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Megaquarium News

Patch v1.2.1

Mini patch with a couple of things that didn't quite make it into the big February update, plus a couple of bonus fixes/features. :)

Changelog

- Upgraded underlying Unity version which should hopefully fix the 'Citrix workstation' bug. Let me know if you still encounter this issue.
- Added 'Exclusive fullscreen' mode.
- Added tooltip to point button toggle in top right.
- Fixed bug where messages don't reload if you drop an animal with the message window closed.
- Fixed bug where floor arrows blocked 'attraction aura'

For the next couple of weeks I'm going to be working through the backlog of small and medium sized feature requests that have built up over the weeks and months and making some headway through that.

I'm also going to be experimenting with some tweaks to the prestige generation formula and the way that this information is communicated to you. ːsteamhappyː

February Update! v1.2.0

Hello all, a new update has just gone live with a bumper crop of new features and improvements. Let's take a look.

New search menu


You can now bring up a new search menu in-game which allows you to filter the contents of the build menu to just the items you are interested in!

For example: by writing "tropical shoaler count:0" you will see only tropical animals with the shoaler care requirement, which you currently have zero of in your aquarium.

For more examples check out the latest episode of the official Megaquarium vlog:

https://youtu.be/BKINwrUdP9U

You can bring the menu up by pressing the Return key (this is rebindable) or by clicking the search button at the top of the build menu.

New plants

(Click on thumbs to enlarge)


5 new plants have just been added to the game. The focus here was adding more large plants and also adding more variety in terms of the gameplay purpose of each plant.

For example, the all new 2x3 Shellweed is only worth a few additional plants but adds a lot to the rock count and a whopping 50 filter power!

Meanwhile the Velvet Horn is more balanced with a mixture of plants, rocks and filter power.

I've also rebalanced some of the existing plants to make the differences between them more drastic. Some are excellent for plant count, while others are strong passive filterers and then there are the ones which give a range of minor benefits.

New sandbox modes

The final big feature is an expansion to the sandbox mode. There are now additional options which allow you to unlock all animals and equipment from the start of your game, as well as toggle access to unlimited money.

I know some people have missed having a fully "creative" mode with absolutely no restrictions and these new settings allow you to do that.

I've also added a set of new presets to challenge you to try the game in different formats. Let's take a look:

Full unlock - here you have access to everything from the start but don't have unlimited money, so you still have to create a balanced aquarium. It's harder than it sounds!

Research mode - here you have unlimited money but you still need to work through the ranks to unlock all the animals and equipment. This is definitely a relaxed mode where you can proceed at your own pace however it does reduce the burden on managing your staff efficiently.

Creator mode - the ultimate sandbox experience. Everything is unlocked and you have unlimited money.

Just like all the other presets you can tweak individual settings to your own preferences.

And the rest...

That's the major stuff out of the way, but the update comes with all these minor improvements/fixes too:

  • Added drag-to-paint for tiles.
  • Added rebindable hotkeys for all the buttons in the top left.
  • Rebalanced plant/rock/cave lover requirements. Some are also worth extra prestige.
  • Added info panels for any animal given to the player as a gift in the campaign so you can see what its needs are before picking it up.
  • Added difficulty to save game info.
  • Switched to proper fullscreen borderless window mode. If you click on your other monitor it won't minimise the game.
  • Fixed animation speed going faster than simulation.
  • Optimised build menu so that it loads quicker.
  • Optimised animations in general for better FPS in large aquariums, especially on low detail mode.
  • Redesigned point bubble system to increase performance.
  • Optimised objective checking to increase performance.
  • Zoning interface now scales/wraps when it gets to full.
  • Slightly increased opacity of build menu UI.
  • Added feeding skill requirement to Blue Spotted Ribbontail Ray.
  • Striped boxfish no longer eats starfish.
  • Danger to tooltip now says "Starfish with size x or less".
  • Fixed bug where tank counts were calculated incorrectly.
  • Slightly increased size of tooltip text and width.
  • Fixed mega light lights.
  • Megalopolis tank enquiry objective tells you to check log.
  • Fixed objective tooltip in level 1 tutorial with incorrect description of button.
  • Tweaked active swimmer icon so that it always says the required volume even when met.
  • Added rounded tank and kreisel tank icons.
  • Fixed minor display bugs for needs rounded, needs kreisel and congeners only icons.
  • Fixed supersonic walking bug.
  • Fixed issue where tooltip hangs over edge of screen on higher than 1080p resolutions.
  • Added kreisel tank description.
  • Fixed a number of portraits positions.
  • Fixed double unlock of some science items in sandbox modes
  • If you have already unlocked everything at a new rank it skips the "newly available" screen.
    =Modding=
  • Animal mods can create a new animal category without updating gui.data, see Azure Demoiselle for example.
  • Game is slightly more resilient to mods being added/removed midgame


Hope you enjoy the update guys, please let me know if you notice any bugs via the Steam discussion forums as usual. https://steamcommunity.com/app/600480/discussions/0/ ːsteamhappyː

Patch v1.1.7

Hey all, quick patch with a few bug fixes.

Changelog

- Fixed bug where one of the Chicago tanks was always available regardless of the rank you started at. Unfortunately the fix only affects new sandbox games. Sorry about that!
- Cursor is now hidden in first person mode.
- Altered the way the game calculates whether a deep tank has been correctly connected to the floor in level 3.
- Fixed a minor graphical issue caused by moving stairs.

There's still a ton of smaller tweaks/features that I'm itching to get into the game over the next few weeks but the next major feature I'm planning to work on will be some kind of smart search/filtering system for the build menu to make it easier to find things (especially animals) in the later stages of the game.

Exciting stuff!

Winter Update! v1.1.6

Howdy all and happy holidays!

The brand new Winter Update for Megaquarium is brimming with new features, improvements and even some new stuff to build!

New and improved Staff Management

Managing your staff just got a whole lot easier with a new and improved 'Manage' tab and zoning tool



The new 'Manage' tab shows your staff in a vertical list rather than a grid. Each row has enough space to show useful information such as what they are currently doing, which zone they are assigned to and what their skill priorities are.

What's more, you can directly adjust the skill priorities right from this tab, rather than having to bring up each individual staff window.

You can also get directly into the new and improved zoning tool by clicking on the zone button itself...



I'll be the first to admit that the old zoning tool needed some improvement, but I'm really proud of its replacement!

As you can see in the screenshot above, all the zones are shown at the same time and in different colours, so it's way easier to get a overview of how your zones are set up.

Even better you can now directly edit zones and reassign staff with a few easy clicks, all from inside the tool, no more having to go find each individual staff member just to edit a few zones.

The Chicago tank!

Players have been calling out for a new rounded tank that is larger than the Belfast or Small Tunnel Tank but not quite as big as the Mega Tank. One that comes out early enough in the ranks for your fully grown Spotted Eagle Rays.

Well, I listened! Introducing the brand new Chicago tank. Rather than just being a large version of the Belfast tank, I've tried to design something interesting.



This tank comes in two variants, one with the access on the inside edge, and one with the access on the outside. This means it can be used as an internal or external corner of your wall of tanks.

New large decorations

The update also comes with 6 new decorations spanning sizes between 2x2 all the way up to 6x3.



I'm also planning to add some brand new plants in the early part of next year. They are fully designed, I'm just waiting on the assets from my artist.

Steam cloud support

Some of you might wonder why the game didn't release with Steam Cloud support. The truth is that I had a fully functional version working pre-launch using Steam's own "auto-cloud" feature.

However, literally days before launch I discovered that the system had serious flaws including being unable to delete saves from the cloud, once they were up there. For me, this was totally unacceptable.

Therefore, I waited until now, when I had some more dev time, to implement a really robust version using the more complicated Steam Cloud API.

The bonus news about this is: with this in place, I'm halfway to implementing Steam Workshop, which should also land in the early part of next year!

Other changes
  • Added information about the max size an animal can eat when fully grown to its tooltip.
  • Slightly reduced volume of small tunnel tank.
  • Swapped Angel and Lemon shark ranks so that you have access to the Mega Tank at the same time as the Lemon Shark
  • Added difficulty tooltips on the main menu.
  • Redesigned animal animation system to avoid clipping issues and weird movement of larger animals.
  • Fixed various issues to do with animals eating each other.
  • Fixed bug where negative prestige would not show on prestige bar on load.
  • Fixed various minor graphical bugs.


As always, please let me know if you notice any bugs. I'm around until this Thursday and then I'm on my hols for a couple of weeks.

Happy holidays everyone! ːsteamhappyː

Patch v1.1.5

Hey guys, I've been super busy with a house move over the last week but I've still managed to squeeze out a little patch for you!

Changelog

- Added staff priorities to level up messages.
- Added fully grown active swimmer requirement to tooltip.
- Fixed bug where cashflow was misreporting the costs of food, drink and gift shop items.
- Fixed bug where guide book and balloon refills were too cheap.
- Fixed bug where calcium reactor was free.
- Reduced number of horse eye jacks given as gift in Myra level from 5 to 3.
- Fixed bug with deep outcrop tank where staff would go inside temporarily if you dropped it on top of them.
- Fixed bug where Blue Whiting had no ecology point value.
- At end of day we don't auto drop items that are being carried by the player unless they are tanks or animals.
- Scenery no longer produce negative prestige if a guest sees it over and over.
- Clicking cancel task now drops the item making it slightly easier to force staff to do a particular job. (More stuff coming in this area!)
- Fixed bug where staff learned slightly slower on fast mode.

I'm still very busy with the house move but after I've moved I'll be back with more update goodness! ːsteamhappyː