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# BlitzKit 1.30.0
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Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions this update.
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## Features
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- Added an equalizer mode for Tankopedia and Compare to preview what tank stats will look like in the upcoming Equalizer game mode
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- This feature is in Beta and the stats are subject to change
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- Thanks to WoTB News for sourcing data well ahead of the release of the gamemode
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- Added a toggle in Tankopedia, right beneath Provisions
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- Added button under the shell selector in the Tank Sandbox
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- Added another toggle in the Compare table to enable equalizer for all tanks
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## Technical Features
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- [GonnaHetzMe] Enabling dev mode now displays the tank's non-numerical id
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- [GonnaHetzMe] The dev id and the new dev name are now copyable on click
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## Fixes
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- [GonnaHetzMe] Tech trees that start at tiers higher than tier 1 like the Blitz Nation ones now properly render their trees in Tankopedia
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- [GonnaHetzMe] The tank pitch/yaw inputs in the Tank Sandbox now initialize with the correct values instead of 0
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- [GonnaHetzMe] Large Repair Kits once again use the correct modern icon
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+1
-1
@@ -1,6 +1,6 @@
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{
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{
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"name": "blitzkit",
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"name": "blitzkit",
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"version": "1.29.16",
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"version": "1.30.0",
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"license": "BlitzKit License",
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"license": "BlitzKit License",
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"private": true,
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"private": true,
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"scripts": {
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"scripts": {
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@@ -176,15 +176,17 @@ export function tankCharacteristics(
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({ distance }) => distance >= assaultDistance,
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({ distance }) => distance >= assaultDistance,
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)?.factor ?? 0)
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)?.factor ?? 0)
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: 1;
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: 1;
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const moduleDamageCoefficient = coefficient([hasTungsten, 0.15]);
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const moduleDamageCoefficient =
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coefficient([hasTungsten, 0.15]) * equalizer.damage;
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const reloadCoefficient =
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const reloadCoefficient =
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(coefficient([hasGunRammer, -0.05]) *
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(coefficient([hasGunRammer, -0.05]) *
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coefficient([true, degressiveStat(loaderMastery)])) /
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coefficient([true, degressiveStat(loaderMastery)])) /
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coefficient([hasAdrenaline && gun.gun_type!.$case === "regular", 0.17]);
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coefficient([hasAdrenaline && gun.gun_type!.$case === "regular", 0.17]);
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const penetrationCoefficient = coefficient([
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const penetrationCoefficient =
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hasCalibratedShells,
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coefficient([
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resolvePenetrationCoefficient(true, equalize, shell.type, equalizer) - 1,
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hasCalibratedShells,
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]);
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resolvePenetrationCoefficient(true, equalize, shell.type, equalizer) - 1,
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]) * equalizer.penetration;
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const healthCoefficient =
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const healthCoefficient =
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coefficient(
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coefficient(
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[hasSandbagArmor, 0.03],
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[hasSandbagArmor, 0.03],
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