Originally Posted by SniperHF
One not very serious error I'm finding right now is that some of the syntax is more specific. For example you used to be able to do a CharacterMoveToTrigger call without using the 1/0 for Run or no. Now it throws an error if you don't include it.

With the previous version those "calls with missing parameter" were simply interpreted as setting facts/database entries (i.e., they did not result in any moving; if your character nevertheless moved, another CharacterMoveTo* probably also got triggered). This new "limitation" of not being able to overload facts with the same name as a call is a godsent, as far as I'm concerned. Too bad it doesn't seem to behave the same for procs (passing the wrong number of parameters for a PROC still silently results in defining a fact with that name).

It seems crazy that this feature was only added now, as its absence must have cost many hours of script debugging in the past due to forgotten parameters.