Alarm Response System
Base
Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
1. Summary
A graduated threat escalation system triggered when enemy forces detect a player character or discover a body. Upon activation, the alarm propagates through the mission area, causing additional enemy patrols to spawn and existing guards to enter search behavior. The system creates risk-reward dynamics where players must weigh the consequences of detection against tactical opportunities, while mission badges track alarm-free completion as an optional challenge.
3. Design Intent / Job Story
A graduated threat escalation system triggered when enemy forces detect a player character or discover a body. Upon activation, the alarm propagates through the mission area, causing additional enemy patrols to spawn and existing guards to enter search behavior. The system creates risk-reward dynamics where players must weigh the consequences of detection against tactical opportunities, while mission badges track alarm-free completion as an optional challenge.
4. Role in Gameplay Loop
Not specified.
5. Preconditions
- The mission level has loaded with active enemy and civilian NPC placements
- Enemy patrol routes and reinforcement spawn points are defined by level design
- At least one player-controlled character is present in the mission area
- The stealth detection system is active and evaluating vision cone overlaps
- Body hiding mechanics are available (bushes, rooms, barrels, wells, rooftops)
6. Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Alarm trigger | detection OR body discovery OR projectile spotted | event | Conditions that activate the alarm state |
| Reinforcement type | Normal Guard (default), Samurai (rare, late missions) | enum | Enemy types that spawn as alarm reinforcements |
| Mission failure condition | melee reach during full detection | state | Immediate failure instead of alarm when caught at close range |
| Alarm persistence | true for mission duration | boolean | Alarm state cannot be cleared without reloading |
| Civilian alarm behavior | false | boolean | Civilians do not trigger alarm; they panic and flee |
| Badge condition | no alarm raised | boolean | Requirement for alarm-free mission badges |
7. Core Rules
- The alarm state activates when any of the following occur: a player character reaches full detection inside an enemy vision cone; an enemy or civilian discovers a visible body (slain or unconscious); or a Straw Hat Guard spots a thrown projectile in flight.
- Once activated, the alarm propagates to all enemies within the mission area, shifting their AI state from patrol to search/investigate.
- Additional enemy patrols spawn at designated reinforcement points after the alarm is raised; these reinforcements are predominantly Normal Guards, with Samurai appearing rarely and only in later missions.
- If a player character is caught within melee reach during full detection, the mission fails immediately instead of raising the alarm.
- The alarm state is persistent for the duration of the mission; it cannot be reset or cleared except by reloading a save or completing the mission.
- Civilian NPCs who detect a player character do not trigger the alarm state; instead, they enter a panic/flee behavior that may indirectly alert nearby guards.
- Enemies in alarm state will investigate the last known position of the player, check bushes and other concealment spots, and follow snow footprint trails to their endpoint.
- A guard who discovers a body will sound the alarm immediately; they do not return to patrol after a brief caution period.
- Mission badges track whether the alarm was raised during a playthrough; some badges require completing the mission without sounding the alarm.
- The alarm system operates independently per mission; alarm state in one mission does not carry over to subsequent missions.
8. BDD Scenarios
Scenario: Player is spotted and alarm is raised
- Given
- the player character is inside an enemy's vision cone
- When
- the enemy transitions to the alert state with an exclamation mark
- Then
- the mission alarm state activates
- And
- the detection timer reaches full detection
- And
- additional enemy patrols spawn at reinforcement points
Scenario: Body discovery triggers alarm
- Given
- an enemy patrols near a slain guard whose body is not hidden
- When
- the enemy enters visual range of the visible body
- Then
- the enemy sounds the alarm immediately
- And
- all enemies in the mission area enter search behavior
Scenario: Melee capture causes mission failure
- Given
- a player character is inside an enemy's vision cone
- When
- the enemy closes to melee range before the player can escape
- Then
- the mission fails immediately
- And
- the enemy reaches full detection
- And
- the Mission Failed Screen is displayed
Scenario: Hidden body does not trigger alarm
- Given
- a player character kills an enemy
- When
- an enemy patrols past the bush
- Then
- the body remains undiscovered
- And
- the body is placed inside a bush (concealment spot)
- And
- the alarm state is not triggered
Scenario: Civilian detection causes panic but not alarm
- Given
- a civilian NPC spots a player character
- When
- the civilian enters the alert state
- Then
- the civilian flees in panic But the mission alarm state is not activated
Scenario: Alarm persistence across save reload
- Given
- the alarm has been raised in the current mission
- When
- the player reloads a quicksave from before the alarm
- Then
- the alarm state is cleared
- And
- enemy behavior returns to normal patrol routes
Scenario: Reinforcement spawn composition varies by mission
- Given
- the alarm is raised in an early mission
- When
- reinforcement patrols spawn
- Then
- the patrols consist entirely of Normal Guards
Scenario: Reinforcement spawn composition in later missions
- Given
- the alarm is raised in a late-game mission
- When
- reinforcement patrols spawn
- Then
- the patrols may rarely include a Samurai alongside Normal Guards
9. Edge Cases
- If multiple bodies are discovered simultaneously by different enemies, the alarm triggers once and does not stack additional reinforcements
- A player character who breaks line of sight after full detection may cause the enemy to investigate the last known position, but the alarm remains active regardless
- Reinforcement spawn points may be blocked by level geometry or player-placed obstacles, preventing spawn until the area is clear
- If the alarm is raised while all player characters are inside concealment spots, enemies will search the area but may not find anyone, leaving the mission in a prolonged alarm state
- A guard investigating a noise may inadvertently discover a body on the way, triggering the alarm earlier than the player anticipated
- Snow footprint trails leading to a concealment spot may cause enemies to search that spot more thoroughly during alarm state
- If the player eliminates all enemies in the mission area after the alarm is raised, the alarm state persists visually but has no functional enemies to enforce it
- A Straw Hat Guard spotting a shuriken in flight raises the alarm even if the shuriken misses its target or the target dies out of sight
- Alarm state prevents the player from earning the "Don't sound the alarm" mission badge even if the alarm is raised after all primary objectives are completed
10. QA Notes
- Verify alarm triggers correctly when a player character reaches full detection in an enemy vision cone
- Verify alarm triggers when an enemy discovers a visible body (not hidden in bushes, rooms, barrels, wells, or rooftops)
- Verify alarm does NOT trigger when all bodies are hidden in valid concealment spots
- Verify melee capture causes immediate mission failure instead of alarm activation
- Verify civilian detection causes panic/flee without raising the alarm
- Verify reinforcement patrols spawn at designated points after alarm activation
- Verify reinforcement composition: Normal Guards only in early missions; rare Samurai inclusion in later missions
- Verify alarm state persists for the entire mission duration and cannot be cleared without reloading
- Verify enemies enter search behavior after alarm, investigating last known positions and checking concealment spots
- Verify enemies follow snow footprint trails during alarm state to their endpoint
- Verify mission badge "Don't sound the alarm" is awarded only when no alarm was raised during the entire mission
- Verify alarm propagation reaches all enemies in the mission area, not just those near the detection event
- Verify Straw Hat Guards raise alarm when spotting a shuriken in flight
- Verify reloading a save from before the alarm clears the alarm state and resets enemy behavior
- Verify alarm state does not carry over between missions
11. Mechanic Dependencies
- Stealth Detection System (the Stealth Detection System governs how enemies progress from suspicion to full detection, which is the primary trigger for alarm activation)
- Stealth Elimination Mechanics (Stealth Elimination Mechanics produce bodies that must be hidden to prevent alarm triggers; unhidden bodies discovered by enemies raise the alarm)
- Body Manipulation Mechanics (Body Manipulation Mechanics allow carrying, dragging, and hiding bodies in concealment spots to prevent body-discovery alarms)
- Enemy Type Hierarchy (the Enemy Type Hierarchy defines which enemy types can trigger alarms (Straw Hat Guards spotting projectiles, Samurai seeing through disguises) and which reinforcements spawn)
12. UI Links
- Enemy Vision Cones - The Alarm Response System is triggered when full detection (red cone state) occurs. Vision cones serve as the early warning system — the transition from green to yellow to red communicates escalating threat before the alarm propagates.
- Detection Feedback Overlay - The Alarm Response System is triggered by confirmed detection and is represented by the overlay escalating from warning feedback to alert feedback.
References
- 1.
Shadow Tactics: Blades of the Shogun (L35-40 of 52)
- 2.
Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? (6:43-7:38)
- 3.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L22-28 of 101)
- 4.
Steam Community :: Guide :: Shadow Tactics: Blades of The Shogun - Achievement Guide (L45-55 of 447)
- 5.
Shadow Tactics: Blades of the Shogun (L40-45 of 52)
