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Megaquarium News

v4.2.6 patch

[p]Hello Curators,[/p][p]There are no major changes in this update, the timing is related to a hotfix, the details of which are below.[/p][p]I do have an exciting Megaquarium-related thing to share with you guys soon though! Thank you for your parience,[/p][p]Tim Twice Circled[/p][p][/p][h3]v4.2.6 Changelog[/h3]
  • [p]Security: Upgraded build to Unity 2019.4.41f1 as a security precaution at the request of Unity Technologies. This is a Unity-wide event, nothing specific to Megaquarium. As of writing no users (of any game) have been affected, this is just a precaution.[/p]
  • [p]Bug: Fixed bug where the last tank of DF 1. Cotsbury had to be specifically a Small Abyssal Tank - this is the only tank in vanilla but it caused confusion for a player who had an extra abyssal tank from a mod.[/p]

v4.2.5 patch

Hello Curators, today's patch contains a set of bug fixes I've been working on over the recent months. Thank you all for your feedback. I read every post. :)

For those that are curious what else I've been working on, I have been working on a couple of other more substantial projects, which I look forward to sharing with you down the line.

Changelog below. Any issues, let me know.

[h3]v4.2.5 Changelog - 19/05/2025[/h3]
  • UI: Added latin names as search tags to all animals.
  • UI: Close Window button and hotkey now closes build menu, research windows, prestige window and message window.
  • UI: Fix typo on Family Poster description.
  • UI: Fixed bug 'needs light' now works correctly as a search term in the search menu.
  • UI: Improved placement on heights other than y=0, especially land masses.
  • UI: Fixed bug wrong sprite was used when Science income was not sufficient to keep Abyssal Tank operational.
  • UI: Fixed panning in perspective mode.
  • UI: Fixed typo causing Boeseman's Rainbow to not have a latin name.
  • UI: You can no longer place the same substrate on top of itself.
  • UI: Improved layout of save/load box with more even distribution of columns, especially in 4:3 ratio.
  • UI: Improved layout of Sandbox menu, especially in 4:3 ratio.
  • Graphics: Removed some lights from Kreisel tank to improve look.
  • Graphics: Fixed bug where Oblique-Lined Dottyback, Long-Nosed Chimaera, Long-Tailed Duck and Adélie Penguin didn't animate when you hovered over them in the menu.
  • Balance: Fixed bug where some objectives were generated for sandbox where the required animal was 'Congeners Only' making Tank Point Value objectives impossible.
  • Balance: 3. Elmshorn, improved Toadstool Coral side objective structure to make it easier to follow.
  • Balance: Fixed bug where 'Requires Observation' on a modded animal was still causing health to drop even when Deep Freeze is disabled.
  • Japanese: Fixed a bug where [empty string] was written in the cashflow window.
  • Chinese: Renamed Marbled Serpent Starfish.
  • Chinese/Modding: Added requested characters for better names in mod support.
  • Modding: Added support for floating point (decimal/fractional) number to be used for tank.waterHeightAdjustment. This lets you put floating objects at any height.
  • Modding: Added feature to disable automatic mod disabling when an error is encountered during post-processing. gui.data -> dontDisableModsOnFailedLoad. Please don't change this setting unless you are a mod creator in the middle of tweaking a mod. It will disable automatic recovery meaning you'll be locked out of the game until you manually fix/delete/disable the mod causing the error.

v4.2.4 patch

[h3]v4.2.4 Changelog - 16/07/2024[/h3]
  • UI: Updated some incorrect Chinese localisations.
  • UI: Added guest count to prestige window.
  • UI: Increased maximum money from 1,000,000 to 10,000,000.
  • UI: Updated Daisy Star Polyp latin name to Knopia Octocontacanalis.
  • Balance: Arctic Skate now tolerates abyssal.
  • Balance: Dislikes stony coral is now counted by science poster.
  • Graphics: Fixed minor error in 3d model of Mega Polar Tank.
  • Graphics: Whale skeleton is 100% opaque now leading to less glitchy use in abyssal tank.
  • Graphics: Improved frozen paint UVs on some objects.
  • Fixed bug/modding: 'Chemistry' objects with footprints larger than 9 tiles caused error. Very small change to some 'chemistry' object prices as a result to moving to an algebraic approach for the footprint discount.
  • Fixed bug/modding: If an object is added to the child of a child the tank stats update to reflect this.
  • Misc: New code signing certificate means the .exe may need to be whitelisted again in any Antivirus software.

v4.2.3 patch

[h3]v4.2.3 Changelog - 07/05/2024[/h3]
  • Misc: Upgraded back up to Unity 2019.4.40f1 after fixing the issue causing textures and audio files not to load correctly on OSX and Linux.
  • Optimisation note: Upgrading to 2019.4.40f1 has yielded a significant boost in the rendering side on my Macbook Pro. I don't know if this is limited to OSX, but it felt like possibly all versions were running a bit smoother. Nice to have! ːsteamthumbsupː
  • Misc: Changed Peacock Squid latin name to: Taonius Borealis.
  • Fixed bug: In staff level up tooltip, on hover over skill, modifiers from talents that were zero (--) appeared in red, instead of green.

Megaquarium v4.2.0 - Spring cleaning update!

Greetings curators!

Behold the spring cleaning update - an update dedicated to minor improvements and bug fixes that have been raised by the community. Let's take a look!

[h3]Let your researchers take a break[/h3]
When playing with mods there can be a lot to research, and that means a lot of popups. Many Megaquarium players asked for a way to opt-out of research. Now there is a setting that allows you to do that. Options -> Interface -> Allow no research project -> On; Now the game will no longer force you to have an active research project.

Warning: Your ecology and science points will be wasted so unless you're playing with mods I'd recommend leaving it off!

Speaking of the research windows, I've also optimised them so they load quicker, especially when there is a lot of research.

[h3]Objects on objects on objects[/h3]
This update brings improved support for scenery objects that are mounted on other bits of scenery for a more modular build-style. While not currently featured in any official content, there are mods that make use of this feature on our workshop and now they are easier to work with and appear correctly in tanks of all depths.

[h3]Science consumption - red or purple?[/h3]
After the launch of Deep Freeze several players requested that the science consumption icon be changed from red to purple. Their justification was that, yes the science was lost, but it isn't a bad thing, as it is a deliberate choice by the player.

After some testing, I've decided that I agree. Science consumption is now purple.

There are many other tiny fixes, all listed below. If you notice any bugs while playing do let me know.

While this update is more of a tidy-up, I can reveal I have been working on more substantial things which I look forward to sharing with you in the future.

Thanks and enjoy!

Tim Twice Circled

[h3]Changelog[/h3]
  • Feature: Added option to allow the game to continue without a selected research project.
  • Feature: Improved resolution detection code across operating systems and added a "Detect Native Resolution" button.
  • Feature: Added separate float up/down in 1st person mode hotkey.
  • Feature: Added option to toggle anti-aliasing (always on before).
  • Feature: Added autosave period option.
  • Balance: Excluded Divider from levels 1 and 2 but added a tutorial to introduce them properly in level 3.
  • Balance: Level 2, removed size requirement from wall tank objective. Any new wall tank will do.
  • Balance: Level 3, allow any type of deep tank (including corner and observer) for the deep tank objective.
  • Balance: Level 10, reordered objective rows in Builder Blackmail objective.
  • UX: Slightly reduced start height of floating cost-text when you place a new item.
  • UX: Science consumption from Abyssal Tanks is now purple rather than red.
  • UX: Show active swimmer/flyer range in build menu (min-max).
  • Fixed bug: Objective rows no longer get stuck red after flicking from complete to not-complete in quick succession.
  • Fixed bug: Staff with power tools equipped caused all item toggles in advanced tab to be red.
  • Fixed bug: Could not walk through tunnels in 1st person mode.
  • Fixed bug: Fixed centre of 'u' tank.
  • Fixed bug: Build menu refreshes when you unlock a new food via a merchant process, even if the staff tools window was the last one opened.
  • Fixed bug: Raised parrotfish and triggerfish lower bounds by 5cm.
  • Modding: Objects hosted on objects hosted by tanks now appear in the right place, both while placing and after placement.
  • Modding: Objects hosted on objects hosted by tanks now appear in the tank's contents list and affect system chemistry and aquascaping. Animals will not function correctly unless hosted directly on the tank.
  • Optimisation: Improved load time of research window especially with lots of extra animals from mods.
  • Optimisation: Staff item/skill toggles on advanced tab reuse data structures to reduce memory allocations.
  • Optimisation: Enabled Unity's incremental GC.
  • Miscellaneous: Dumbo Octopus scientific name changed to: Opisthoteuthis Californiana.
  • Miscellaneous: Upgraded Unity version to 2019.4.40f1. Should be no change in-game but mentioning it in case it introduces any bugs.