🏺 Artifacts¶
Artifacts are modeled mostly as resources. This is useful for modding because they can reuse the normal commodity infrastructure: icons, meshes, carry behavior, storage/pile logic, objective checks, and treasure hunter rewards.
The current database contains several artifact-like groups:
- named generic artifacts such as
Artifact 1 Witchwood Harp - campaign-specific artifacts such as tutorial or final-map artifacts
- combat-boost artifacts with an additional
CombatBoostArtifactcomponent - objective-facing artifact entries used by objective logic
Main Files¶
| File | Role |
|---|---|
game-gdb/core/gdb/resources.gd.xml |
Main artifact resource definitions and combat-boost artifacts |
game-gdb/core/gdb/treasurehunterrecipes.gd.xml |
Treasure hunter reward categories and target resource lists |
game-gdb/core/gdb/objectives.gd.xml |
Generic artifact-related objective definitions |
game-gdb/core/gdb/campaign map *.gd.xml |
Campaign-specific artifacts, objectives, and treasure locations |
game-gdb/dlc1/gdb/*.gd.xml |
DLC map, shrine, and objective data that may reference similar systems |
Resource Model¶
Most artifacts use ResourceDescription.
Important fields:
| Field | Meaning |
|---|---|
ResourceCategory |
Usually points to the Artifacts resource category for normal artifact rewards. |
Name / NamePlural |
Localization keys, not final translated text. |
Description |
Localization key for the resource description. |
Icon |
UI icon path. |
Mesh / PileMesh |
Visual representation for carried or piled resources. |
CarryType |
How a unit carries the artifact. |
CarryAttachmentLocator |
Locator used for the carried visual attachment. |
WealthValue / StealValue |
Value-like fields used by some valuable resources. |
TreasureHunterAudioDiscoverEvent |
Audio/event category for treasure discovery. |
TreasureHunterNotificationTier |
Notification tier used when found by treasure hunters. |
Combat-Boost Artifacts¶
Combat-boost artifacts add a CombatBoostArtifact component.
Important fields:
| Field | Meaning |
|---|---|
Boost |
Combat boost value. |
Weight |
Likely selection/weighting value for reward logic. |
Some map-specific objectives also check combat boost totals, so combat-boost artifacts are not just visual loot. They can affect scenario balance.
Treasure Hunter Link¶
Artifacts are commonly connected to treasure hunting through TreasureHunterRecipe entities. The recipe does not produce a fixed output like normal production. Instead, it lists target resources:
Treasure Hunter building
-> AspectTreasureHunter
-> treasure hunter recipe category
-> TargetResources
-> artifact or valuable resource
The generated catalog expands this into:
generated/catalog/systems/artifacts.mdgenerated/catalog/systems/treasure-hunter-recipes.mdgenerated/catalog/systems/treasure-hunter-targets.mdgenerated/catalog/systems/artifact-treasure-shrine-graph.md
These generated files are local and ignored by Git.
Modding Notes¶
Safer first edits:
- change display localization keys only when you also know how localization is resolved
- adjust icon or mesh paths only if the replacement asset exists
- inspect combat boost values for balance research without editing them yet
- trace treasure hunter target lists before changing any reward category
Riskier edits:
- delete artifacts referenced by objectives or treasure hunter recipes
- change artifact GUIDs
- move an artifact into another resource category without checking storage and UI behavior
- change combat boost values without checking objectives and difficulty settings
- add a new artifact without adding all required UI, mesh, carry, pile, and reward references
Good First Trace¶
Start with Artifact 1 Witchwood Harp:
- Find it in
game-gdb/core/gdb/resources.gd.xml. - Note its
ResourceCategory, icon, carry type, and GUID. - Search for the GUID in
game-gdb/core/gdb/treasurehunterrecipes.gd.xml. - Check whether objectives or notifications refer to the same artifact.
- Regenerate the catalog and inspect
generated/catalog/systems/treasure-hunter-targets.md.