@HD23-
The coffins say, human corpse, elf corpse, dorf corpse, etc.. They don't state a specific dorf, like they used to. Haven't watched them closely enough to see if it was arms and legs. They were burrowed for a full season, with gatehouse drawn, so I'm not even sure how they would have reached those body parts. I'll keep an eye peeled, next time. For the time being, I'm avoiding Tower neighbors, like the plague. That swarm of undead is impossibly difficult, and those undead appear to goof up Therapist listing, making it list a bazillion empty named entities.
I haven't got the patience to resocialize murdered nobles. Now that socials are coming in blank, it really puts a new angle on the Company and Friendly attributes. The odd thing, I noticed, and someone might want to mention it to Toady, or maybe someone has, is this: The new init_ command Migrant listing while set to NO, switches to YES, if that migration includes a 'prowler of the night' vampire. Ever notice that? That's one bug, that has gotta be embarrassing to Toady. Two new features in DIRECT conflict with one another.
I like the feature to 'cheat' in Therapist and identify cursed dorfs, its making Fortress play, playable for me. Losing legendary sleeping dorfs out of the clear blue, is a little too harsh, especially in a well established and fortified fortress. Sincerely, Knutor