Except this game treats them quite clearly as undead.
DF doesn't necessarily need to use the exact same terminology in the exact same way as D&D. A necromancer in D&D is just someone who uses necromancy-school magic, and someone who wants to cheat death by using a magic ritual to make them immortals that rule over undead is called a lich. In DF, when someone wants to live forever, they cheat death by using a magic ritual to make them immortals that rule over undead... called a necromancer.
What space is there, then, for a "lich" to be different from a "necromancer" in DF terms?
It's not about "following D&D or not," it's the entire fantasy genre that has it defined in a certain way and D&D is not nearly as old as LotR and other works of Tolkien.
Diverging from "standard fantasy format" creates needless confusion, which was my point on the earlier post.
Every aspect that you change towards what people already know / are familiar with, makes the game harder to get into.
Eric said it rather nicely as well by the way.
Part of it i believe is the actual act of dying. While necromancers gain the secrets of life and death and thus learn how to avoid death and make themselves permanent, removing their bodily needs, and make the undead ignore or even obey them, they are technically still alive despite using the not_living tag. They never actually died and can die from things like blood loss or suffocation which don't affect the undead. The game uses the same tags in a lot of places, and there isn't a tag specifying 'still alive, but opposed_to_life creatures will ignore them.'
Liches on the other hand are those who died, and then returned from the dead, and are thus undead. They don't necessarily have to have power over other dead creatures, just being able to return from the dead repeatedly until their phylactery is destroyed, but are functionally undead.
This is the standard definition for a Lich indeed. Although; to become a Lich you need to know Necromancy, do some ritual imbue your Phylactery, etc, so a Lich will always have power over other undead. But perhaps another Lich or someone could do that for you, I guess, maybe.
So, like mummies, then?
In the same vein, yes, but more powerful magically in life as opposed to any old dead leadership figure that got a tomb
Basically, yes
Usually the difference is that Liches are also Magic users, whereas Mummies are not.
And then someone makes a movie called "the Mummy" where the Mummy uses magic *facepalm*
The movie was okay to watch, entertaining but not the best I've ever seen either.
So, back to NW_Kohaku:
The changed definition of Mummy from the standard in the fantasy genre is one change in that entire movie, easy enough.
Now apply this to DF; where there are thousands of things in the game, each of which could be different than what is "standard."
If you'd have to learn thousands of things that diverge from what you already know, you'd be a rocket scientist by the time you learnt how to play the game. Except... that you can't actually make rockets, but only learned how to play a game
I love niche games, I love indie developers, I absolutely hate dumbing down a game to make it suitable to the lowest common denominator, that said there is also another argument at play here;
There is "difficulty" and there is "needless difficulty." If you take Chess as an example; the game is really easy to get into, you can learn all the "legal moves" on the board in less than a day, but beating a "grandmaster" at Chess, is easier said than done.
You could include rules with Chess such as; you are not allowed to capture a piece towards the left on Tuesdays, but this is creating "needless difficulty" which doesn't enhance the gameplay and if you go completely overboard you can also make it unplayable.
DF is FULL of little details, lots of them which are adorable and awesome! Plenty of which add needless difficulty without enhancing the playing experience.
How many "double items" are in the game? Items that have the same purpose as another item without much / any significant difference.
Coffer vs Chest, they're the same thing, just different material. The different name is only confusing.
Cage vs Terrarium, this difference I can get behind! Because you can keep a Cat in a Cage, but you won't keep a Cat in a Terrarium.
Barrel vs Large pot, they're the same thing again, except that they're not the same thing...
This is one of those things that make the game needlessly hard to get into, because they do the same thing, are the same item, except some workshops require a specific item (Barrel) to be used instead of a Large pot.
The problem you create with using a ton of different names for the same thing, is that it creates confusion. Especially if you have items that are very similar in names and of completely different uses as you can easily misread; Coffin / Coffer. I mean; that's QUITE the difference between them, but I've built the wrong one by being too fast more than once
So yeah, please add even more stuff to figure out so I can spend a whole day looking at the Wiki pages, instead of actually playing and enjoying the game #Sarcasm
[For example; I saw this suggestion for advanced farming, which makes total sense, blew me away, but PLEASE, NO! I don't want to get a degree in agriculture to grow some crops in DF. (Although, I do agree there can be some tweaks and improvements made to farming for sure and make it a bit more enjoyable as well!) But instead of over the top complicated farming, I rather do SCIENCE!!
]
Anyway: Which part could there be for Necromancer vs Lich in DF? The current Necromancer is actually pretty much a Necromancer as it's seen in standard fantasy, with the exception of that they are all evil in DF (apparently?!), which isn't needed if you ask me
You could add the Lich to fill that role, get an even more powerful enemy (One that can lead groups of Necromancers!!) and that's fully undead and almost unbeatable and unlock a quest to go find the thing to kill it!
Necromancer visitors has been a confirmed bug since day 1. The game just isn't set up to be able to handle them. Maybe later when specifics of control of one person over another is introduced, then yes necromancer visitors can come back. But 47.04 necromancers were a buggy mess with a couple of laughs. Not worth keeping, not enough time or inclination to build, test and bugfix a framework for them to work properly right now.
Rescuing demons and prisoner necromancers is likely to still result in them coming to your fortress though. Nothing about that was in the announcements.
I can keep them?
*YAY*
It IS worth keeping!! It's fun and adorable! <3