This Archaeology expansion took quite a while to do fully with all the prerequisites needed, dialogues, animations, interactions, rewards, books, interfaces, etc. I hope you enjoy!
Added 3 additional new special researches: Mysterious Monolith: Existence, Mysterious Monolith: Architecture, Mysterious Monolith: Symbology;
Added the full Contract Claws mystery to the Infernal Digsite. You can start it by talking to the Gargoyle at the main entrance;
After completing Contract Claws, reaching Assistant qualification and restoring a Chaos Star - you will be able to enter the bottom floor of the Infernal Source where you will uncover another newly added mystery: Dagon Bye;
Completing Dagon Bye will award you with a 'Pact of Dagon' which, when used, unlocks Ancient Summoning (more about it below);
After the completion of Dagon Bye, the Dagon Gatekeeper will request you to give him 2 x Hellfire Katars in exchange for 'The Rings of Razulei' item (if lost it can be reclaimed from Easty at the Archaeology Guild);
Rings of Razulei can then be offered at the Mysterious Monolith to unlock a new relic: Persistent Rage. This relic will generate 5% special attack energy every 2 game cycles when out of combat;
Blank Binding contracts have been added as a possible reward to Tetracompass Ancient Caskets;
Slightly increased the speed at which you excavate Artefacts, and made the soil/material ratio to be 50/50 instead of ~66/33;
Added 'Withdraw All' and 'Deposit All' buttons to the Material Storage interface;
Bringing home the bacon
Added the underground pig pen that can be accessed via south Falador farm's "Storm Cellar";
Added killable pigs in the underground area, they drop 1-4 raw bacon each;
The bacon can then be combined with one another to make stacks, piles, heaps & mounds of bacon which increasingly give more Cooking EXP when cooked;
Added Eli NPC and his full dialogue. You can now claim free raw bacon or pig familiar pouches from him every single day;
Added the Pig pet, which is also now buyable from Eli (or from May's Quest Caravan). The pet pig now also has its full dialogue attached;
You can now create tier 3 Pig Spirits (Familiar pouches) at a Summoning Obelisk at level 84 Summoning. The 3 variants consist of: a combat pig, a beast of burden pig, and a prayer-restoring pig;
Safecracking & related
You can now crack-open safes all around Gielinor (49 safes in total) for Thieving EXP starting at level 62 (level requirements vary from region to region);
To start, you'll want to visit the Thieve's Guild first to get yourself a Loot bag and a Stethoscope from Dodgy Derek's Dirty Deals. These items are NOT needed to crack safes, but, without a stethoscope the cracking process is 3 times slower and you will not gain any additional rewards without a looting bag;
Added full NPC dialogues to: Dodgy Derek, Safe-cracking trainer and Chief Thief Robin;
Once a safe is 'cracked open' it will have a 5 minute cool-down period before it can be used again. To crack safes faster there will be visual and audible cues to help you;
A new Currency Pouch currency 'Thieves Guild - Pilfer' has been added which can be earned by cracking safes and then 'fencing items' via Chief Thief Robin;
Dodgy Derek's Dirty Deals rewards store now consists of a few new items to take note of:
- Master Thief's Lockpick - a tool-belt-able lockpick which never breaks;
- Master Thief's Stethoscope - a tool-belt-able stethoscope that will save you inventory space;
- Shock Absorber - a cheap one-time-use item that prevents you from being stunned when pick-pocketing;
- Elf Thieving Reset Token - a token that, when used, removes the 30 minute cool-down of Prifddinas Elf bans;
- Thieves Guild Teleport - a cheap one-time-use tablet that teleports you to the Thieve's Guild;
Slightly improved on the original 'wall safe' cracking code, they now respawn faster and the player will now correctly face the wall safe when moving towards it before actually starting the action;
Varrock Castle Treasury room now requires the player to have a lock-pick on them to enter (this room contains 3 safes);
Summoning
Introducing Ancient Summoning, unlocked after completing the Dagon Bye Archaeology Mystery, with 7 new powerful familiars;
Players can now create blank 'Binding Contracts' via any Summoning Obelisk. These are not trade-able and will have to be 'filled' with the monster of your choosing;
Killing the monster you want to bind will auto-magically fill the blank contract and give you a trade-able 'Binding Contract (Monster name)' item;
- Hellhound: level 45 Summoning; Passive effect: Absorbs 20% of any damage dealt to you by taking the hit itself; Special ability: Heals the familiar for 10% of its max health;
- Waterfiend: level 50 Summoning; Passive effect: Grants a 5% chance while training Mining, Fishing, Woodcutting, or Archaeology to duplicate the gained resource and store it within itself. Can carry up to 20 items; Special ability: Teleports all items stored within the familiar's inventory to your bank;
- Blood reaver: level 73 Summoning; Passive effect: Increases its next max hit by 33% of total healing the player has done in between Familiars attacks; Special ability: Transfers 5% of the familiar's max health to the player;
- Gargoyle: level 75 Summoning; Passive Effect: Grants an invisible +12 Mining damage boost; Special ability: Deals 50% more damage on the next mining swing;
- Abyssal demon: level 85 Summoning; Special ability: Binds and Teleport Blocks the target for 9.6 seconds (16-ticks);
- Kal'gerion demon: level 90 Summoning; Passive Effect: Grants +1% crit chance to all styles; Special ability: Temporarily provides the player and nearby other players with a +5% critical strike chance buff for 60 seconds;
- Ripper demon: level 96 Summoning; Passive Effect: Deals more damage to the target according to how much missing health it has (0%-5%); Special ability: "Death Chop": Replicates the Ripper Demons' 'jump' attack dealing 200-320% of its max hit in damage;
Fixed a few Familiar registration issues, some familiars were not working correctly due to wrong data (ie. bull ant void shifter);
The Pouch/Scroll creation interface will now gray out slots that you cannot create due to item & level requirements. The regular 'filter only available' function will still hide all other slots as before;
Miscellaneous
Added 'Fake Beard' to May's Quest Caravan for 10,000 coins. It can be stored with Diango;
Goblin Potions can now be created at level 37 Herblore by combining Toadflax potions with Pharmakos berries (obtained from the Makeover Mage). These potions, when drank, will transform your character into a random goblin variant though only within specific areas;
Starting a new TzKal-Zuk encounter should now be much easier! Made the Zuk's 'Object' be clickable instead of a small NPC clickbox inside of him;
While Mining with an Ore Box in your inventory, any ore you mine will auto-magically be deposited into it;
Added a 'Daily Gift box bundle' to the Solomon's General Store for 250 Velheim coins. It contains a variety of EXP items along with a tradeable bond. It can only be bought once per day per account;
Players will now receive Elite Skilling outfit fragments even without having the Invention skill unlocked, as long as they have level 70 in that skill;
Taverley Pet Shop owner can now once again sell Puppie companion pets;
Made the Shantay Pass be interactable (even though you can directly walk through it);
Players can now drop non-essential items onto the floor during the Tutorial Island;
Purchasing a Bond from the Marketplace will now correctly convert it into the un-trade-able state;
Added a few missing capes to the Max's Cape Marketplace;
The chat-box should no longer get spammed with debug messages when the Abyssal Link relic is active;
The Wilderness Agility course Rope swing should no longer be multi-clicked for more XP drops;
Catalyst of Alteration will now place the Sealed Clues you receive from it directly into your Charos Clue Carriers;
Added Fishing animations for when using an Augmented Crystal rod, and (Augmented) Tavia's rods;
I've also added a few new checks to our general actions manager which should, in theory, prevent action dead-locking if the player disconnects, and should hopefully kick them out normally if a lost connection occurs. I cannot seem to replicate the issue myself on localhost so this is all just a theory.