An unforeseen set of issues with the repeater trap in Watermined.
I got visited by a "deity". The first diplomat from the human civilization in the last three forts have all been a visit from the same bison demon. He trudges in, says it's a nice place, and then trudges out.
This time around he came into the fortress by entering the river, swimming down it to bypass the outer defenses, and then came in through the open east gate. No problem with that - though it indicates a weakness with the defenses regarding attackers capable of swimming and willing to path via the river.
On the outgoing leg he headed for my trap-lined Kill Box and the repeater trap. So I locked the door to force an alternative route, and also not to disclose the locations of a bunch of traps to the humans. He got to the locked door, and then re-pathed back out the east gate. Well and good so far. So I go watch other things.
And then I notice that he has walked around the perimeter of the Keep and is going to path out through the repeater trap. So he trudges through it. And gets dinged by a bunch of objects, including a spinal injury from a flying goblin skull. He does make it out the far end and walks off the embark. Good riddance.
However, being of such high weight, any bridge that triggered while he was standing on it was broken. So the trap now has 2-3 broken bridges that will accumulate trap items and essentially make the whole thing inoperable.
So the shut-off lever is pulled. And then it is discovered that the tweaked repeater loop has the cart running slow enough that it doesn't hop the open curve to stop the loop. Oops.
So now to work out a way to stop the cart and fix the trap.
Otherwise, things are going pretty well. The Keep has been completed, ten militia squads are equipped and starting to train up, and the "elite" squad was issued steel armor. And a miner discovered that there is a vein of "candy" in the embark as well.