So as I said previously I got immigrants really soon, made weapon traps with bone crossbows and bone bolts with all the huge piles of bones lying in the courtyard butcheries.
Huge load of immigrants arrived, including the dungeon master Johannes. Most became military, as they were crappy peasants and lye makers.
First goblin siege was taken care of by a high elven caravan and dwarf marksman efforts.
A jeweler made the blandest artifact I remember seeing.
Caravan saved my ass again, this time hobgoblin caravan vs. xelic ambush.

At the same time a dwarf caravan is arriving.

Hobgoblin arrows totally own xelics
But the hobgoblin caravan also brings problems: they stop me from trading with the dwarves, cause when Yog the trader is at depot, and I click [t]rade, it just brings in the hobgoblin boss saying how theyll finish unloading in a sec. Dwarves leave, but at least I can trade with the hobgoblins, though their wares suck ass. I also fail at reading, and [o]ffer them the selected stuff instead of [t]rading. But I guess they deserve that for the xelic kills, and who needs the cluttering loads of goods anyway.
Soon another xelic ambush patrol appears! They kill a dwarf who was laying traps. About same time a new immigrant wave appears, I cant just sit back behind traps now, immigrants must be defended! This is where I fail big time, I dont know how to micro my boys here, I think this screen tells a lot about how the brawl went:

Inexperienced marksmen rushing into fuckin xelics is not good, many die straight and many are wounded so bad they die soon after (some to wounds and someone to thirst due to nobody taking care of her) or are still in bed recovering. But at least immigrants are safe and theres still some soldiers left. And new immigrants means fresh recruits! This wave is much smaller than the first one this year though.
Resolution of the fight, notice stream of newcomers:
After the fight theres the problem of coffins, I didnt realize this straight away but all new coffins I assigned for burial went for some pussies who had been killed ages ago and not for the recently dead. When I realized it some corpse was already rotting in a hallway, filling it with miasma (lucky that the guy didnt have friends though, theyd be pissed). This also made me realize what fuckton of people have been killed here previous years, I had to make some dozens more coffins until everyone had one and a nice amount to share.
Some kid got moody, went to a masons shop and wanted shell among other things. I assigned a dwarf to fish, but he didnt catch turtle in time and to kid drowned himself. I dont even know where the body is, but shit happens...
There was also some goblin ambush action, they got killed but their bowmen shot some soldiers to death/critical condition. Right now folks are gathering some stuffs left from fights around the gates, with remaining marksmen on the walls to guard them.
I also altered the defenses bit better with other stuff than just traps, made the depot place safer with moat and a longer route to it through the trap corridor. More floors on the walls around gate to make marksmen move around there better. And a last resort which isnt quite finished, if the courtyard is lost then theres drawbridges that prevent invader access to inner fort when pulled up. And punched a route through from the farm area to courtyard for shorter routes. The moat on the old route needs to be finished though. Levers for both bridges are in a room next to drinks.
And a pic of Yog preparing for afterlife, carrying broken sock to chest in his mausoleum
Defense should be ok with all the traps now, at least inside the walls. More space for marksmen to move on the walls could be nice addition still, and fortifications there.
Theres a high elf caravan coming in, though they sent their wagons away cause I had forgotten to cut a tree blocking depot access.
And I went a little into the next year already as i didnt notice it was spring already.
Also engrave my tomb when its smoothed out ok?