Civilian Interaction System
Base
Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
1. Summary
A system governing non-combatant NPCs who inhabit mission environments. Civilians possess vision cones and can detect player characters or corpses, but react with panic and flight rather than triggering alarms. They can be eliminated, knocked out, and manipulated like enemy bodies, and designated civilians serve as sources for the disguise system in applicable levels. Missions may track civilian casualties for badge conditions.
3. Design Intent / Job Story
When navigating a populated mission area, I want to understand how non-combatant NPCs will react to my presence and actions, so that I can plan routes and decide whether to avoid, incapacitate, or eliminate them without unintended mission consequences.
4. Role in Gameplay Loop
- Provides environmental population and social context to mission levels
- Creates additional vision-based obstacles that differ from enemy guard behavior (panic instead of alarm)
- Serves as a source for disguise acquisition in levels where the disguise mechanic is available
- Contributes to optional mission badge conditions related to non-lethality, rescue, or civilian interaction
- Adds complexity to stealth routing by introducing non-hostile but detectable entities that must be managed
5. Preconditions
- Mission level contains civilian NPC placements defined by level design
- Civilian AI is in standard idle or wander state (not already panicked or unconscious)
- Player character is within the civilian's vision cone or audible range, or a corpse is visible to the civilian
6. Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Panic flee duration | TBD | duration | How long a civilian continues fleeing after entering panic state |
| Wake timer | TBD | duration | Time before an unconscious civilian regains consciousness |
| Vision cone angle | TBD | degrees | Horizontal angle of civilian vision cone |
| Vision cone radius | TBD | distance | Maximum detection distance for civilians |
| Detection speed | TBD | multiplier | Speed at which civilian detection meter fills compared to normal guards |
| Disguise availability | level-defined | boolean | Whether designated civilians in the current level provide disguise outfits |
7. Core Rules
- Civilians are non-combatant NPCs distinct from enemy guards; they do not carry weapons and cannot directly attack player characters
- Civilians possess vision cones and will detect player characters, bodies, and suspicious activity within their field of view
- Upon detecting a threat, a civilian enters a panic state and flees; civilians do not trigger mission alarms
- A panicked civilian may spot a corpse while fleeing, but this corpse discovery does not raise an alarm
- Civilians can be killed or knocked out using the same elimination mechanics applied to enemy guards
- Unconscious civilians will eventually wake up and may alert guards unless their body has been relocated to an inaccessible area
- Designated civilians in specific levels serve as sources for disguise outfits when a character with disguise capability interacts with them
- Civilian bodies can be carried, dragged, hidden in bushes/wells/doors, or thrown using the same body manipulation mechanics as enemy bodies
- Mission badge conditions may restrict civilian casualties, require civilian rescue, or reward helping battered civilians
8. BDD Scenarios
Scenario: Civilian spots a player character
- Given
- a civilian is in idle wander state
- When
- a player character enters the civilian's vision cone
- Then
- the civilian enters panic state and flees in a random direction
- And
- no alarm is triggered
Scenario: Panicked civilian spots a corpse
- Given
- a civilian is in panic state
- When
- the civilian flees into the vision range of a corpse
- Then
- the civilian may react to the corpse But no alarm is raised by the corpse discovery
Scenario: Player knocks out a civilian
- Given
- a civilian is within melee range of a player character
- When
- the player performs a non-lethal takedown
- Then
- the civilian becomes unconscious
- And
- can be carried or dragged like an enemy body
Scenario: Unconscious civilian wakes up
- Given
- an unconscious civilian was not relocated to an inaccessible area
- When
- the civilian's wake timer expires
- Then
- the civilian stands up and may alert nearby guards
Scenario: Disguise acquisition from civilian
- Given
- a level contains a designated civilian with a disguise outfit
- When
- the player eliminates or knocks out the designated civilian
- Then
- the disguise outfit becomes available for acquisition
- And
- the player controls a character with disguise capability
Scenario: Mission badge tracks civilian death
- Given
- a mission has a badge condition of "do not kill civilians"
- When
- a player character kills a civilian
- Then
- the badge condition is marked as failed
9. Edge Cases
- A civilian fleeing in panic may run toward guards, indirectly drawing attention to the player's location
- Multiple civilians panicking simultaneously can create unpredictable pathfinding and detection chains
- A civilian may be standing in a position that blocks a narrow pathway, requiring elimination or waiting for movement
- Designated civilians required for disguise acquisition may wander; if killed in an inaccessible area, their outfit may be unreachable
- Unconscious civilians thrown onto rooftops or into wells cannot wake up to alert guards, but may also become unreachable for disguise acquisition
- Civilians in snow levels may leave footprints that could theoretically confuse guard investigation behavior
- A civilian spotting a player through a window or from an elevated position may panic and flee in a direction that compromises the player's planned route
- Killing a civilian in view of another civilian causes the witness to panic immediately, potentially creating a chain reaction
10. QA Notes
- Verify that civilian detection does not trigger the mission alarm system under any condition
- Test civilian panic pathfinding across different terrain types (stairs, bridges, snow, water edges)
- Confirm that unconscious civilians wake up after the appropriate duration and behave correctly
- Verify that designated civilians correctly spawn disguise items when eliminated in levels that support disguises
- Test that civilian bodies interact correctly with all body manipulation systems (carry, drag, throw, hide in bushes/wells/doors)
- Verify mission badge conditions related to civilians update correctly in real-time and persist across saves
- Test civilian vision cone behavior in varying light conditions (day, night, torchlight)
- Confirm civilians do not attack or otherwise engage in combat behavior even when adjacent to player characters
- Verify that civilians distinguish between player characters in disguise and those not in disguise
- Test rescue scenarios where civilians must be led to extraction points without being killed by enemies or the player
11. Mechanic Dependencies
- Stealth Detection System (civilians use the stealth detection system to spot player characters and corpses within their vision cones)
- Character Ability System (character ability system includes disguise acquisition from designated civilians where level design permits)
- Stealth Elimination Mechanics (civilians can be eliminated using the same stealth takedown mechanics as enemy guards)
- Mission Badge System (mission badge system tracks civilian casualties and conditions like 'do not kill civilians' or 'rescue farmers')
- Alarm Response System (civilian panic behavior differs from the alarm response system — civilians flee rather than raising alarms)
- Body Manipulation Mechanics (civilian bodies can be carried, dragged, hidden, and thrown using the same body manipulation mechanics as enemy bodies)
- Enemy Type Hierarchy (enemy type hierarchy must clearly distinguish civilians from enemy types; straw hat guards are NOT civilians)
References
- 1.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L280-330 of 116)
- 2.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L25-35 of 101)
- 3.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L36-42 of 101)
- 4.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L112-118 of 101)
- 5.
The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L2889-3008 of 4930)
- 6.
The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L3108-3235 of 4930)
- 7.
Steam Community :: Guide :: Shadow Tactics: Blades of The Shogun - Achievement Guide (L120-180 of 447)