Well there was an update this morning on the release date (11/16/16) with no information concerning what it actually is. I haven't played the game in several months, so I'll give it another whirl today and see if it ended up stunningly average or if it's an inherently broken product like the SimCity travesty.
EDIT: There is a new main menu. It kind of reminds me of Windows 8 in appearance. The rides and people move and mill about in the background.
I'll be sporadically updating this throughout the day. Every time I add an update, I'll use a line of dashes.
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There are "lands" that have several "missions" within them (scenarios), and from what I can tell completing each one unlocks something. There is a story where you are or are working with or for a female CEO with white hair and the body of an attractive 22 year old woman. Introductory tutorial was totally revamped. As far as video game standards go, they managed to make it effective and not condescending like many tutorials are. The tutorial is split over several missions, which is a clever way to divide it up and hide categories. Much better than "cleaning your park tutorial" or "getting started".
*Why can't I paint the goddamned flat rides still?
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* STALLS ATTACH TO THE SIDES OF PATHS! Their inability to do that earlier pissed me off so much earlier.
* Souvenir shops allow you to select a target audience (kids, teens, adults)
* "Influencers" now appear in scenarios. They're like the VIP's from RCT3. The one I got is a corporate wet dream, as he "really wanted to buy a cool souvenir". One teddy bear stand later and he's storming the internets and the twitters saying I'm cool as poop.
* "Heat Maps" remind me a ton of this game that starts with a "P" and rhymes with "Architect"
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* Paths and lamps are still a bit finicky. While paths actually connect to each other much easier than they used to, they intersect the terrain uniquely. Currently I'm in the "learn to fudge the land" tutorial level. I accidentally placed a hovering lamppost on the left. It's a good feature to place things a bit off the path, however it needs to recognize "air".
* I also noticed here the camera tends to stay a set distance more or less off of the terrain, sometimes it zooms oddly while scrolling around.
*Modifying the terrain leaves trees and rocks floating in mid air. If you don't notice this at first, it leads to some interesting "why is this creating a collision?" like events