Blocked sniper window from connector between 2nd and 3rd into 3rd, while also restructuring the connector slightly
- Extended the corner of the porch on third out to allow better holding of the point
- Streamlined flank near RED's spawn on last
- Improved clipping around the map
- Added a 5 second delay between second being capped and the front door of RED's first spawn locking, as well as a 5 second delay between third being capped and RED's spawn access from locking to aid RED's rotations
- Removed perch points
- Fixed sticky bombs being able to be placed under displacements hill from 1st to 2nd
- Fixed BLU players being able to use loadout binds standing next to doors of RED's final spawn
- Changed rock clipping and raised fence next to rock on first to prevent snipers from getting on top of the rock
- Changed how the ducks operate (still random, just made it harder to cheat to find them)
- Added 9 new duck spawning positions (1 for each class of duck)
- Added/improved on other Easter Eggs
- Reduced sightline from locker room to lobby between 2nd and 3rd
- Clipping improvements
- Prevented stickies from being hidden under the tracks between 2nd and 3rd
- Filled in pit at last point
- Lowered sentry platform on last
- Added stairs to the flank room on last
- Added a prop jump to allow blu to get up the outside part of the flank room on last
- Added a high fence on the edge of the map on the flank of the last point
- Spawn time adjustments on last
- Removed the decrease in rollback time after the cart goes up the final rollback ramp
- Reduced size and adjusted position of third point rollback ramp
- Added barriers to the rocks near third point to reduce sniper abuse
- Moved entrance of house between second and third to before the crates
- Some changes to detailing
- Blocked sightline from near third cap to exit of Locker Room
- Removed rafters above the tracks between Second and Third caps
- Added small health pack in oil
- Small changes to detailing