diff --git a/src/Documentation/doc/basic/infiltration.md b/src/Documentation/doc/basic/infiltration.md
index ae83dfced..61f9469b9 100644
--- a/src/Documentation/doc/basic/infiltration.md
+++ b/src/Documentation/doc/basic/infiltration.md
@@ -25,15 +25,15 @@ If you are reduced to `0` hp or below, the infiltration will immediately end.
- Some use WASD or arrows interchangeably.
- A few others use the rest of the keyboard.
-### Slash when his guard is down!
+### Attack the distracted guard
-Press space when the guard is preparing to attack you.
+Press space bar to attack when the guard drops his guard and is distracted. Do not alert him!
There are 3 phases:
-1. guarding - attacking back will result in failure.
-2. preparing - attacking will result in a victory.
-3. attacking - the guard will attack you resulting in failure.
+1. Guarding - The guard is guarding. Attacking will result in a failure.
+2. Distracted - The guard is distracted. Attacking will result in a victory.
+3. Alerted - The guard is alerted. Attacking will result in a failure.
### Close the brackets
diff --git a/src/Infiltration/ui/GameTimer.tsx b/src/Infiltration/ui/GameTimer.tsx
index a75de7ef2..5821cdddc 100644
--- a/src/Infiltration/ui/GameTimer.tsx
+++ b/src/Infiltration/ui/GameTimer.tsx
@@ -9,6 +9,7 @@ type GameTimerProps = {
onExpire: () => void;
noPaper?: boolean;
ignoreAugment_WKSharmonizer?: boolean;
+ tick?: number;
};
export function GameTimer({
@@ -16,12 +17,12 @@ export function GameTimer({
onExpire,
noPaper,
ignoreAugment_WKSharmonizer,
+ tick = 100,
}: GameTimerProps): React.ReactElement {
const [v, setV] = useState(100);
const totalMillis =
(!ignoreAugment_WKSharmonizer && Player.hasAugmentation(AugmentationName.WKSharmonizer, true) ? 1.3 : 1) * millis;
- const tick = 200;
useEffect(() => {
const intervalId = setInterval(() => {
setV((old) => {
@@ -33,7 +34,7 @@ export function GameTimer({
return () => {
clearInterval(intervalId);
};
- }, [onExpire, totalMillis]);
+ }, [onExpire, tick, totalMillis]);
// https://stackoverflow.com/questions/55593367/disable-material-uis-linearprogress-animation
// TODO(hydroflame): there's like a bug where it triggers the end before the
diff --git a/src/Infiltration/ui/SlashGame.tsx b/src/Infiltration/ui/SlashGame.tsx
index 996b6fc77..9dbc73749 100644
--- a/src/Infiltration/ui/SlashGame.tsx
+++ b/src/Infiltration/ui/SlashGame.tsx
@@ -19,10 +19,10 @@ const difficulties: {
Hard: Difficulty;
Impossible: Difficulty;
} = {
- Trivial: { window: 600 },
- Normal: { window: 325 },
- Hard: { window: 250 },
- Impossible: { window: 150 },
+ Trivial: { window: 800 },
+ Normal: { window: 500 },
+ Hard: { window: 350 },
+ Impossible: { window: 250 },
};
export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps): React.ReactElement {
@@ -70,17 +70,21 @@ export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps):
<>
- Attack when his guard is down!
+
+ Attack after the guard drops his guard and is distracted. Do not alert him!
+
+
{hasAugment && (
- Guard will drop in...
- null} ignoreAugment_WKSharmonizer noPaper />
+ The guard will drop his guard and be distracted in ...
+ null} ignoreAugment_WKSharmonizer noPaper tick={20} />
+
)}
{phase === 0 && Guarding ...}
- {phase === 1 && Preparing?}
- {phase === 2 && ATTACKING!}
+ {phase === 1 && Distracted!}
+ {phase === 2 && Alerted!}
>