Aiko acquires disguises by killing or knocking out designated civilians and stealing their clothes; confirms civilians are distinct entities that can be eliminated non-lethallyStraw Hats are explicitly classified as enemies comparable to Samurai in difficulty, not civilians; confirms straw hats are a guard type3: Stone and Run Hayato makes no noise when he runs, so that means he can easily slip past any enemy by throwing a rock and dashing for cover, no matter how close he is to that...The game refers to civilians as 'innocents' and notes that outside of achievements, killing them has no mechanical penalty2: The Trap is the Extra Member Apart from Mugen's Sword Wind, Yuki is the only character that can kill more than one enemy at once semi-silently. Get around a corner, place your...Unconscious civilians can be hidden on rooftops where they cannot wake up and alert guards, confirming body manipulation applies to civiliansThe official strategy guide explicitly distinguishes 'straw hat guards' from 'wandering civilians' in the same mission, confirming they are separate entity typesThe corridor leading there from (10) is guarded by a straw hat (10.2) and a samurai ) s (10.3) In area (11) you’ll fi nd a wandering civilian and some guards who make it diffi cult...Civilians panic and run when alarmed but do not set off alarms, even if they spot guard corpsesIf things go wrong, the ci- vilians will probably panic, run away, and end up spotting a guard's corpse. This shouldn't set off an alarm, though. Knock out guard (4.4), just to be...Mission badges explicitly track civilian interaction: 'Don't kill any civilians' (Mission 2), 'Help the battered villagers' (Mission 6), 'Rescue the farmers' (Mission 7)Maniwa Namakemono (3/16): If you look at the red cart, it stops on the way to be checked by two guards. One of the guards is who you are looking for, in front of the house with...
Materials v

Civilian Interaction System

Base
Shadow Tactics: Blades of the Shogun cover

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.

2. Tags

civiliannon_combatantvision_conepanic_statedisguise_sourcebody_manipulationmission_badgeknockoutrescue

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

ParameterValue
Panic flee durationTBD
Wake timerTBD
Vision cone angleTBD
Vision cone radiusTBD
Detection speedTBD
Disguise availabilitylevel-defined

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. 1.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L280-330 of 116)

  2. 2.

    Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L25-35 of 101)

  3. 3.

    Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L36-42 of 101)

  4. 4.

    Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L112-118 of 101)

  5. 5.

    The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L2889-3008 of 4930)

  6. 6.

    The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L3108-3235 of 4930)

  7. 7.

    Steam Community :: Guide :: Shadow Tactics: Blades of The Shogun - Achievement Guide (L120-180 of 447)