Outdoor construction of the siege entry was well underway, most other industries suspended to free up as much dwarf labor as possible. The goal is to force invaders along a zig zag path in front of the marksdwarf bunker to soften them up before they enter the pit.
A pack of 13 giant hyena corpses was successfully repelled from the contstruction site with only a few dwarven deaths. One of the weaponsmiths was killed and came back as a zombie, but this beast of a Mace Lord wasn't going to let him get far:
'Weaponsmith' Rigothnokgol's corpse charges at the Mace Lord!
'Weaponsmith' Rigothnokgol's corpse collides with the Mace Lord!
'Weaponsmith' Rigothnokgol's corpse bounces backward!
A new artifact was created:
Ducimmunést Luslem Am, "Workedgroves the Puzzel of Yawns"
A cave spider silk thong. The thread is midnight blue, exceptionally colored with dimple dye. It menaces with spikes of cave spider silk, acacia, obsidian and green glass. On the thong are 2 images of Foldedspeechless, the pig tail braies. One in cave spider silk, the other in obsidian.
Naturally, I assigned this to the hammerer. As he was already wearing steel chain leggings, I can only assume he put it on over top of his armor.
Then a green dragon arrives and immediately burninates both the countryside and my FPS
Now seemed like as good a time as any to put the pit trap into action. The zombie containment core was opened, the caravan bridges closed, and the pit entry made the only way for outsider to path into the fort.
The marksdwarves were stationed along fortifications, but seemed more interested in shooting at the zombies than the dragon. But one of the Mace Lords literally jumped right into the pit at the dragon, and upon reading the combat report, I can only assume he landed in one of those superhero power punch poses, with his fist buried into the floor.
I had the dragon on follow, but kept getting the game paused and re-centered to the surface every couple of seconds as the forest fire raged on. So I toggled that off in the announcements.txt file in the init folder. This made it much easier to follow the dragon, as I was reminded how dragon fire can destroy even obsidian draw bridges. Having destroyed the only bridge to path into the fort, the dragon raged on, burninating all the zombies, and breaking into the left beast containment area.
Luckily the dragon managed to get caught in one of the cage traps before making it any further into the fort. Or so I
thought luck was on my side. There now appeared to be magma in one of the stairways next to the pit. Very unusual. I have everything magma related pretty much on lock down, taking every precaution I could imagine. Surely it must just be something melted from the dragon fire.
Further investigation revealed that the magma moat had been punctured. Presumably from one of the burning trees collapsing on the surface.
In hindsight, I should have been more timely with putting doors everywhere. Or at least put some around the main lever room that controls all access to the outside world not involving the zombie pit.
At least that mystery miasma problem should be fixed now. For several months, miasma had been emanating from some kitchens near the trade depot. Looking around with 'k' there were no rotting food items, corpse bits, or any other sources of miasma I know of.
A couple months later, and much the magma has either drained into mostly unused areas of the fort, or evaporated. Igniting the forest turned out to be a very good tactical play on the part of the Dragon. But the the dwarves can't be beaten that easily, and work continues. Though this time with more doors, and magma-safe levers...
The outdoor preparations to flood the whole surface with magma will have to wait a bit as many slabs and doors need to be made, and bridges deconstructed / re-linked to levers. But here is the progress so far.