Btw, testing the upper threshold I got goosebumps.
Waited for night, headed into a town, debugged some vision so I could walk to within 10 squares of a zombie, then waited. (and turned off the enhanced vision)
Once my scent diffused over to the zombie, it went active and I could see ?s coming toward me, then they stoped getting closer and it just started wandering around at random. I didn’t realise how much built up tension I had about those little yellow question marks, but it was fairly nerve-wracking watching them pop right next to me.
If I stood there long enough, it would eventually wander in sight at random, but they’re fairly easy to lose now. Also if you take a step with one that close to you, it’s almost certain to find you in the next turn or two.
Let me repeat that, “they’re fairly easy to lose now”. You can lose a zombie within about 20 steps now, I think that’s an effect of the decreased sensitivity, and it makes night raiding a much more attractive prospect. (probably need to take another look at noise though)
I need to do some testing with dogs to see how they act now with the upper threshold thing. I think their scent ability will get them 2-3 steps away from you (compared to 3-4 steps with zombies), which means they have a fairly high chance of stumbling into you once they get that close. They shouldn’t be able to nip at your heels as effectively any more though, unless they manage to get a fix on you with hearing, but I think that’s going to be fairly unreliable.
Huh, they don’t have KEENOSE, probably want to change that.
Overall I think it’s a rather large improvement, I do still want to slow down their progress while tracking by scent and slow the diffusion of scent in general, but the upper and lower threshold thing is the biggest improvement IMO, as it enables actually sneaking through a town at night, albeit with a good bit of danger.