Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It’s in the sandbox options... maybe just not implemented yet?
My impression of how that was intended to work was a mechanic having to do only with unbandaged wounds, dirty bandages, and spilled blood, blood trails etc.
In that context, I love the smell mechanic, and enjoy playing like it's working well anyway. Y'know, jic it starts mattering while I'm not looking. ;-) It'd sure add something to a no infection game.
I'm pro smell, kinda adds in a new dynamic. Sometimes I play with deaf zombies that have eagle eyes, sometimes I play with zombies that have minimal senses but superb memories and the ability to open doors. This way you play the game as different kinds of monsters the Romero's "The Crazies" etc.
By default, if the player is not there, they wont attack anything
But ive often seen idle zombies (who havent detected me...) start to attack random doors / windows...just because im entering the area
They arent even attacking doors / windows to get to me...they are outside, im outside in their back with a clear path, undetected...yet it is enough to trigger the "attack random things" behaviour