Quick answer: Represent every relic as a modifier that contributes to a recomputed stat, then aggregate all active modifiers each time you recalculate so multiple relics combine.

When stacking two damage relics gives you one relic's worth of damage, each one is clobbering the other. Recomputing the stat from the full list of active modifiers makes them stack.

How to fix it

1. Recompute stats from all modifiers

Hold relic effects as a list of modifiers and compute the final stat by folding base value through every active modifier. Never have a relic assign the final stat directly.

2. Define additive vs multiplicative order

Apply all flat additions first, then percentage multipliers, in a fixed order so two relics produce a deterministic combined result regardless of pickup order.

3. Recalculate on any change

Trigger a full stat recompute whenever a relic is added or removed, rather than incrementally patching the current stat, so the aggregate is always correct.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.