Body Manipulation Mechanics
Base
Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
1. Summary
A stealth support system that allows players to manage evidence of combat by moving and hiding bodies of eliminated or incapacitated enemies. The system defines distinct body manipulation profiles per character—some characters carry bodies on their backs, others drag them along the ground, with variations in capacity, speed, noise, and special capabilities such as throwing. Bodies can be hidden in environmental concealment spots or disposed of in permanent removal zones. This mechanic is essential for maintaining stealth and preventing alarm triggers when enemies discover remains.
3. Design Intent / Job Story
When I have eliminated or incapacitated an enemy, I want to move or hide the body before patrols return, so that guards do not discover it and trigger an alarm that compromises the mission.
4. Role in Gameplay Loop
- Part of the post-elimination cleanup loop that closes the stealth combat cycle
- Enables non-lethal and ghost playstyles by allowing knocked-out enemies to be hidden indefinitely
- Integrates with character specialization by granting different body-handling capabilities per character
- Drives risk/reward decisions: spending time hiding bodies versus pushing forward quickly
- Supports progression and challenge systems through body-hiding counters and mission badges
- Creates emergent tactics when bodies are used as projectiles or lures
5. Preconditions
- A body must exist: an enemy has been killed or knocked out and is in a manipulable state
- A character with a Body Manipulation Profile must be within interaction range of the body
- The character is not already at their body capacity limit
- The body is not inside a permanent removal zone that prevents retrieval
- The character is not currently performing another action that blocks manipulation
6. Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Interaction range | ~1.5 m | distance | Maximum distance at which a character can begin manipulating a body |
| Carry speed modifier | 0.3–0.5× base | scalar | Movement speed multiplier while carrying a single body |
| Drag speed modifier | 0.2–0.3× base | scalar | Movement speed multiplier while dragging a single body |
| Carry noise radius | ~5 m | distance | Radius within which enemies can hear noise generated by carrying |
| Drag noise radius | ~5 m | distance | Radius within which enemies can hear noise generated by dragging |
| Throw range | ~8–10 m | distance | Maximum horizontal distance a body can be thrown (throw-capable profiles only) |
| Concealment spot types | Bush, Well, Water, Door, Hedge, Roof, Cliff | enum set | Valid environmental categories that can hide a body from discovery |
| Permanent removal zones | Well, Deep water, Cliff | enum set | Zones where a placed/thrown body is removed from play entirely |
| Multi-body capacity | 1 or 2 | integer | Maximum number of bodies a profile can hold simultaneously |
| Drag vision tolerance | true / false | boolean | Whether the profile can move through the outer (darker) vision cone undetected |
| Death-animation grab window | ~0.5–1.0 s | duration | Time window after a kill during which the body can be grabbed to skip the death animation |
7. Core Rules
- Each character is assigned a Body Manipulation Profile that defines capacity (single or multiple bodies), method (carry or drag), speed modifier, noise radius, and any special capabilities.
- A character can only interact with a body when within the defined interaction range.
- Carried bodies are lifted onto the character's back; dragged bodies are pulled along the ground behind the character.
- While manipulating a body, a character moves at a reduced speed dictated by their profile.
- Body manipulation generates noise within an audible radius defined by the profile; enemies inside that radius can hear it.
- Bodies can be placed into Concealment Spots (e.g., bushes, wells, water, behind doors, hedges, rooftops). Once placed, the body is hidden from enemy vision and no longer risks discovery.
- If an enemy's vision cone intersects with a non-concealed body, the enemy discovers it and triggers the alarm response.
- Certain profiles include a Throw capability, allowing a body to be launched as a projectile. A thrown body that collides with an enemy stuns or knocks them down.
- Bodies thrown or placed into permanent removal zones (wells, deep water, off cliffs) are removed from play and cannot be discovered.
- A dying enemy can be grabbed during their death animation to skip the remaining delay and begin manipulation immediately.
- Dragging profiles can move through the outer (darker) regions of enemy vision cones without being detected, whereas carrying profiles are spotted normally.
- If an enemy is eliminated inside or on the edge of a bush by a trap, the body automatically falls into the bush and is concealed.
- A character already manipulating a body must drop or place it before interacting with another body, unless their profile supports multiple-body capacity.
8. BDD Scenarios
Scenario: Hiding a body in a bush
- Given
- a guard has been stealth killed and is lying on the ground
- When
- the player issues the interact command to pick up the body
- Then
- the body is hidden in the bush
- And
- a character with a carry profile is adjacent to the body
- And
- moves into a bush concealment spot
- And
- issues the place command
- And
- enemies no longer detect the body if their vision cone passes over the bush
Scenario: Body discovered by a patrol
- Given
- an enemy has been killed and the body was not hidden
- When
- the guard's vision cone fully intersects with the body
- Then
- the guard discovers the body
- And
- a patrolling guard's vision cone sweeps over the body
- And
- the alarm response system is triggered
Scenario: Throwing a body to stun an enemy
- Given
- a character with a throw-capable profile is carrying a body
- When
- the player targets the enemy and executes the throw command
- Then
- the body is launched toward the enemy
- And
- an enemy is within throw range
- And
- the enemy is knocked down or stunned on impact
- And
- the body lands at the target location
Scenario: Dragging through a vision cone undetected
- Given
- a character with a drag profile is pulling a body
- When
- the drag movement completes without entering the inner (bright) region
- Then
- the enemy does not detect the character or the body
- And
- the character moves through the outer (darker) region of an enemy's vision cone
- And
- no alarm is triggered
9. Edge Cases
- A body is dropped in a location where no concealment spot exists and the player leaves the area; the body remains discoverable indefinitely.
- A thrown body misses the intended enemy and lands in an enemy's vision cone, causing unintended discovery.
- A character with single-body capacity attempts to interact with a second body while still carrying the first; the interaction is blocked or the first body is automatically dropped.
- An enemy dies on terrain that prevents interaction (e.g., inside a locked room the player cannot enter), making the body impossible to hide.
- A dragged body gets snagged on geometry or another entity, interrupting movement.
- A body is hidden in a bush that an alarm-response search party investigates; the searchers may enter the bush and discover the body.
- A character carrying a body is spotted by an enemy; the body is dropped upon entering combat or detection state, potentially revealing it.
- Snow or mud leaves footprints leading from the elimination site to the hiding spot, allowing enemies to trace the player.
- A knocked-out civilian on a roof (thrown there by Mugen) cannot get down, but if an enemy patrols the roof, they can still discover the civilian.
- Multiple bodies are stacked in the same concealment spot; the system must handle overlapping placements without collision errors or visual clipping.
10. QA Notes
- Verify each character profile correctly applies the right method (carry vs drag), capacity limit, speed modifier, and noise radius.
- Test that all concealment spot types (bush, well, water, door, hedge, roof, cliff) properly hide bodies from enemy vision.
- Confirm that enemies trigger the alarm response exactly when their vision cone intersects a non-concealed body.
- Test throw trajectory and collision: verify bodies stun enemies on direct impact and land correctly on varied terrain.
- Verify that dragging through the outer vision-cone region does NOT trigger detection for drag profiles, while carrying profiles ARE detected.
- Test body manipulation during death-animation skip: ensure the body state transitions correctly from dying to manipulable.
- Test noise propagation: ensure enemies inside the noise radius react (turn toward source, investigate) while enemies outside ignore it.
- Verify that bodies in permanent removal zones (wells, deep water) are fully removed and do not contribute to discovery counts.
- Test multi-body capacity: verify a dual-carrier profile can pick up a second body without dropping the first, up to the limit.
- Check that search parties during alarm response investigate bushes and other concealment spots where bodies may be hidden.
- Verify footprint mechanics in snow/mud missions do not incorrectly reveal concealed bodies, but do show the path taken.
- Confirm UI interact prompt appears only for characters with valid body manipulation profiles and disappears when out of range.
11. Mechanic Dependencies
- Stealth Detection System (Stealth Detection System determines whether a body is spotted by enemies; dragging profiles can move through outer vision-cone regions without triggering detection.)
- Character Ability System (Character Ability System assigns Body Manipulation Profiles to characters, determining who can carry versus drag, single versus multiple bodies, and throw capability.)
- Stealth Elimination Mechanics (Body Manipulation depends on Stealth Elimination Mechanics because bodies are the primary output of elimination actions; this mechanic governs the post-elimination state of fallen enemies.)
- Alarm Response System (Alarm Response System is triggered when an enemy discovers a non-concealed body, making concealment essential to avoid mission failure.)
- Character Movement System (Character Movement System defines base locomotion speeds that are modified by body manipulation profiles (e.g., slow walk while carrying, running with penalties).)
- Enemy Type Hierarchy (Enemy Type Hierarchy may affect how different enemy archetypes react upon discovering a body (some raise the alarm immediately while others may investigate first).)
References
- 1.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L1-50 of 116)
- 2.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L50-70 of 116)
- 3.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L70-90 of 116)
- 4.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L1-40 of 101)
- 5.
The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L1-100 of 4930)
- 6.
The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L100-200 of 4930)
- 7.
Steam Community :: Guide :: Shadow Tactics: Blades of The Shogun - Achievement Guide (L1-50 of 447)
- 8.
Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? (0:00-5:00)
- 9.
Прохождение Shadow Tactics: Blades of the Shogun #3 - Гора Цуру|Убийство господина Ябу[Профессионал] (37:40-38:00)

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