The OP asks for saves with an active siege, and I've got one. It a small 10 person siege consisting of goblins, dwarves and humans. There are two saves. One immediately after the siege arrived, and one after 9/10 invaders are captured. They're's on dffd here:
http://dffd.bay12games.com/file.php?id=12213A few things to note:
1. Black roses can't be brewed. Adding [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] fixed this locally. Black Roses also likely need [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] added to get seeds from brewing. Both of these tags have been added to plant_succubus.txt in the uploaded saves. However, this fort isn't on an evil biome so no testing that here.
Also, the Masterwork brew specific and mass brew reactions are not present for black wine.
2. Frog Demons bought from caravans and those that arrive with migrants aren't automatically members of your civ, and can't have labors changed. This does sort of fix itself, in that they can eventually apply for citizenship.
3. Corrupting the prisoners doesn't work. Dfhack gives out a traceback when you try:
Makeown: claimed ownership for 0 worn items
...erwork V1.07 (42.06)\Dwarf Fortress\hack\lua\makeown.lua:151: Cannot read fie
ld unit.T_relations.anon_2: not found.
stack traceback:
[C]: in function '__index'
...erwork V1.07 (42.06)\Dwarf Fortress\hack\lua\makeown.lua:151: in func
tion 'make_citizen'
...ave/region1 - Prisoners/raw/scripts/succubus/corrupt.lua:192: in func
tion 'corrupt'
...ave/region1 - Prisoners/raw/scripts/succubus/corrupt.lua:97: in funct
ion 'findLos'
...ave/region1 - Prisoners/raw/scripts/succubus/corrupt.lua:290: in func
tion 'f'
...terwork V1.07 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:562: in func
tion <...terwork V1.07 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:503>
(...tail calls...)
[C]: in function 'runCommand'
...terwork V1.07 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:580: in func
tion '_run_command'
...terwork V1.07 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:595: in func
tion 'run_command'
...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:115: in func
tion 'doAction'
...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:155: in func
tion <...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:84>
The fort is still pretty young, so only the basic industries are setup. However, it is pretty well stocked with raw materials, so it should be possible to build any missing items/workshops needed for testing. It's safe to assume that any levers operate the bridge closest to them, and there are several hotkeys to zoom to points of interest.