This guide is a simplified overview of all the changes in the Village & Pillage update (Java Edition 1.14.x releases), which assumes at least some familiarity with Update Aquatic (Java Edition 1.13.x releases).
Spawn as part of illager patrols, which consist of a maximum of five pillagers. Illager patrols can spawn in any biome except mushroom fields and its variants.
They spawn below light level 8, only at night, like monsters.
5XP, plus 1–3XP per equipment piece (when killed by a player or tamed wolf)
Pillagers that spawn with an ominous banner on their head are known as raid captains. When a player kills a raid captain, they receive the Bad Omen effect.
Are hostile toward all zombie variants and illagers. They also become hostile toward mobs and players that attack the wandering trader they are leashed to.
Only one exists in the world at any time. New wandering traders do not spawn until an existing wandering trader despawns.
At the night (or when light level is 7 and below) wandering traders drink potion of invisibility. When light level is above 7, they drink bucket of milk and cancel any effects they have.
Evokers that spawn with an ominous banner on their head are known as raid captains. When a player kills a raid captain, the player receives the Bad Omen effect.
Can now change their profession according to an available nearby job site block.
Once a villager has leveled up, it cannot change their profession.
Now have a new profession, the mason.
Trading has been overhauled.
Now have levels and require experience to unlock the next tier of trades; level 1 is novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master.
Cannot restock trades instantly anymore, however, they can restock up to two times per day at their job site block.
Can now increase/decrease their trade prices.
Hold items in their hands to the player when the player holds an item that the villager has a trade offer for.
Now sleep in beds at night.
Now have schedules. Their schedule includes working, gathering, as well as sleeping in beds at night.
Now gossip at meeting points during their schedule. There are six types of gossip: major_negative, minor_negative, major_positive, minor_positive, trading, and golem, each gossip has an effect on the village, such as spawning in an iron golem in the village center, or increasing/lowering trade prices for the player.
When bells are rung or when a raid is happening, villagers retreat into their houses.
Ring bells during raids themselves to alert other villagers.
Sweat during raids.
When a raid is successfully cleared, villagers celebrate by setting off firework rockets, and cheering.
When a player has the Hero of the Village effect applied, villagers gift the player various different items, as well as decrease their trade prices.
Vindicators that spawn with an ominous banner on their head are known as raid captains. When a player kills a raid captain, the player receives the Bad Omen effect.
Drop sweet berries by using or when broken, dropping 1-2 berries at age three, and 2-3 berries at age four.
Slow players while standing in them at age one, as well as deal damage to players while moving at age two and above. Standing still while in sweet berry bushes deal no damage.
A storage block similar to chests, with twenty-seven inventory spaces.
The main difference between barrels and chests is that barrels can be opened from any side, regardless of orientation or whether there's a solid block on top.
Unemployed villagers take on the fisherman profession when near a barrel that hasn't been taken by another.
Any (when broken all connected scaffolding breaks also)
Designed to be used for building in Survival.
Standing in scaffolding and jumping allows the player to climb, while sneaking allows the player to descend through the scaffolding. If there is no block below the scaffolding block the player is on, the player does not descend through the block.
Previously the recipe used all nether bricks, this is now changed to take both nether brick and nether bricks to avoid conflict with the recipe for Nether Brick Walls.
Generate in large patches within regular jungles. Trees are much less dense in this variant than in the main jungle, comparable to the jungle edge, but boasts countless amounts of bamboo across its landscape. Podzol generates on the jungle floor in this biome. It is home to all jungle mobs, including pandas, which are exclusive to this biome.
Similar to the bamboo jungle, though with steeper terrain just like the regular jungle hills variant. Large amounts of bamboo cover the landscape, and patches of podzol replace grass blocks.
Triggered when a player with the Bad Omen effect enters a village.
During a raid a combination of pillagers, vindicators, evokers, witches, and ravagers spawn around a village. The combination depends on the level of the bad omen effect. A boss bar at the top of the screen shows the number of raid enemies still alive within the village.
Between snapshot 19w02a (13th for Java Edition 1.14) and 1.14.3 Pre-Release 1 (including both bounds) all different type Protection enchantments [Protection, Projectile Protection, Fire Protection, and Blast Protection] were not mutually exclusive. It means that any peace of armour could have them all at once (added with anvil). Obtained this way armour saves all its properties even after 1.14 Pre-Release 2 when Protection enchantments became mutually exclusive again.
A variant of the village, designed specifically for snowy tundra biomes. It is the only place where lanterns can naturally generate. The structures are made up of various spruce wood and stripped logs. Some buildings resemble igloos and are constructed from either snow, ice or blue ice.
Armor Stand also counts for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.
Kill at least one raid mob during a raid and wait until it ends in victory.
This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.
This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.