The dig draws rings on the dirt showing exactly what the next tap will take away, how far it spreads and how deep it bites. Handfuls of dirt stack up three rings, stone gives one tight one, and ground with nothing left to give barely draws at all.
On your first dig, a brass surveyor's mark rings the spot worth starting at. It goes as soon as the piece shows, and you never see it again once you have taken one.
The dig tells you up front that the mouse is what aims your tool, and that the artifact has to be under your cursor before you can lift it or force it out.
Pulling an artifact free no longer walks you straight back out of the dig if you were already moving. The wall holds for a beat first, so you get to read that there is still something in there worth digging for.
The warning that the wall is coming down is a painted sign now rather than plain text. It tells you what has happened from the top of the screen, then drops to the bottom and points the way you need to run.
Every plinth tells you how many visitors its piece brings in, so you can walk the row and see which exhibits are carrying the museum and which are not worth what they cost to mend.
Plinth plaques name their exhibit, and the name is lettered onto the plaque as the piece is accessioned.
The prompt that sends you to a plinth says what to put on it.
Prompts name their key plainly now, and read as sentences rather than a string of clauses.