Minecraft 1.14: Village & Pillage Update
April 23, 2019 • By Minecraft News Team

Minecraft 1.14: Village & Pillage Update

Minecraft 1.14: Village & Pillage Update

Released on April 23, 2019, Minecraft 1.14, known affectionately by the community as "The Village & Pillage Update", marked a significant evolution for the game. This major overhaul focused intensely on villages, completely revamping villager mechanics, diversifying architecture, and adding substantial depth to interactions within these previously passive settlements. It introduced a host of new mobs (both friend and foe), functional blocks tied to professions, intricate structures, and a challenging raid mechanic, transforming villages into dynamic hubs of activity and making them far more integral to the core survival gameplay loop. The update aimed to make the world feel more alive and responsive to the player's actions.

Village Overhaul

The centerpiece of 1.14 was the dramatic transformation of villages. They shifted from simple, often awkwardly generated collections of huts into structured, biome-specific communities bustling with life.

New Village Structures

  • Biome Variants: Villages ceased being generic collections of wooden houses and cobblestone paths. Now, their appearance is intrinsically linked to the biome they generate in. Plains villages retain a classic look but with more variety, while Desert villages utilize sandstone and terracotta. Taiga villages feature cozy log cabins, Savanna villages employ acacia wood with distinct thatched-style roofs, and Snowy Tundra villages use darker wood and stone, often with snow layers incorporated.
  • Architecture: Beyond just materials, the architectural styles themselves vary significantly. Desert villages might feature flat roofs and marketplaces, Taiga villages often have taller, pointed roofs suited for snow, and Savanna villages incorporate outdoor animal pens and unique platform structures. Each village type feels distinct and integrated into its environment. You'll find unique decorations like pottery in desert villages or log piles in taiga villages, adding local flavor.
  • Better Paths & Layouts: Gone are the days of villages haphazardly placed on uneven terrain. Generation logic was improved to create more sensible layouts. Paths are clearer, often made of grass paths, gravel, or wooden planks depending on the biome. Villages now incorporate central gathering points, typically marked by a bell, and feature integrated structures like small farms, animal pens, wells, and lamp posts, making them feel like actual lived-in communities rather than just collections of buildings. The generation also tries to respect terrain more, leading to more aesthetically pleasing and navigable villages.

Updated Villager System

Villagers themselves received a massive upgrade, becoming more complex and interactive NPCs.

  • New Professions: The simple, single-trade librarian or farmer was replaced. Villagers now claim specific "job site blocks" which determine their profession. A Composter makes a Farmer, a Blast Furnace an Armorer, a Lectern a Librarian, and so on. This connection is visible; you can often find villagers working at their respective stations during the day. If a villager loses access to their job site, they may become unemployed and seek out a new one. This also allows players to influence the professions available in a village by strategically placing job site blocks near unemployed villagers.
  • Work Schedules: Villagers adhere to a daily schedule. They typically wake up at dawn, work at their job sites during the morning and afternoon (pathfinding to them if necessary), gather around the village center (often near the bell) in the evening to socialize or "gossip," and then return to their claimed beds to sleep at night. This cycle makes villages feel much more dynamic and alive. Players can observe these behaviors, adding a layer of immersion. Interrupting their sleep or work can sometimes affect their trades or mood.
  • Trading UI: The trading interface was completely redesigned for clarity. It now shows the villager's profession, their level (represented by a stone, iron, gold, emerald, or diamond badge), their experience bar, the available trades for their current level, and locked trades that will become available upon leveling up. Crucially, trades now have limited uses and will lock temporarily after several transactions, requiring the villager to work at their job site block to restock. This prevents infinite trading loops and encourages interaction with the villager's work cycle.
  • Leveling: Trading with a villager grants them experience points (XP). As they gain enough XP, they level up, unlocking new tiers of trades (up to Master level). Higher-level villagers offer more valuable items, better enchanted books (from Librarians), or more efficient trades. This progression system incentivizes players to build relationships with specific villagers and invest in their development. Helping a villager level up is key to accessing some of the best items available through trading.
  • Visual Appearance: Villager appearances were diversified significantly. Not only do their clothes change based on their profession (e.g., Librarians wear spectacles and bookish robes, Butchers wear white aprons, Farmers wear straw hats), but their attire also reflects the biome their village originated in. A Taiga Farmer will have different, warmer-looking clothes than a Desert Farmer, adding another layer of visual identity to each village type.

New Mobs

The update introduced several new entities, primarily centered around the new "Pillage" aspect.

Pillager

  • Behavior: Pillagers are hostile Illagers exclusively focused on ranged combat. They actively hunt players and villagers within their detection range. They are often found in groups called patrols or stationed at Pillager Outposts (new generated structures introduced in this update). During raids, they form the backbone of the attacking force.
  • Weapon: Their sole weapon is the Crossbow, which they reload after each shot. Players need to be mindful of their firing rhythm and take cover during reloads.
  • Spawning: Pillagers spawn naturally in the Overworld as part of Pillager Patrols (typically 3-5 Pillagers, sometimes led by a banner-carrying captain). They also spawn continuously around Pillager Outposts, tall wooden towers guarded by Pillagers. Killing a patrol captain grants the Bad Omen status effect. They are, of course, the primary mob encountered during village raids. They drop arrows, occasionally their crossbow (sometimes enchanted), emeralds upon death if part of a raid, and the Ominous Banner if they are a captain.

Ravager

  • Type: The Ravager is a large, bull-like hostile beast, acting as a living siege engine for the Illagers. Sometimes, Pillagers, Vindicators, or Evokers can be seen riding them into battle during raids.
  • Behavior: Ravagers possess a powerful charge attack that deals significant damage and knockback. They can also perform a roar attack that stuns nearby entities briefly and destroys fragile blocks like crops and leaves in a radius around them. Their high health pool makes them dangerous threats that require focused effort to take down. Strategies often involve kiting them, using ranged attacks, or employing high-ground tactics.
  • Found In: Ravagers exclusively appear during the later waves of village raids. Upon death, they drop a Saddle.

Wandering Trader

  • Behavior: This mysterious trader appears periodically near the player, seemingly at random, typically staying for 2-3 in-game days before despawning. They are passive and do not interact with villages directly but offer a unique set of trades.
  • Trades: Unlike villagers, the Wandering Trader offers items from a wide range of biomes and categories, often including things that might be difficult for the player to obtain in their current location. Examples include coral blocks, nautilus shells, specific saplings (like acacia or dark oak), podzol, blue ice, flowers, dyes, and sometimes even pufferfish or tropical fish buckets. Their trades are fixed for their duration and often cost emeralds.
  • Leads: The Wandering Trader is always accompanied by two Trader Llamas, distinguished by unique decorative carpets. These llamas are leashed to the trader but will become hostile and spit if attacked. Killing the Wandering Trader drops its leads and potentially a Milk Bucket. The llamas become untamed if the trader is killed or despawns.

Raids & Bad Omen

One of the most significant gameplay additions was the Raid mechanic, turning villages into potential battlegrounds.

  • Bad Omen Effect: This status effect is acquired when a player kills an Illager designated as a patrol or outpost captain (identifiable by the Ominous Banner carried on their back). The effect has a duration but persists through death. Its level can increase if multiple captains are killed. Drinking milk removes the effect.
  • Trigger: A Raid is triggered when a player afflicted with the Bad Omen status effect enters the boundary of a village (defined by the presence of villagers and claimed beds/job sites). The sky darkens, a horn sounds, and a boss-bar style meter appears tracking the raid's progress.
  • Raid Waves: Raids consist of multiple waves of Illagers attacking the village. The number and difficulty of waves depend on the game difficulty and the level of the Bad Omen effect. Early waves typically feature Pillagers, while later waves introduce Vindicators (axe-wielding Illagers), Witches, Evokers (spell-casting Illagers who summon Vexes and Fangs), and ultimately Ravagers (sometimes ridden). Defeating all enemies in a wave begins a short cooldown before the next wave spawns just outside the village borders. Defending requires preparation: walls, iron golems, and strategic positioning are key.
  • Reward: Successfully defending the village and defeating all waves of the raid grants the player the Hero of the Village status effect. This temporary effect causes villagers to offer significant discounts on their trades (based on the effect's level, which corresponds to the Bad Omen level that triggered the raid). Additionally, grateful villagers will occasionally follow the player around and throw gift items at their feet, such as food, emeralds, or items related to their profession.

New Blocks & Job Sites

Complementing the new villager system, numerous functional blocks were added, many serving as job sites.

  • Barrel: Functions identically to a single chest for storage but can be opened even with a solid block directly above it. Serves as the job site block for the Fisherman villager. Useful for compact storage solutions.
  • Smoker: A specialized furnace that cooks food items (meat, potatoes, kelp) twice as fast as a regular furnace but cannot smelt ores or other materials. Uses the same fuels. It's the job site for the Butcher villager.
  • Blast Furnace: Another specialized furnace, this one smelts ores, raw iron/gold, and armor/tools twice as fast as a regular furnace. It consumes fuel twice as fast as well and cannot cook food. It's the job site for the Armorer villager.
  • Grindstone: Has two functions: 1) Repairs two damaged items of the same type by combining them, removing any enchantments (except curses) in the process. 2) Removes all non-curse enchantments from a single item. Both actions grant a small amount of experience back to the player. It serves as the job site for the Weaponsmith villager.
  • Composter: Allows players to recycle excess plant matter (seeds, leaves, crops, flowers, saplings, etc.) into Bone Meal. Different items have varying chances to add a layer to the composter (up to 7 layers). Once full, interacting with it yields one Bone Meal. It's the job site for the Farmer villager.
  • Cartography Table: Used for managing maps. Allows cloning maps more cheaply (using paper instead of more maps), expanding maps using paper, and locking maps using glass panes (preventing further exploration from changing the map). Serves as the job site for the Cartographer villager.
  • Loom: Provides an easy-to-use interface for applying patterns (using dyes and optional Banner Patterns) to Banners. Significantly simplifies banner customization compared to the previous crafting grid method. It's the job site for the Shepherd villager.
  • Fletching Table: Craftable using flint and planks. Serves as the job site for the Fletcher villager. In version 1.14, it had no unique functionality for players, though villagers used it. (Functionality was added in later updates).
  • Smithing Table: Craftable using iron ingots and planks. Serves as the job site for the Toolsmith villager. Like the Fletching Table, it lacked player functionality in 1.14, serving only as a workstation. (Crucial functionality related to Netherite gear was added later).
  • Lectern: Can hold a single Book and Quill or Written Book, allowing multiple players to read the same book simultaneously. Emits a Redstone signal when a page is turned. Serves as the job site for the Librarian villager.
  • Stonecutter: Offers an alternative way to craft various stone-related blocks (slabs, stairs, walls, polished versions, bricks, etc.). Using a Stonecutter requires only one input block per desired output, often being more material-efficient for smaller quantities compared to the crafting table (e.g., 1 stone block makes 1 stone stairs, versus 6 blocks making 4 stairs). It has no associated villager profession but is found naturally in Mason villager houses.

New Building Blocks

Beyond functional blocks, 1.14 added several items useful for builders and decorators.

  • Scaffolding: Crafted from Bamboo and string. Scaffolding blocks can be quickly placed upwards by aiming at the top face or outwards from the side. Climbing them is faster than ladders. Critically, breaking the bottom-most scaffolding block in a pillar causes the entire structure above it to break instantly, making removal extremely efficient. A valuable tool for large builds.
  • Campfire: Provides a decorative light source (light level 15), emits smoke particles (which rise higher if placed on a Hay Bale), and can cook up to four food items simultaneously (albeit slowly, taking 30 seconds per item). Players and mobs take damage if they stand on an active campfire. It can be extinguished with water or a shovel and relit with flint and steel or a fire charge. The Soul Campfire variant was added later.
  • Lanterns: Crafted from iron nuggets and a torch. Provide a slightly brighter light source (light level 15) than torches (level 14). Can be placed on top of blocks or hang underneath them, offering more versatile and arguably more aesthetic lighting options. The Soul Lantern variant came later.
  • Bell: Primarily found in village centers. Can be rung by players (right-clicking) or by Redstone signals. When rung during a raid, it causes any nearby raiding mobs to glow briefly, revealing their positions through walls. Villagers will also run towards a ringing bell during their scheduled gathering times.
  • Blast Furnace & Smoker: While functional, their unique appearances and particle effects also make them desirable decorative blocks for workshops, kitchens, or industrial-themed builds.
  • Bamboo: A new plant found primarily in Jungle biomes, especially the new Bamboo Jungle variant. Grows tall quickly and can be farmed. Used to craft Sticks, Scaffolding, and can be used as fuel (though inefficiently). Pandas, another mob often found near bamboo, were technically added in 1.8 but became much more relevant with bamboo's proliferation.

Other Features

Several other notable additions and changes rounded out the Village & Pillage update:

  • Bamboo Jungle Biome: A new variant of the Jungle biome, characterized by dense forests of tall Bamboo stalks alongside standard jungle trees and podzol ground cover. Offers a unique visual landscape and is the primary source for Bamboo.
  • Cats: Ocelots are no longer tamed into cats. Instead, stray Cats now spawn naturally in villages. They can be tamed using raw cod or salmon, after which they behave similarly to tamed wolves (following the player, teleporting). Tamed cats come in numerous different coat textures/breeds. They scare away Creepers and Phantoms and occasionally bring players gifts (like string, feathers, or phantom membranes) after sleeping near them.
  • Updated Textures: This update included the full release of the "Texture Update" (developed by Jappa), a significant visual overhaul that refreshed the look of almost every block and item in the game, aiming for a more consistent and slightly modernized aesthetic while retaining the classic Minecraft feel.
  • Crossbows: A new ranged weapon distinct from the bow. Crossbows must be loaded manually before firing but deal slightly more damage. They have unique enchantments: Multishot (fires three arrows in a spread pattern for the cost of one), Piercing (arrows pass through multiple entities), and Quick Charge (reduces loading time). Crossbows can also fire Firework Rockets for explosive AoE effects.
  • New Sounds & UI Improvements: Many new sound effects were added for villagers (working, trading, idle sounds), Illagers (horn sounds, Pillager crossbows), the bell, new blocks like the Grindstone and Stonecutter, and ambient sounds. UI elements like the trading screen and the new Raid boss bar were introduced or refined.

Conclusion

Minecraft 1.14: Village & Pillage was a landmark update that fundamentally reshaped a core aspect of the game's world. It transformed the previously simplistic and often overlooked villages into thriving, interactive communities teeming with personality and purpose. The introduction of challenging raids, deeper villager mechanics with professions and schedules, biome-specific architecture, and a wealth of new functional and decorative blocks gave players countless new reasons to explore, interact, build, and defend. This update breathed significant new life into both survival and creative play, laying the groundwork for future content and solidifying Minecraft's capacity for evolution and depth. Its impact is still strongly felt in how players approach exploration and interact with the game world today.

Published
MinecraftUpdatesVersion 1.14

Explore More Updates

View All Updates