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I am up for the idea of zombies smelling, but it should have been like:
For every clothing including your full body being fully covered in blood, zombies will sense you from 1 tile away. So if you have only yourself covered in 80% blood but you are naked to the butt, zombies would sense you from 1 tile away. If you have clothes on, your pants can get dirty, your coat, etc. can get dirty, so for a simple shirt, pants and socks combination, you would make zombies smell you in like 4 tiles. but only if more than 80% covered in blood. Now imagine a whole body armor set consisting of 10+ clothes being covered in full blood.
To counter this, the bloodyness of clothes should "dry" up and convert to "dirtyness" over time.
Make it a sandbox option to how fast you can gain/lose bloodyness and the conversion rate for dirtyness and we are set for interesting times. Imagine a whole horde coming after you, because you forgot to wash yourself, but if you let it dry up, you just have to remind yourself "i gotta wash my clothes soon."
to add to the mix, make it so that if the dirtyness value is full, then bloodyness cannot convert to dirtyness.
This idea could be VERY interesting for games. certainly something you can prevent, yet will fail to do so because you will forget about it haha.
The sandbox would be needed, because that way you could at least make it very slow or very fast depending on playstyle. Like for example high blood gain, but very fast dirtyness conversion, but also slow dirtyness gain --> if you get in a huge fight, zombies will notice you far more often, but as soon as fight ends your stealth is practically reset because of fast conversion, tho you gotta look out for other things, like dirtyness not filling up completely.
I'm not aware of any information on smell being added in the future.