OK, I think you're right, and I think the current situation is correct.
Originally, spending too little time on one level resulted in the message "Looks like any other level" when you arrived on the next one. This was seen to be a problem because it was hard to tell how much time you were meant to have spent. The solution, then, was to delay announcement of level feelings; this way, you were told when you'd spent "enough" time on the level, because you got a feeling. And all this deliberation was completely independent of playing with artifact preservation on or off.
Originally, spending too little time on one level resulted in the message "Looks like any other level" when you arrived on the next one. This was seen to be a problem because it was hard to tell how much time you were meant to have spent. The solution, then, was to delay announcement of level feelings; this way, you were told when you'd spent "enough" time on the level, because you got a feeling. And all this deliberation was completely independent of playing with artifact preservation on or off.
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