If the first year is all wrapped up, or your dwarf Arch is dead, then just zip up the save and get it to us the first chance you can. Everybody has RL stuff, so I'd we don't get it until late tonight or tomorrow, we understand!
I am curious to see how this bunker is looking though! It seems like it might become the heart of Goldsepths...
I'll play to the end of the year if I survive that long then.
The original fortress is still off-limits because of zombies. It is also open to the caverns.
Update: The entrances to the bunker were dug out. The first one dug ends north of the river, and the exit to the underground hasn't been dug there. The second one ends on the fortress side of the river, and I had to dig that staircase to let in the migrants. Both exits have doors.
Despite expanding the reclaim burrow to include the entrance tunnels and setting up an alert, the migrants interpreted this as "rush to an area within ten meters of the wall surrounding the wagon." There isn't any way in, so I stood down from alert and drafted all the migrants into the military, and ordered them down the staircase before locking the doors. They got in without any casualties, although since they were drafted into the military they did engage some of the cat skeletons and there were injuries; we have one farmer with a broken elbow and a stoneworker with a broken upper spine and broken left ear. The said stoneworker was knocked unconscious, but still took the time for a bath after waking up, and got inside before the undead caught up with him. The fisherdwarf militia captain decided to fish right after the military orders went down, so I promptly redrafted her. She got inside after eliminating more of the undead.
List of migrants (and their injuries and kills):Reg Laudedbasement, Stoneworker (broken upper spine, broken left ear, and bruised right lower arm; kill count at one zombie dwarf)
Feb Walledhammers, Mason (bruised skull; kill count at one zombie pike)
Datan Bronzemob, Armorer (no injuries; no kills)
Zulban Crestedboots, Glazer (no injuries; kill count at one zombie cat)
Bomrek Prophetwhipped, Stonecrafter (no injuries; no kills)
Aban Twigcloisters, Fisherdwarf and drafted militia captain (no injuries; kills at one zombie cat and one zombie dog)
Morul Rockdelight, Farmer (broken right elbow; no kills)
Gashud Citybrave, Dwarven Child (no injuries or kills)
Medtob Lancertyphoons, Dwarven Child (no injuries or kills)
Second Update:I've gotten back to the save and done some Dwarfings.
Dr. Valrandir - Chief Medical Dwarf (the reclaim seven medic and woodcutter)
Scruffy - As Scruffy Lancertyphoons the Dwarven Child after looking at your sig and noticing you're about to come of age before the year is up. (Both Citybrave and Lancertyphoons will come of age this year).
Brewster - As the bookkeeper.
Peregar II - as the militia captain of the summer migration.
As none of the steel helms brought on embark were being used by the militia, I ordered them to switch to them. We also have an inordinate amount of copper bolts - I believe we should try to obtain weapons that will no run out of ammunition in the face of the local wildlife.
"Gold Sector" has been dug out two levels above the roof of the first cavern layer. This is going to provide most of the housing our entire population this year, as well as offices for our manager and bookkeepers to work from. It has a special room assigned for well use, but I'll need to dig out some plumbing to the aquifer in order to get that working. In the future, it can work as a safe bunker if the future fortress of Golddepths is overrun.