So, managed to clear small area for seed stockpiles and farm. For the record, I'm using the "dual-stockpile" trick for seeds. This trick contains two stockpiles for seeds, A and B. Stockpile B takes from accepts seeds from everywhere and can contain barrels. Stockpile A takes only from stockpile B and can't have barrels used to store seeds. This way I can minimize the problems of farmers unable to find seeds when someone picks up the barrel almost full of seeds to collect one seed from other side of the fortress.

My next goal was to have big stockpile for everything else, so that I could get everything inside to safety. Lots of trees had to fall down before the task was completed, but finally the dedicated room was finished and stockpile ready.

I think I have managed to make more trees to fall down due removal of roots than by cutting those down...
The following few months were quite uninteresting; my miners were expanding the fortress while everybody else were busy hauling everything inside.

The expansion includes proper dining hall for my dwarves (northwest), office for my expedition leader (small room west of dining room), furniture storage (southwest), wood storage (southeast) and workshop area (northeast). Also, the upper floor will contain storage for barrels and pots as well as workshop area, mainly for stills.
During the month of Malachite the first wave of migrants also arrived. The migrants were:
- Bim Idenokir, female Grower/Herbalist/Furnace Operator/Dyer
- Logem Akurmûthkat, female child
- Etur Astelzefon, female child
- Vucar Kosothrag, male Engraver/Mason/Animal Caretaker/Fisher/Fish Dissector/Fish Cleaner/Miller/Metalsmith
- Solon Mörulíkthag, female Butcher/Dyer/Presser
- Stukos Arannish, male Cook/Dyer/Shearer
Idenokir was assigned to the job of brewer as well, fishing jobs were removed from Kosothrag and he was assigned to additional job of architect. Mörulikthag was given tanning, farming and brewing as additional jobs and Arannish became brewer and farmer as well.
This means I should have food production covered pretty well, at least when it comes to workforce.
Autumn came and the fortress is starting to take shape. Autumn also means the arrival of dwarven merchants and the liaison. Unfortunately I had nothing to trade, even though I do have depot constructed, so I'm going to disregard the merchants this time.
The liaison started the meeting as before. The next screen was some kind of surprise to me:

This screen is prime example of one of the biggest changes in 0.40.01; the world actually moves on after world has been generated! And the liaison is bringing the news to my fortress!
Rest of the meeting progressed as before, so the only change, at least so far, was the news.
So, what does the fortress look like? Well, let's have a quick tour, shall we?
The Entrance Floor
The entrance is formed by tunnel that makes a u-turn. It's three tiles wide to give just enough room for several dwarves to walk through without hindering them while keeping it moderately easy to defend. There is also lone war dog chained right after the tunnel mouth. Outside we have refuse dump and trade depot.
The First Floor
From the previous picture of this floor I have added food/drink stockpile in the northwest corner, workshop area to northeast corner and barrel/pot storage directly south from the workshop area. So no big changes here.
The Second Floor
Actually, nothing has really changed in this room, except that all the mining has been completed and the stockpiles are set. This floor is still missing a stockpile for all the crafts my dwarves will produce, but that's a minor issue and not important right now.
So, back to the fortress. During the month of Sandstone another migrant wave arrived, and in it came following dwarves:
- Deler Rigòthkivish, female Dyer
- Zon Mistêmedtûl, male Fish Dissector/Fish Cleaner/Grower/Fisher
- Èrith Rifotvutok, male child
- Stukos Môrulrag, female child
- Eshtân Inkeransacks, female Fisher/Fish Dissector/Fish Cleaner
Is this game trying to tell me something? Something like "you must have fishing industry"? I think I'm going to make them just general haulers for the moment. That way I should be able to relieve some of the more important dwarves to other tasks, like furniture production.
Rest of the autumn was kinda boring, nothing special happened. Most of the dwarves were trying to move things from point A to point B, especially all the wood from outside to inside. Apparently the falling trees do leave logs behind, at least there were logs in places where my carpenter never cut down any trees.
At the beginning of winter the first kobold thief was spotted.

It managed to get away since my war dog was too efficient in spotting the thief. I think this is some kind of hint that I should finally start constructing traps in the entrance?
It took almost two months from my two mechanics to get the job done, but finally I had proper defense at the entrance:

Two rows of weapon traps, three giant copper axe blades in each. While this defense won't protect against ranged units, at least it gives a somewhat good protection against random wanderers.
Rest of the year was quiet, not a single thief spotted after the first one. The fortress grows slowly and all of the basic needs are more or less covered. I have even ordered the miners to start working with area for smiths to work in.
So far the 0.40.01 release has been surprisingly stable. After the crashing in the beginning I haven't had a single problem, or at least I haven't noticed anything. In fact, there has been nothing out of ordinary so far; no acid rains, no thousands of killer wasps appearing out of nowhere nor clowns walking on the surface. I'm pleasantly surprised by all of this.