First off, it is much better. The added descriptions certainly add to the ownership of it all.
I'll make suggestions room by room... and then an overall suggestions at the end.
Add an intro to the game. I would add a script to run an introduction at the beginning. If it stays as is, the player may not know what the point of the story is before they start.
Study...
1. x floor --> add a comma after 'either way' and change 'ok' to 'okay' and 'to' to 'too'
2. x fire --> 'A' not 'a'
3. x desk --> 'sitting' not 'siting' and 'Looking' not 'looking'
4. add a command for 'read book' or 'read spell 1' --> the only way I can read spell 1 is to look at it.
5. I assume the journal is not implemented yet. I mean, it's there, but all it can be used for is an 'x journal' response, right?
Bathroom...
1. change 'coble' to 'cobble'... in fact, change ALL cobble stone to 'cobblestone'
Garden...
1. Suggestion --> get rid of 'up turned' bugs and replace it with 'scurrying bugs' or something of that sort?
2. 'change 'grab up...' to simply 'grab' when moving into the garden and picking up the knife. Actually, why don't you put the knife in the desk or somewhere in the garden and force the player to find it and pick it up? Maybe put it in the chest in the bedroom?
3. I'll assume the chopping block is not a complete item yet? It tells me it is nothing out of the ordinary. I'd at least have a simple description in the 'look at' box for now. If you don't want to add a 'use' command to it, that's fine since the game is in beta. Just an FYI.
4. When using the pump, the word 'leaved' is in there. I think your intent was 'lever' maybe?
5. After you use the pump and you 'x water' or 'get water' there are two water options that pop up. I'm not sure where the second water came from or why the second water is there? Actually, this happens with the herbs as well. For giggles, I tried to put the herbs in the chest in the bedroom, and I constantly get a couple different herb option that I think are identical. I think I know the issue here because I had the same with my berry in the desert =). When taking the thyme, for example, I would have a script that moves the thyme to the inventory AND a flag that goes up. Maybe name it 'thymetaken'. If the player tries to take more thyme, have an 'If' message that says something like 'You already have thyme and you need no more.' If the player does not have the flag 'thymetaken' then add it to the inventory. If the thyme is used or eaten, simply unset the flag so the thyme can be taken again. The other option is to add an 'If' statement that checks if thyme is in the player inventory and disallow it to be taken again if it is. If you do this, you may need to make the thyme undroppable, which may be a hassle. You could also make the bundle a surface container. If the thyme is removed, the surface container (in this case, the bundle of hanging herbs) will no longer contain thyme. If the player destroys the thyme, simply move the thyme back to the parent container 'bundle of hanging herbs'. Then, you could go back and take them again. Forgive me, however, I cannot fully remember what you named the dried herbs that are hanging up. Or, since there is an herb plot in the garden, you could force the player to pick fresh thyme and then use it with the pot/fire to dry it out? Any of these three options should work. This should eliminate any of the multiple waters or herbs that are popping up. Other coders may come along and give you a code you could copy-paste to make it easier, but this is what I would do.
6. Add a command for 'drink water'. It seems reasonable enough, right? So, just allow the player to drink the water or maybe add a response like 'you are not thirsty' or 'the water doesn't look clean enough to drink, but you could use it to water the plot.' Then, you could move the water 'object' back to the trough once used.
7. Will catching a chicken be possible? I tried to get chicken but it said I have to catch one first. I assume at some point later in an updated game that I will be able to or need to catch one? If not, then please remove the 'you have to catch one first' because it will just confuse the player and waste their time trying to do things to catch a chicken that wasn't catchable in the first place =)
Bedroom...
1. floor --> make scenery as you did in the other room. The floor is showing up in the places and object pane and I don't think you intended it to because it's not there in the other rooms (I think).
General...
1. Make sure you have periods at the end of your sentences, especially noticeable in the 'x object' descriptions. Minor.
2. I enjoyed the added description and the sounds. Added sounds are very underrated in my opinion. It pulls me in more. I use
http://www.freesound.org/browse/ for the noises I am using in my second game. Good stuff in there. But, if you use them as often as you seem on planning to use them, be prepared to spend some time searching/adding sound. I like it a lot, but just be prepared!
3. All in all... much better. You are tinkering and tinkering will equal learning. Keep at it and continue to ask questions if you have them.
Happy Gaming!
XanMag