Update 16 (22.08.2017) – The surprisingly uneventful migration of the game called EhcilcWhen we started this journey, I proudly declared that we're going to take on Mount Modnar and reach the top of the kingdom. Well, we tried and we failed. Was it the rough weather conditions, poor equipment, overconfidence or naivety? It doesn't matter. What matters is that the mountain is still there, clouds and darkness circling around, towering higher than ever. It's waiting for us, calling us back. And we still want to conquer it, we're getting on top of that mountain, one way or another. New tools, reorganized plans and rekindled motivation. This time, we're not backing down.

As mentioned in the last update, one of the most notable changes for Ehcilc this year was the migration from AGS 3.2.1 to 3.4. If I had to describe it with one word, I'd say it was smooth, but there's actually a little bit more to it, because I used this opportunity to restructure most of the scripts and throw out some dead weight. I wasn't only updating the engine, but also making everything cleaner and more logical for my non-programmer brain.
Thanks to the great work of
Crimson Wizard and other contributors, the engine seems to be fully backwards compatible and had I left the script compatibility level setting alone, I probably could have continued without any errors or changes at all. But since I was already rewriting some of the scripts, I decided to up that one as well.
This created some very minor issues (mainly the ProcessClick error), but nothing significant. I let the engine do its checks, followed the error reports, fixed and tested them and everything seemed to be working perfectly fine. No lingering problems, no hassle. It should be mentioned though, that the game doesn't use any plug-ins and all my scripts are rather basic and simple. So, I wasn't really expecting anything to break anyway.
The first noticeable improvements that I instantly benefited from were the all the removed engine limits. For example, I use a GUI to portray the treasury and because they were limited to only 30 controls, I ended up creating a lumped together dual-GUI monstrosity to have room for all the sweet trophies.
I'm also enjoying the enhanced compatibility and setup features, some new useful script commands, various usability tweaks and probably lots of other little things that I haven't had time to fully explore or don't even know about. If someone is still contemplating about upgrading their old AGS project, I recommend you make some backups, grab a big blue cup of your favorite beverage and give it try.
Thank you for reading and please don't be shy to post comments, argue or ask questions.