Guide evidence for Takuma/Kuma ability ownership, limited-range move command, T-triggered distraction, guards watching then returning, and silent/non-attracting movement.Takuma The inventive and cheerful old sniper, Takuma is your go-to specialist for long-range elimination, able take down any target from range. However, his close-range options...Gameplay frames showing Kuma selected through the HUD, blue command radius, companion positioning, guard reaction/vision-cone context, and practical use as a lure in a snowy village encounter.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 6 - Предательство на горе Цуру [Профессионал] at 2:12:37-2:13:30
Materials v

Companion Command System

Advanced
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

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.

2. Tags

advanceddocumented

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

ParameterValue
Owner command radiusLimited range around owner
Companion destinationValid traversable point
Active distraction toggleOff / On
Distraction trigger inputT in cited source
Hearing attraction radiusTBD
Guard watch durationTemporary; exact value TBD
Movement noise profileSilent / non-attracting

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.)

References

  1. 1.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L98-110 of 116)

  2. 2.

    Прохождение Shadow Tactics: Blades of the Shogun #6 - Предательство на горе Цуру [Профессионал] (2:12:37-2:13:30)