Companion Command System
Advanced
Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
1. Summary
The Companion Command System lets a controllable animal companion act as a reusable, non-lethal distraction proxy for a less mobile specialist. The player first sends the companion to a valid point inside the owner's command radius, then toggles an active noise/distraction state that pulls hearing guards away from posts until the effect ends or is manually stopped. Movement to the target point is stealth-safe; only the active distraction behavior is meant to attract guard attention.
3. Design Intent / Job Story
When a guard position blocks a route and the companion owner cannot safely approach, I want to send the companion ahead and trigger a controlled distraction, so that I can pull guards away from their post and move other characters through the opening.
4. Role in Gameplay Loop
- Creates a reusable remote distraction option inside the stealth infiltration loop.
- Extends a low-mobility character's influence without requiring that character to enter danger.
- Converts enemy hearing and curiosity into a temporary path-opening tool.
- Supports coordinated movement, takedowns, and bypasses by holding guards' attention away from patrol routes or chokepoints.
5. Preconditions
- The companion owner is available and selected or commandable.
- The companion ability is unlocked for the current mission.
- The destination lies inside the companion owner's limited command radius.
- A traversable path exists for the companion to reach the destination.
- At least one enemy is close enough to hear or observe the active distraction if a lure effect is desired.
6. Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Owner command radius | Limited range around owner | distance | Maximum distance from the owner where the companion can be ordered to move. |
| Companion destination | Valid traversable point | world position | Target point selected by the player for the companion move stage. |
| Active distraction toggle | Off / On | boolean state | Whether the companion is idle/moving or performing its attention-drawing behavior. |
| Distraction trigger input | T in cited source | input binding | Input used to start the companion's distraction behavior after positioning. |
| Hearing attraction radius | TBD | distance | Area in which eligible guards can hear and react to the active companion. |
| Guard watch duration | Temporary; exact value TBD | duration | Time guards spend watching before they become bored and return to prior behavior. |
| Movement noise profile | Silent / non-attracting | enum | Companion movement should not attract attention before active distraction is toggled. |
7. Core Rules
- The companion is commanded in two stages: move to a target point, then enter or exit the active distraction state.
- The move command is constrained by a limited radius around the companion owner.
- The companion does not intentionally attract attention while moving to the target point.
- When active, the companion emits a distraction that causes eligible guards who hear it to approach and watch.
- Distracted guards eventually lose interest and return to their previous behavior if no other event interrupts them.
- The player can manually stop the active distraction state.
- The companion functions as a path-opening and attention-redirection tool, not as a direct takedown or combat ability.
- The mechanic remains governed by normal enemy perception; guards can still detect characters through vision cones while reacting to the companion.
8. BDD Scenarios
Scenario: Send companion into position
- Given
- the companion owner has the companion ability available
- When
- the player selects a valid target point inside the command radius
- Then
- the companion moves to that point without intentionally attracting guard attention
Scenario: Start active distraction
- Given
- the companion has reached a useful distraction position
- When
- the player toggles the companion into its active distraction state
- Then
- eligible guards within hearing range approach the companion and watch instead of maintaining their post
Scenario: Distraction expires through guard interest
- Given
- guards are watching the active companion distraction
- When
- enough time passes without additional disturbance
- Then
- the guards lose interest and return to their previous activity or patrol
Scenario: Use distraction to create passage
- Given
- a guarded route is covered by enemy vision or position
- When
- the player uses the companion to pull guards away from the route
- Then
- another character can move through the opening while still respecting normal detection rules
9. Edge Cases
- The target point is outside the owner's command radius and should be rejected or clamped by targeting rules.
- The companion cannot path to the selected point and should not begin the command.
- No eligible guard is within hearing range, so the active state plays but does not lure anyone.
- A guard begins reacting to the companion while another detection stimulus interrupts and escalates the situation.
- The player stops the distraction while guards are en route or watching, causing them to resume normal behavior according to AI rules.
- The companion lure pulls only some guards from a group, leaving remaining vision cones or patrols dangerous.
10. QA Notes
- Verify the command radius prevents selecting destinations beyond the owner's allowed range.
- Verify companion movement to position does not trigger guard attention by itself.
- Verify the active distraction attracts guards who are close enough to hear it.
- Verify attracted guards eventually stop watching and return to patrol or post.
- Verify manual stop cancels the active distraction state cleanly.
- Verify characters can exploit the temporary opening without disabling standard vision-cone detection.
- Verify the companion ability appears in the correct owner ability slot and can be selected from the gameplay HUD.
11. Mechanic Dependencies
- Stealth Detection System (The opening created by the companion still depends on stealth detection rules because vision cones and detection remain active while guards react.)
- Character Ability System (The companion command is one character ability within the broader character ability system and follows its availability, ownership, and activation rules.)
- Enemy Type Hierarchy (Enemy eligibility and reaction strength depend on guard type behavior; some enemy categories may react differently to distractions or require separate handling.)
- Four-Slot Ability Binding Framework (The companion ability is exposed through the four-slot ability binding framework, with the cited source identifying it as the owner's D-slot ability and the active command using a follow-up input.)
- Sound-Based Distraction Abilities (The companion's active state is a sound-based distraction that lures guards who hear it, so it depends on the shared distraction response model.)
12. UI Links
- Bottom Gameplay HUD Bar - The bottom gameplay HUD shows the selected character, available abilities, and companion-related command controls during play.
- Ability Command Bar - The ability command bar exposes the companion ability, its slot, and the follow-up command/toggle used to activate the distraction.
- Enemy Vision Cones - Enemy vision cones remain visible while the companion lure is planned and executed, showing whether the created opening is actually safe.
![Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 6 - Предательство на горе Цуру [Профессионал] at 2:12:37-2:13:30](/published/media/shadow-tactics-blades-of-the-shogun/source-46-preview-f2b4d5b479.jpg)