The undead was probably not a bug. Either you embarked in an evil biome, which can have undead in it or you embarked within range of a necromancer's tower (which is shown on the neighbor's list pre embark). Both are added challenges not intended to be dealt with by newbies.
A quantum stockpile is a stockpile where an unlimited number of items can be stored in a single tile though the use of dumping mechanics. This can primarily be done via the (garbage) dumping mechanic and the minecart dumping mechanic. When it comes to corpse disposal, tossing them down a deep hole makes sense and doesn't really feel like a cheat to me (it's been done in the real world, although real world holes eventually fill up). Thus, it would be perfectly fine if you decide your exploit line goes between dumping into a shaft and storing items, even though the mechanism behind both is the same, but it's your call.
No no, the undead were certainly not a bug. We intentionally chose a site not too far away in hopes of aiding our now weakening civilization against the onslaught.
This is the bug:
https://www.bay12games.com/dwarves/mantisbt/view.php?id=9184The fact scholars and entertainers don't know to stay away might be intended but there is no delay on the game's attempt to meet the quota. We got far more bards and scholars arriving to die during that time than we would have had simply visiting the fort.
The issue from a new player stand-point is that taverns are fairly easy to set up but pose a major unanticipatable risk so they can act as sort of a trap. A wave of undead was expected, the psychological damage of moving 200+ dead entertainers was not.
As for a quantum stockpile, that actually doesn't seem so bad. My only major complaint is that it seems to obsolete the containers. I find it sort of odd that a few cut garnets or a tooth gets it's own full square in the first place. At the same time limitless items in one square with no penalties or need to rumage arround doesn't feel entirely right. Can't say I have a strong opinion here.
Likewise dropping corpses down a shaft doesn't bother me really, though I figured that would still leave a chance of ghosts. This will probably be the fate of goblin invaders and such for sure.
The atom smasher is the strategy that really feels cheat-y to me.
Nerfing undead invasions for the sake of someone who's going to complain about finding a game with a reputation for being challenging, challenging isn't the way to go.
Honestly the undead are terrifying. We beat one's head to a pulp and it kept tossing dwarves around. The werebeasts are terrifying, though killing them after they revert is quite satisfying. Realizing silver was not necessarily their weakness was a unpleasant shock but also a fun surprise. The vampires are, actually quite fun to deal with. Annoying but actually a lot less deadly so far. We have one in jail now, though a clue on a bugged slab helped a lot (not a complete giveaway but pointed us in the right direction).
Combat against anything humanoid with any combat skill generally feels like a bad move. It generally feels like something to simply avoid until you have lots of good armor. It's not hard to avoid either, these are forts after all. It's a world of literal monsters and you can't expect anyone who isn't hardened military to fair well. None of this is unfun mind you, I'm simply giving my point of view. It's actually quite interesting to see your dwarves torn asunder like extras in a horror movie, but a horror movie is what it feels like.
I know a siege update is in the works, and before or as that happens it might be good for new forts (particularly those run by new players) to get some other options once turtling isn't foolproof. Maybe I just suck at getting the military up and running, but right now defense is unbeatable and offense is suicide.