[x] Improve performance. The sheer number of effects is a drain. Probably decouple the damage from the effect, having a unit be marked by a single type class of immolation at a time.
[x] Double check performance of the damage without any effects at all. Kind of a stress test for the scheduler.
[x] Handle effect lifespan.
[x] Generic Immolation replacement.
[x] Viper Slate.
[x] Star Ruby.
[x] Blood Star.
[x] Rose Quartz Crystal.
[x] Uranium 235.
[x] Uranium 238.
[x] Blood Stone
[x] Handle upgrades. Currently, a unit is registered to the Immolation system for unit leaves/enters events. However, this does not fire when a unit upgrades.
[x] Shift buttons to utilize Evasion, as they will merely become display only.
[x] Update Changelog:
In particular, mention that Viper Slate's stated damage was incorrect. Due to being misconfigured, it was doing twice the stated damage. That has been fixed.
Multiple sources of Immolation damage will now stack, which has never happened before.
Kill bonuses will now apply to Immolation damage, which has never happened before (even if it said it did).
Notes
Due to the buggy nature of true Immolation, there were very few effects ever created. The naive initial design of this system creates an effect on every damage application. So, multiple effects per unit per second (which mimics Immolation), that are either destroyed immediately or last up to a couple seconds. Not only is performance bad due to the sheer number of effects. But the eye candy on the creeps is horrific. Definitely need to filter things a bit.
Immolation Rework
Attempt at implementing #55.
Testing Version
To-Do
Notes