Migration notes: godot-genre-roguelike
Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.
If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.
4.0 → 4.1
Official: Upgrading to Godot 4.1
No skill-relevant breaking changes for this hop.
4.1 → 4.2
Official: Upgrading to Godot 4.2
No skill-relevant breaking changes for this hop.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
- If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
- Re-test save formats after Object/Array serialization and PackedByteArray storage changes.
4.3 → 4.4
Official: Upgrading to Godot 4.4
- Encrypted FileAccess / store_* bool returns — handle failures; UID paths in exported files.
4.4 → 4.5
Official: Upgrading to Godot 4.5
- Resource deep-duplicate and UID export-file changes affect inventory/quest/economy Resource graphs.
- Deep-duplicate semantics when cloning save-related Resources.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Retune Environment glow/fog if the genre leans on bloom-heavy looks.
- Scene unique IDs change diffs — migrate save schemas if they keyed on old node identity assumptions.
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
- Re-validate Resource pipelines after packed-array setter and typed-return GDScript changes.