Villages have always had a special place in my heart. Little outposts of civilization in the Overworld, besieged by darkness, where little stands between prosperity and destruction.
But they've never been very interesting or large. For a long time, villages have just been little trading posts or iron farms to be for most people, places to block villagers into their houses and then fleecing them for all they're worth.
Villages deserve better.
As the latest in my line of constant enhancements, updates, and revisions to my concepts of village improvements, I'm proud to present:
The TL;DR:
The role of this suggestion is to make villages better. That means intelligence improvements, aesthetic improvements, item improvements- heck, revamp everything. And it's not just villages themselves, too- the entire Testificate race will see updates, including their dark cousins the Illagers. This would probably warrant an entire 1.1x update on its own by my reckoning- but you can never have too much content, can you?
Changelog
1.0 (2/21/18): "Initial Release".
2.0 (2/23/18): "The Hired Help Update". Added hiring bonuses. Added global popularity. Added Rusted Golems and Wilted Poppies. Added popularity interactions and hiring to Illagers. Modified the Arquebusier's portrait to look less "hardened" and more "militia" esque.
3.0 (2/25/18): "The Flags and Fashion Update". Changed the name of Arquebusiers to Guardsmen. Tweaked village golems. Added villager and illager banners. Added The_Last_Dovahkiin's mob models. Added StickyPistonPig's popularity system. Added Villager Robes and Feathered Caps. Added Illager Sieges.
4.0 (3/6/18): "The City Update". Added Engineer tinkering. Added cities, forts, ports, and professional villages. Added Illager and Zombie invasions. Added Princes. Added quests. Added bells. Added a church-bell system for villages.
Current Version: v4.0- "The City Update"
Village Generation Changes
Affecting how villages generate and their buildings.
Villages now “flatten” the terrain around them slightly instead of exactly conforming to terrain for generation.
Villages will not generate on the sides of mountains or other inhospitable places. A village will be more likely to spawn on flat land, ideally with water nearby.
Buildings no longer spawn if they have water under a part of their foundation.
Villages generate larger on average with more varied buildings.
Doors will spawn with one cobblestone stair. If there is space under this cobblestone and a ladder will spawn, so houses will no longer be inaccessible.
All village houses now have doors, either cobblestone or wood flooring, and are well lit.
Villages now have random names (Tarnhill, Redport, etc.) that are automatically generated upon first encountering them, and which pop up when you enter or leave a village. This both flavors things and helps you know exactly where a village starts and ends when creating ones.
Villages now have a distinct "flag". This is a red banner with a stylized Testificate head on it in gold. Illagers additionally have their own, which is purple-backed and carries a simple crest with a black dragon on it (presumably the Ender Dragon). The Villager and Illager banners periodically pop up in their establishments; Villages have them on garrisons and larger buildings, while Illagers have them periodically spaced throughout Woodland Mansions and other sites.
You can edit the name of a village with the command /editvillagename [Name of village] [New name], which is not considered a cheat.
General Village Changes
Affecting villagers themselves.
Villagers are divided into “low” and “high” class depending on their profession (e.g. a farmer will be low class, but a librarian will be high class). This doesn’t really mean anything but what kind of hats they can wear and how embellished their robes are.
Low-class villagers can have leather hoods, simple caps, or be bare-headed. High-class villagers tend to wear hats more often, and can have more elaborate hats, including feathered caps.
High-class villagers can sometimes read a book, opening and holding it in their arms for a while. Cartographers can sometimes read maps.
Villagers now have a highly-improved movement AI. They avoid long falls (unless there is water), damaging things like lava or cacti, and pathfind more effectively. They can also climb ladders now if they want to reach a place above or below them.
Villagers now check to see if there’s villagers in a house they’re going to at night. If there is 1 villager in a small house or shop already they will go to another house. If there is at least 3 villagers in a large house or church already they will do similarly. The sole exception is when running from mobs, in which case they will go to the nearest house regardless of how many are inside.
Villagers can barricade doors now. They will quickly run up and make a hammering noise, then a few boards will appear over the door texture. A barricaded door takes twice as long for a zombie to break, but a villager can only barricade the door once. They will only do this when they are cornered (i.e. have no second door or ladder with which they can escape).
Villagers now run from all threats, including players punching them. If they are running from a mob, they will go into their house, but will simply keep running if the player is chasing them. If they're on fire, they'll run for water.
Skeletons now attack villagers, and villagers run from skeletons and creepers. To avoid villages becoming Somme battlefield-esque crater fields, creepers won’t attack villagers.
Villagers have some places (like Taverns) that are considered socialization spots. These are not preferred as houses to shelter from the night, but Villagers like to go inside them during the day.
Villagers now have needs. Just like players, they must eat periodically and if they are hurt they will seek healing. They emit hunger particles if they are hungry.
All villagers now engage in active trading or crafting to achieve their needs (for instance, a Farmer will throw wheat to a Baker for bread, and the Baker will throw emeralds to the Farmer). These items will prioritize going into a Villager’s inventory over yours, but if you still take them you will lose popularity for theft.
Trading is now based on stock, much like in Skyrim or Fallout. You can see the inventory of the villager in the trading GUI as well as yours, and two boxes in the center of the GUI in which you can drag what you want from them and what you’re willing to offer. A trade can go as many times as you have emeralds/something to trade for emeralds or they have what you want. All items will net a certain amount of emeralds, but villagers generally only trade for what they want (so you can’t trade a villager 3 stacks of dirt for 20 emeralds).
Villagers will try to acquire a certain “stock” of items depending on profession (so a Baker will trade with a Farmer for wheat, and then craft that into Bread) via trading.
All villagers have a starting stock of emeralds with which they can conduct certain trades. How much they have depends on class- a nitwit has none, a low-class has a moderate amount, and a high class villager can have more. If a villager runs out of emeralds others will throw food as they need it, but less than if they traded. This is how Nitwits can survive.
Villagers now do their jobs more. Farmers still harvest and replant crops, Blacksmiths will take ore from Miners and smelt it into ingots or weapons/armor/tools, and Butchers will periodically feed their animals and butcher one for meat. If a villager has no way to acquire what it needs for a job (such as a Blacksmith never getting any ores, because there are no Miners) just enough will pop up in their inventory for the task. This ensures that all working villagers can do their jobs and have a stock to trade with you or others.
All villagers can be “hired” with a button on their GUI. This cost depends on the profession- a Nitwit can be hired for just a few emeralds, while a Cartographer costs a lot more. Hired villagers will follow you much like Wolves and respond to stay here/follow me orders, allowing you to transfer them easily or build an “adventuring party” if you wish. Hiring sometimes unlocks special abilities or behaviors- for instance, a Cartographer can map out an area as he goes (in that same old black-and-white style) if you give him an empty map. Farmers, for another example, will increase the yield of crops you get from harvesting if they're close by, because of their agricultural knowledge.
Every village now has a church bell system. Churches are modified to include a bell, which rings depending on certain events.
New Events
Things that can happen day to day.
Church Sermon
All villagers in a village go to the nearest Church (or just Priest if one’s not present) at high noon, indicated by the church bell ringing three times slowly. The Priest will pull out a book and start mumbling for around a minute while the other villagers watch. After this they will disperse and go back to what they’re doing. Attacking a villager during this “sermon” will anger the defensive mobs at once, but staying near it while it goes on will net you some popularity.
Zombie Siege
Zombie sieges are modified. They will now spawn farther away from villages and try to move inside before targeting villagers, so walls are more effective at stopping them. There are now larger "giant" zombies (around 3-4 blocks in height, not like the unused Giant mob) that can break down blocks in front of them that spawn rarely during waves, so walls won't be totally effective at stopping sieges, but merely an effective delaying tool instead of being totally useless. Zombie sieges now come in distinct "waves" of spawning. The amount of waves is random, but never more than 5, and generally more if the village has survived sieges before. Zombie sieges are always indicated by the church bell of a village ringing rapidly similar to how an old fire engine's bell would sound. At this call all defensive mobs milling around will immediately enter an "active" mode and attack the zombies swarming into the village.
Illager Siege
Rarer than zombie sieges, and only occurring after the village has survived at least one zombie siege, Illager sieges occur in much the same way: there are successive "waves" of Illagers that will try to attack the village. If they reach a wall, they will start placing Ladders to climb over it (the only time Illagers do so). Illager sieges are indicated by the blowing of a loud, deep horn, presumably from an Illager signalling the start of the attack.
Zombie Invasion
Sieges on cities are referred to as "invasions" due to their scales. They are effectively massively increased sieges in effect. Since all cities have the same four gatehouses on their exterior walls, spawning areas are predetermined; individual mobs of zombies will periodically generate at each gatehouse, try to break down the door, and enter the city. Once they have done so, they will attack villagers inside in typical siege fashion. Generation of zombie mobs is conducted by wave; mob sizes will get progressively larger (controlled by difficulty level) until by the final wave the city is practically under a zombie apocalypse, with skeletons moving in as well. Zombie invasions are signaled by a bar on top of the screen (similar to a boss fight) detailing a rough estimate of how long until the invasion is over, as well as the usual alarm bells.
Illager Invasion
Illager invasions work much like lesser village sieges, including the Illagers' ability to climb the walls by placing ladders ahead of them, but are now far larger. Invasions use all types of Illager except for Evokers; on earlier waves, Vindicators and Guard Dogs will arrive, on middle waves Brigands and Apprentice Evokers, and on the last waves Aces and Stainless Golems. Illager invasions are signaled by a bar on top of the screen (similar to a boss fight) detailing a rough estimate of how long until the invasion is over, as well as the usual war-horn's blowing.
Popularity Changes
How Villagers think of you.
Villagers are far less tolerant of violent players. It only takes two killed villagers to anger defensive mobs now, and killing a baby villager automatically angers them.
Villagers do not like players who steal. At first, items in village chests will be marked with red boxes and a text warning will come up telling you that you are stealing the item. If you place it in your inventory you will lose popularity points. However, at higher popularity, you will be allowed to take things from the village chests without problem.
Testificates (both Villagers and Illagers) now have "global popularity". This works at 1/5 the rate of normal popularity per village and is persistent. It affects how your popularity slider starts at each village. For instance, you always start with 0 global popularity. If you're a good samaritan, your popularity village-to-village will rise, until it reaches the maximum of +10 starting popularity (so if you enter a new village, you start with 10 popularity already; you can of course be received with hostility there if you destroy things and kill Villagers. Alternatively, if you start at -10 popularity, the village will barely even tolerate you, but you can claw your way back to some degree of acceptance, preventing you from just being hated at every village you go to).
Conversely, if you do terrible things, word will spread, and you might be greeted at each village with hostility by defensive mobs. Villages you start yourself will have 0 popularity regardless of global pop, so you can gradually regain favors even if you've done some bad things. You can use the cheat command /setglobalpopularity [name] [number] to affect things for yourself or someone else.
Popularity caps at -20/+20. Here is a basic table of actions which raise and lower popularity points.
Chest Robbery: -2
Pocket Theft (take items thrown while villagers are trading): -2
Assault (hurt a villager): -1
Murder: -10
Heresy (kill a priest-class villager): -15
Baby murder: -20
Hire an Illager: -2
Destruction (books, building): -0.1 per block
Trading: +1
Attend church service: +1
Kill a zombie in territory:+0.5
Kill a skeleton in territory: +1
Kill a creeper in territory: +0.5
Kill an Illager in territory: +1
Build a house: +1
Familiarization (wear Villager Robes or Feathered Cap): +1 (while wearing, stacks for both)
Complete a quest: +1-3 (depending on difficulty rating)
Hire a villager: +2
New Villagers
Professions and careers- more noses around the place in general.
Please excuse my terrible MS Paint skills.
Baker
Bakers are low class villagers with white aprons and brown robes. They live in Bakeries. They will trade for wheat, milk, eggs, and other required resources from other villagers and then craft bread, cake, and other prepared foods to trade with.
Miner
Miners are low class villagers with dark gray robes. They will periodically go into Village Mines and will mine out any exposed ores. If there are no exposed ores they will simply stay there, representing mining. They will trade their ores with blacksmiths.
Lumberjack
Lumberjacks are low class villagers with dark gray robes. They will cut down trees for wood, collect any saplings they see, and replant trees after cutting them down. They will trade wood with Builders.
Builder
Builders are low-class villagers with dark gray robes. They will buy wood from Lumberjacks. They only need wood to build; after a certain amount it will be deleted from their inventory when they start to build, and they will temporarily have infinite resources. Builders will construct a new village building (more often smaller) if there has been at least 3 days since the last construction and they have the resources. If the gamerule “villagerBuilding” is disabled they will not build, though they will still buy wood and "use" it occasionally (deleting it from their inventory). A hired Builder can be instructed on what building to build next and where, as well as tell you how much wood they need for it.
Trader
Traders look like Farmers, with their brown robes, but these roving merchants had an adventurous spark that the provincial life just didn’t satisfy. They rove about with small chests on their back and have a nice, diverse selection of trade items as well as quite a few emeralds. They can be all over the Overworld, and aren’t tied to a village. A hired Trader following you can reduce the costs of trades you make with his mercantile skill.
Guardsman
Guardsmen are a low class defensive villager present in all villages. With a blue coat and cap, brown pants, and their arms by their sides instead of folded in their sleeves, they are effectively “guards” who are a ranged complement to Iron Golems’ melee tank role. Though there can be as little as one Guardsman in the smallest of villages, they are always there, unlike Iron Golems, though each Guardsman is substantially weaker.
Guardsmen are equipped with the arquebus, a matchlock musket (see the Items section for more information). They have a range of 24 blocks (letting them defeat Skeletons 1 on 1) and have to reload after each shot just like you. Because their arquebus lets them ignore 50% of enemy armor, they can be challenging to fight, forcing you to plan if you want to raze a village, but themselves only have 10 hearts (20 health) and no armor. They fight like Skeletons, strafing around, and try to keep their distance, but if an enemy gets too close in melee they will hit them with the arquebus, dealing 2 hearts of damage and knocking the enemy back a moderate distance. They cannot do this attack quickly.
A hired Guardsman will attack on your command like a Wolf, as well as be told whether or not to attack other players not on a “whitelist”. In other words, you can order a hired Guardsman to attack all players that they see except for you and your friends (who you select on a scoreboard list) or to ignore other players. This lets you use them as guards for your house or just to keep your village safe. If an enemy has their own Guardsmen they will fight them too. You can dye a hired Guardsman’s coat various colors like a Sheep, to tell yours from someone else’s.
Alchemist
The Alchemist is a high class Priest villager just like the Clerics, but instead of trading for various magical items they buy and sell potions as well as potion supplies. They live in an Alchemist Shop, where they formulate potions and splash potions. If there are heavily wounded villagers nearby, they will throw a splash potion of healing. If hired, they will prioritize you for potions of healing, and can attack monsters with both potions of healing and harming.
Printer
Printers are high class villagers part of the librarian profession. They work in Print Shops, where they will use a printing press to create random books. These books are either humorous fiction (filled in a Mad Libs style, e.g. “Jeb the Creeper was feeling glad”) or small pre-written/semi-random informative pieces, signed with a randomly-generated name. Below are some examples:
The Soldier’s Comrade (a small, basic book describing combat tactics like sword cooldown and shield blocking, framed as a basic book for soldiers)
The Enchanter’s Weekly (featuring a random selection of partially decoded enchantment names and effects, framed as a sort of magazine for enchanters)
The Terrors of the Night (featuring basic information on some monsters, framed as a sort of safety book for lost villagers)
The Miner’s Handbook (featuring information on where ores best generate and tips for mining, framed as a guide for miners by an expert)
The Outcasts (a book detailing the Illagers and their weird beliefs, framed as a historical writing of sorts- because this is just the conjecture of a Villager, it isn't necessarily true regarding exactly what the Illagers are up to)
Financier
There are some villagers that have more emeralds than others; and then there’s Financiers. These high-class, wealthy Testificates flaunt it with gold-colored, embellished robes and fine hats. Trade-wise, they come with a lot of various valuables- gold, emeralds, and even a few diamonds- and can be a way of exchanging the valuables at a set rate (since they’ll accept gold for so many Emeralds, or vice versa, for instance). If hired, they will provide a slight discount on their value exchanges.
Engineer
High class Leonardo da Vinci types of the Villages, Engineers wear glasses, have orange robes, and concern themselves with redstone. They live in Engineer Houses where they have a few different basic Redstone doodads (dispensers, pistons, etc.) that work as very basic “tutorials” for players on Redstone. At night they can be seen looking up at the Moon with a Telescope from the top of their Engineer House. They also trade various things such as Gears, Telescopes, and Redstone. Hired Engineers can identify redstone items with an outline on your screen, letting you anticipate things like tripwire traps.
Prince
Princes are the leaders of villager cities. They spend their time wandering in the city keep; there can only be one of these high-class villagers in any one city, and another random villager will get "promoted" to his spot if he dies after a day has passed. He doesn't offer trade, but rather "quests"; these are randomly-generated tasks for the player to conduct, in the form of map-like papers known as "quest sheets". When you try to trade with him, his GUI will include a small selection of quests with one to three stars to their side indicating difficulty.
Quest sheets have a simple description written on them for the random quest the player must undertake (e.g. "The city needs horses. Bring one into its limits". Upon completing a step or the whole task, it will be crossed off of the quest sheet. When everything is crossed off of a quest sheet, the player can return it to the same Prince that gave it to them. This will net you a nice popularity bonus, as well as a random reward from the Prince (such as some emeralds, gold, an enchantment book, or another nice valuable item) depending on the difficulty of a quest.
Accepted quests can also trigger events in the world, similar to how skeleton horse traps work. As long as it's not within render distance of any player, mobs or even structures can generate nearby; higher-difficulty quests often involve things like defeating a camp of Illagers that has set up nearby, which will generate an Outlaw Camp when accepted.
Village Golem
Not technically a villager of its own, village-spawned Iron Golems now have a slightly rusted texture indicating their rather infrequent maintenance and generally old status. They have had an updated AI; Golems now detect when Villagers are hurt anywhere in the village, just like Guardsmen, and target mobs that attack them, including Skeletons. If a mob is unable to be reached (e.g. a Skeleton on a rooftop) they will try to put blocks between them and the mob, or simply move on to nearby, reachable mobs.
Hired Help
All Villagers now have some kind of special ability or "perk" when hired. Hiring costs vary by villager but are generally lower for low class and higher for high class or Guardsmen.
There can be a maximum of eight hired villagers following you at any one time, but you can have as many hired ones as you want that are standing still. If your global popularity falls enough, your hired villagers will refuse to follow you anymore, marked as such in their GUI.
All villagers have three options in their GUI after hiring: "stay still", "follow me", and "wander". The first and second are just like Wolves. The third option causes them to randomly wander like normal, and they will stay in a village boundary if they do this. They will ignore the "stay still" command to run for safety if they're in danger.
Nitwit- "Hold This For Me, Please"
Nitwits will allow you to freely give and take items from their inventory when hired. This lets you use them as "walking chests" sort of like Llamas.
Farmer- "Green Thumb"
When a hired Farmer's with you, any crops you harvest or seeds you acquire tend to be dropped in greater amounts. A hired Farmer standing around also accelerates the speed at which crops grow, since he can tend to the crops better.
Librarian- "Ancient Knowledge"
Having a Librarian following you enables you to decode up to 20% of the names of random Enchantments on an Enchanting Table, allowing you to make potential guesses at what it is.
Cartographer- "Mapmaker"
Though you can fill out a map yourself on your travels, Cartographers can do the same. A button on their GUI marked "Map" causes them to start or stop mapping depending on whether it's toggled. If they have paper they'll keep making maps, all in the classic Woodland Exploration Map black and white style. In Creative they can do this instantly.
Priest- "The Power Of Notch Compels You!"
When followed by a Priest, the Wither effect from any monster ends twice as fast, and you deal 1.5 times damage with any weapons versus undead mobs, owing to his religious books instructing on their weaknesses.
Blacksmith- "That'll Buff Right Out"
The rate at which your armor and weapons degrade is reduced by 1/2 when there is a Blacksmith following you, since he can help you fix random wear and tear on your items.
Butcher- "The Best Cuts"
Mobs that drop meats will drop 1-2 more pieces on average when a Butcher is following you, since he knows how to get the most meat out of mobs.
Baker- "Daily Special"
Eating prepared foods (bread, cake, etc.) with a Baker following you doubles your hunger pips gained from eating them.
Miner- "Riches Of The Earth"
Ores mined with a Miner following you drop 1-2 more of their item form on average. He will also throw any ores he mines himself to you while following you.
Lumberjack- "Timber!"
If a Lumberjack is following you, any trees you cut will instantly drop all their logs from the cut up (similar to the Treecapitator mod). Cutting this log will take longer and will degrade your tools more, to balance things out.
Builder- "Yes We Can!"
Builders that are hired have a special "Building" button on their GUI. With this you can select various Village buildings from a menu, as well as see the wood required to build them. If you select one, you can then right-click a place on the world; the Builder will construct it there at once if he has the required items.
Trader- "Mercantilism"
With a Trader following you, any village trades will only cost 0.85x as much as normal, since he can use his bartering skill to lower the deal for you.
Guardsman- "Your Orders, Sir?"
Guardsmen that are hired have a "Orders" button on their GUI along with the usual three commands. This button opens a menu containing "Ignore All", "Attack My Targets", "Attack Everybody", and a whitelist menu.
"Ignore All" causes the Guardsman to ignore all players except for those attacking them first.
"Attack My Targets" is the default option and causes the Guardsman to attack players you attack, just like Wolves.
"Attack Everybody" is obvious; everybody but you will get shot at, useful if you want to put a few Guardsmen back at your base in SMP as guards. The whitelist menu displays all players currently on the server and allows you to select which ones you want exempted from "Attack Everybody"; so you can have your friend come in your castle without getting a gunpowder-laden reception.
Alchemist- "Mixing Specialty"
Having an Alchemist follow you causes all potion effects caused by you (i.e. not from, say, a Witch's splash potion) to last 1.5 times longer.
Printer- "Copy That"
A hired Printer can copy an Enchantment Book for a price. The price is generally 10 Emeralds times the level of the enchantment book, so Power V (for instance) will cost 50 emeralds to copy.
Financier- "Valued Customer"
A hired Financier will only charge you 0.8x as many valuables for an exchange as normal. For example, if it cost 10 Emeralds for 10 Gold (not the real exchange rate, but just an example), you would only need 8 Emeralds for that 10 Gold.
Engineer- "Watch Out!" / "Tinkerer"
As long as you have an Engineer following you, hazardous Redstone devices (pressure plates, TNT, tripwires, dispensers) will be marked with red outlines to warn you.
Engineers additionally have one other perk to justify their hiring cost: tinkering. Tinkering works by giving an Engineer a tool, armor piece, or utility item such as a clock. They will, for an Emerald fee, add a random addition to the item (such as the ability to measure depth below sea level for a Clock, or an extra shot for an Arquebus). This addition is non-visual but is shortly described in the item's tooltip, and can stack with enchantments.
New Buildings
Places to store friendly faces.
Note: I'll go back and construct all of these, then link a picture later.
General
Any shop (blacksmith, church, etc- not a house) is guaranteed to have 1-2 villagers of its profession spawn there.
Church
Churches are now more well-lit and guaranteed to spawn in every village. They now have tall windows with stained glass and their top floor contains a Bell and lever.
Bakery
Bakeries are simple wood buildings containing a few furnaces and chests with wheat, milk, and other items. A single Baker is guaranteed to spawn here.
Print Shop
A small wooden hut with a Printing Press inside as well as library shelves. A single Printer is guaranteed to spawn here.
Engineer House
A wooden house, medium in size, with a fenced off roof accessible by ladder.
Garrison
A small cobblestone building with a backyard “firing range” with a red wool block as a target, as well as a slab roof with ladder access. Two Guardsmen are guaranteed to spawn here.
Tavern
A wooden building with log corners and an inside area with tables, chairs, and a jukebox and chest. The chest contains a few random music disks (generally song ones, not creepy ones like 13 or 11). This is marked as a socialization spot, meaning that villagers like to go in here to socialize. It will be built by non-hired Builders as soon as a village hits 15 population to signify its size.
Alchemist Shop
A medium-sized hut on legs, not dissimilar to a Witch Hut. Inside, it contains chests with potions and a Brewing Stand. An Alchemist is guaranteed to spawn here.
Village Mine
A small wooden hut that functions as an entrance to a mine belowground, travelling diagonally downwards around 30 blocks. One Miner is guaranteed to spawn here.
Keep
A stone "mini-castle" of sorts with a platform on top to look out of or shoot down onto rampaging zombies or illagers. Inside, there is an "armory" room with chests of armor and weapons, a room with a long table and numerous stair-and-sign "chairs" for meetings, a library room, and various other small chambers with beds, chests, and other miscellaneous items inside. This is guaranteed to generate at the center of a city, and a city is the only place where you can find it. Inside, a Prince is guaranteed to generate, as well as some Guardsmen, Iron Golems, and high-class villagers.
Special Villages
Places distinct- and quite a lot rarer- than the standard hamlets which make up most Testificate presence in the Overworld.
City
Cities are large, unique villages with their own group of threats and things to see. While they are quite large and interesting places, they're also not any safer than the smaller, insular villages; the defense force there might be quite a bit bigger, but threats are correspondingly larger, and in such a big place, the seedier elements of Villager society are out in full force.
Cities are not simply randomly generated groups of buildings and roads like regular villages, but rather pre-constructed "bases" upon which buildings generate in "blocks". Every city has a stone wall surrounding it that has a wooden path one can walk upon, with a gatehouse at each end containing the entrance. Inside, numerous gravel roads in a grid shape traverse the city limits, with a single castle-like keep at the center. Within the squares formed by this grid of roads, buildings can randomly generate.
All cities are guaranteed to have an expansive militia force. This consists of many Guardsmen patrolling the walls and streets, as well as Iron Golems which generate closer to the city's inside. High-class villagers like Engineers are also far more common in cities than they are in normal villages.
Fort
Forts are small wood-walled "bases" of sorts with wool tents within. They contain a small population of civilian Villagers- mostly blacksmiths, farmers, and cartographers- with the rest of the population consisting of Guardsmen and Iron Golems. These can represent anything you'd like; perhaps a wealthy city is using this as a "base" for their militia, or perhaps it's an expeditionary party's resting camp. Either way, they make good places to defend and to hire some friends if you're going to tread hazardous grounds, though you shouldn't expect such varied trades as you'd see in a normal village.
Professional Village
Villages can sometimes spawn with a disproportionate amount of one profession (miners, farmers, etc.) and their associated buildings. Generally, this occurs depending on biome- a mountain village, if it is a professional one, will more likely be a mining town instead of a farmer's hamlet like a plains village might.
Port
Ports spawn on beaches and any land connected to an Ocean biome of any kind. They contain the usual Villager buildings, but also a wooden dock that juts out of the land connected to the road. Along this dock, a small ship will generate (a structure, not an entity); this ship contains a few chests of random trade goods, a cartographer, and a few other random villagers.
New Items and Blocks
Doodads that you see cropping up in and around villages.
Gear
Recipe: 4 iron ingots
Gears are a method of transmitting Redstone power. They can only be placed on walls, but do not lose power as they turn and do not attach to Redstone trails, allowing more compact contraptions. They are the primary form of power in Engineer Houses and are traded by Engineers. Redstone blocks and torches do not affect them.
Dynamo
Recipe: 2 gears, 1 redstone, 6 iron
A simple machine that converts Gears going in to Redstone going out and vice versa. When it is powered the gears inside will spin. It also refreshes Redstone power just like a repeater.
Telescope
Recipe: 2 iron, 1 glass
The telescope is based off of Galileo’s telescope. When you right click with it in hand you will zoom in a very far distance with a circular overlay on your screen.
Arquebus
Recipe: 3 iron, 3 wood, 1 string [arquebus]
Ammo recipe: 1 gunpowder, 1 iron, 1 paper [paper cartridge x2]
The arquebus is a matchlock musket based off of guns first invented in 1450 during the late years of the medieval age. It shoots farther, flatter, and stronger than the Bow, with 8 hearts of damage, and its bullets ignore 50% of enemy armor. However it is also quite expensive, and its loud boom, flash of light, and cloud of smoke gives away your position easily.
If it starts raining or snowing, the gun can misfire, making a “click” 50% of the time and requiring that you try to fire again. After shooting you must reload by holding RMB, taking 3 seconds, and are slowed to sneaking speed. It uses paper cartridges for ammo. When it’s loaded, little smoke particles will periodically pop up from the gun, since a matchlock uses a burning matchcord to light the gun.
The Airship is a small steampunkish zeppelin, basically a boat with a propellor attached and with four ropes attaching it to a larger wool balloon. It can be entered or exited just like a Boat, and fuelled with coal via right-click just like a Furnace Minecart, though a single piece of coal will only power it for around a minute. When powered, the Airship emits smoke particles from the propellor. Like a sheep or hired Guardsmen, you can dye the balloon various colors from its standard white, as well as apply your banner to the side.
The Airship can be flown by using WASD, Ctrl to descend, and Space to ascend, just like flying in Creative mode. It flies relatively slowly and has a height maximum of 100 Y (so it can’t go more than 38 blocks above sea level at any time) but can stay stationary while flying. It overall serves as a cheaper, fuel-hungry, slow, but nonetheless useful alternative to the Elytra- and because it can hover in place, you can use it instead of dirt scaffolds while building big in Survival mode.
Mobs can enter an Airship just like a Boat or Minecart, staying in the back, but they cannot control it with the exception of a few.
Wilted Poppy
A Poppy that's wilted and dried to a brown color. No purpose, but can be planted. Dropped by Rusted Golems, and is only available from them.
Villager Robes
Recipe: 1 string, 5 leather, 1 dye (optional)
Villager robes are crafted with leather and a string (to hold the robe closed around the neck). They can be dyed both during crafting and after. The default robe is a brown color just like the Farmers', but with any dye it can be made to match various robes carried by Villagers. The robes are worn on the chest slot and extend down, just barely covering any leggings the player is carrying. If the player has no item in their hands, they will put their arms together like a Villager. The robes provide durability inferior to that of even leather, at just 1 pip of armor, but confer +1 popularity while worn in a village.
The feathered cap is identical to the puffy feathered hats sometimes worn by high-class villagers. It confers +1 popularity while worn in a village, and offers no protection. Just like the Villager Robes, it can be dyed, though it starts with a gray color.
Bell
Recipe: 5 gold ingots, 1 string
Bells, when powered by redstone, will emit a constant "ding-dong, ding-dong" tolling noise. They are the same as village church bells in all other respects.
New Illagers
Outcasts of all stripes, unified in their unhealthy hatred of people who don't knock before they come in.
Illagers now have popularity and can even be hired; but their popularity works in reverse with Villages. In other words, if you have 10 global popularity with Villages, you have -10 global popularity with Illagers. You need at least 5 (positive) global popularity with Illagers (that's -5 for Villagers, for reference) to keep them from attacking you, and 10 for them to consider being hired.
Apprentice Evokers
Apprentices are similar to master Evokers, but lack a Totem of Undying, gold trim to their robes, or their rarity, being more common. They can cast a straight row of Evocation Fangs or the defensive attack, but can’t summon Vexes.
Evokers are similarly modified; they have a 50% chance of using their Totem of Undying on death, returning them with a white glow in their eyes momentarily and summoning 3 Vexes immediately, as well as a defensive fang attack. If there’s just one more Evoker left in a Woodland Mansion they won’t use their Totem of Undying so you can get your hands on one.
Brigand
Instead of having a militia force, the Illagers simply hire their guards and grunts with their large stocks of Emeralds. These Illagers aren’t crazy cultists or evil mages, but just thugs, pirates, or robbers who work for the Emeralds. Wearing brown hoods and purple coats, they can be very nasty fighters indeed.
The Brigand is the second most common type of Illager mob aside from Vindicators. Armed with an arquebus, Brigands fight much like hostile Guardsmen, though they have poorer marksmanship in return for an extra 4 hearts of health. They rarely drop their Arquebus in good condition.
Stainless Golem
A freshly-produced Iron Golem, the Stainless Golem is an Illager-controlled monster with 25% more health than the rusty, vine-covered Iron Golems used by Villages. The Stainless Golem is a lethally dangerous fighter, but is restricted by its slow speed and melee range. You’d better be ready for a hard fight when you see this monster guarding the upper levels of Woodland Mansions.
As a side note, Stainless Golems have angry, downturned brows and a slightly darker, almost gunmetal coloration. Player-made Golems look like the second image; without any rust or vines, and with a "normal" expression.
Guard Dog
Quite simply, a Wolf with a purple collar and “angered” skin that guards the lower levels of Woodland Mansions alongside Brigands. Not very strong, but can distract you and deal some damage while nearby Brigands open fire.
Ace
With thick goggles, black scarfs, and dashing scarlet red coats with white and purple trim, Aces are the flying elite of the Illagers. Piloting personally maintained Airships with black balloons, and packing powerful arquebuses with which they are keen shots, Aces are determined to rule the skies in the name of the Woodland Mansions.
Aces will begin spawning once you build an Airship at the rarity of Witches, and generate both in the air and on foot in Woodland Mansions. Flying in their Airships, they can spot you from 48 blocks, though they will only start shooting at 24 with their arquebus. The airship and Ace have differing health; destroying their airship will cause them to fall to the ground, though with Feather Falling they won’t take much damage, and can fight just like Brigands, though with less health in exchange for being better shots.
Rogues Gallery
If you've committed enough crimes against villages, the Illagers will take a liking to you; maybe even let themselves be hired out. They bring unique abilities to being in your party, more often combat-oriented. Because of mutually contradictory popularity, you can't have both Illagers and Villagers hired at once; and either way, they'd attack each other (or one run from the other, more often).
Vindicator- "Here's Johnny!"
Hired Vindicators not only give you the same bonuses as Lumberjacks- the ability to cut down entire trees with one log cut from the bottom- but they can also smash through doors and barricaded doors with frightening speed. They also can knock down an enemy's shield, just like normal, and generally receive a little bit of a speed and power boost when hired.
Apprentice Evoker- "Feel The Fangs"
While true Evokers can't be hired- they consider themselves above some wandering rabble like you- their apprentices can. They will use their Evocation Fangs gleefully and can be a seriously powerful threat against enemies. If you are being attacked in melee, they can summon a ring of Evocation Fangs around you that won't damage you but which can tear up your foes.
Brigand- "Stand And Deliver!"
Brigands have the same order system as Guardsman, but can also commit robberies with a "Rob Villagers" button on their GUI. A robbery occurs when a Brigand sees a Villager with no defensive mobs or other players around. They will point their arquebus and make angry grunts, and the Villager will fearfully throw all of their emeralds to the Brigand, who will give them to you or hold them until you arrive. Once they empty the pockets of one mark they'll move onto another. This marks the only time where they won't attack villagers on sight, and they won't attack a villager that has already surrendered their money.
Ace- "Forward Observer"
Aces can outline monsters and even other players up to 64 blocks away, having a nice vantage point from their Airships. If an Ace loses his airship he will gladly enter one that you've built and repaint the envelope black, though you can disable this with a GUI button. He also has the order system of Guardsmen. He tends to fly close to you so that you can issue orders, but will fly higher up in battle, and won't enter small spaces (such as 3x3 corridors or caves), preferring sky-exposed blocks if possible. This doesn't apply if his Airship is destroyed; then he'll just follow you normally as a Brigand or Guardsman would.
Stainless Golems, Evokers, and Guard Dogs can't be hired, but if you're attacked they will come to your defense assuming you have a high enough popularity with Illagers.
Illager Buildings
The Illagers have new places too, not just their Woodland Mansions.
Woodland Mansion
Tweaked so that it is now well-lit and thus no "normal" monsters will spawn inside, owing to the greater variety of Illagers present. More Illagers (particularly Vindicators and Brigands) spawn inside, and Aces spawn outside in the air, as well as inside to a limited extent (on foot).
Outlaw Camp
Outlaw Camps are small campfires ("cosmetic fires" which do not burn things or burn out) surrounded by white wool tents held up by fenceposts. The Outlaw Camp can generate pretty much anywhere, and contains anywhere from 3-8 Brigands and Guard Dogs.
Illage
Illages are quite simply Illager villages. They are much rarer than normal villages (around as common as zombie villages) and contain numerous Vindicators, as well as Brigands in place of Guardsmen. Other variants of Illager with the exception of Evokers can also spawn here.
Misc. Mobs
Guys that aren't Illagers or Villagers, but still useful for Testificate improvement.
Rusted Golem
These heavily rusted, vine overgrown, hunchbacked Golems, leaking flakes of rust and oily tears as they move, have not received maintenance or even a little cleaning for decades. They used to be the protectors of Zombie Villages, but for whatever reason they survived the zombie siege that destroyed theirs and its tiny garrison. Their mechanical noises are slow and strained, and sometimes they emit a sort of mumbling that can be construed as crying.
Fallen into a despair at their failure to save the Villagers who they were made to defend, they pace around the empty streets, mumbling mechanically to themselves, and clutching long-wilted poppies with textures not unlike dead bark. They have become so insane that they will attack you in a mad rage if you harm a zombie villager within the limits of the zombie village; about the only thing you can do for them now is destroy them.
While they are still a hard fight- being Iron Golems- they are not as difficult as the moderately well maintained Village golems or the freshly-produced Stainless Golems, having only 80 health (40 hearts) and a tendency to charge in a straight line before turning around, leaving them open for attack. On death they drop iron ingots and a Wilted Poppy.
In Conclusion
So there you have it: the Update Civilis.
This will constantly be expanded and revised as time goes on- hence the changelog up there- but I'd greatly benefit from your feedback! Feel free to post your two cents down there and generally let me know what ya think of it and what could be better!
If you like this a lot, and really want to contribute, here's some ways you can help me make this suggestion even better:
Suggest! Whether you have a fun idea for a Printer's book, or something you think should be tweaked, it's responses from the community that makes suggestions like the Update Civitas great.
Because I'm totally crap at NovaSkin and Blockbench makes my head explode, being skilled at either of the two would be a godsend for me. I won't hide that I'm a crap MS Paint artist even with a Wacom tablet, so having some genuine models/skins to put up for each new villager or illager would be a major help if you feel like making one.
If you like this suggestion enough, feel free to post the below linked image right into your signature:
And most of all...
Thank you for reading!
Credits
Wolftopia: for certain ideas (e.g. reading).
fishg: for certain ideas (e.g. Mad Libs style books)
The_Last_Dovahkiin: Models for Golems and Guard Dog
Anyways, while i like the concepts, villagers REALLY need some TLC after all, i feel like the arequabruiser would be better useing bows. Though the Brigands using guns would probably be good.
Rollback Post to RevisionRollBack
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
I like pretty much all of these ideas! It might be a bit too much, but otherwise it's all great, expect for a few nitpicks like the addition of guns, and the Illager golem being newer than normal villages (I think it should look older and decrepit)
Anyways, while i like the concepts, villagers REALLY need some TLC after all, i feel like the arequabruiser would be better useing bows. Though the Brigands using guns would probably be good.
I did toy around with making the initial "village guards" into surcoat-wearing bow-toting archers, but this ran into three problems:
Archers fire weaker shots, thus making them less effective at fighting things like zombies and skeletons, which outnumber them. Because the arquebus has a longer range than the bow in mobs' hands, it allows them to defeat Skeletons more often.
Archers fire weaker shots, thus making them less effective at fighting murderous players (after all, who ever had problems with Skeletons after they got iron armor?). Because the arquebus fires armor-piercing shots it can be a threat to the player.
A bow is worthless in melee where an arquebus can at least be used as a club, explaining why they can knock enemies back and deal a little damage. I didn't want to give them iron swords or anything because I think mobs should only have one kind of held-out handheld weapon (exceptions being things like Witches, who don't hold their potions until they throw them or drink them).
Overall the arquebusier is a lot more unique and interesting IMO than an archer, as well as a more useful friend if hired or more challenging enemy if you're the sort of person who burns villages for fun. Besides, he doesn't really clash with the feel of Minecraft; the arquebus itself was invented in around 1475, and the full Iron plate armor (of the types we see in Minecraft) coexisted with guns of the arquebus's type for over 100 years.
Fun fact: The rounded shape of Medieval castle sides was a reaction to 14th-century cannons, as these offered a greater chance to deflect a cannonball.
Other fun fact: "Bullet proof" comes from when armor makers would make a suit of knightly armor and fire a wheellock pistol at it. If the bullet bounced, just leaving a dent, that dent was the proof that the armor could save someone's life in a battle. Plate armor itself came into mass prominence partly due to guns, because it could deflect even a full size musket (i.e. the big, long, so-heavy-you-had-to-install-it-on-a-stick-before-you-could-shoot-it guns that worked alongside the shorter, lighter arquebuses) shot at long range.
I like pretty much all of these ideas! It might be a bit too much, but otherwise it's all great, expect for a few nitpicks like the addition of guns, and the Illager golem being newer than normal villages (I think it should look older and decrepit)
I originally wanted to imply that the Illagers have lots of money but little manpower (hence why they hire brigands as soldiers, they won't really spare any members of their weird cult order unless they have to), but this actually sounds great. Maybe they took their Golems with them and just never devoted the time to repair the things. I think it would probably work better as some kind of "abandoned" Golem that might madly pace around zombie villages, having "lost its mind" after failing to protect its people.
This is a great idea! I support everything, except for the aspects that do not fit within the Medieval theme of Minecraft, such as guns. Otherwise, great job! Full support.
rt. Little outposts of civilization in the Overworld, besieged by darkness, where little stands between prosperity and destruction.
But they've never been very interesting or large. For a long time, villages have just been little trading posts or iron farms to be for most people, places to block villagers into their houses and then fleecing them for all they're worth.
Villages deserve better.
As the latest in my line of constant enhancements, updates, and revisions to my concepts of village improvements, I'm proud to present:
The TL;DR:The role of this suggestion is to make villages better. That means intelligence improvements, aesthetic improvements, item improvements- heck, revamp everything. And it's not just villages themselves, too- the entire Testificate race will see updates, including their dark cousins the Illagers. This would probably warrant an entire 1.1x update on its own by my reckoning- but you can never have too much content, can you? Changelog
1.0 (2/21/18): "Initial Release".
2.0 (2/23/18): "The Hired Help Update". Added hiring bonuses. Added global popularity. Added Rusted Golems and Wilted Poppies. Added popularity interactions and hiring to Illagers.
Current Version: v2.0- "The Hired Help Update" Village Generation ChangesAffecting how villages generate and their buildings.
Villages now “flatten” the terrain around them slightly instead of exactly conforming to terrain for generation.
Villages will not generate on the sides of mountains or other inhospitable places. A village will be more likely to spawn on flat land, ideally with water nearby.
Buildings no longer spawn if they have water under a part of their foundation.
Villages generate larger on average with more varied buildings.
Doors will spawn with one cobblestone stair. If there is space under this cobblestone and a ladder will spawn, so houses will no longer be inaccessible.
All village houses now have doors, either cobblestone or wood flooring, and are well lit.
Villages now have random names (Tarnhill, Redport, etc.) that are automatically generated upon first encountering them, and which pop up when you enter or leave a village. This both flavors things and helps you know exactly where a village starts and ends when creating ones.
You can edit the name of a village with the command /editvillagename [Name of village] [New name], which is not considered a cheat.
General Village ChangesAffecting villagers themselves.Credit to Wolftopia for certain ideas (e.g. reading).Credit to fishg for certain ideas (e.g. Mad Libs style books).Please tell me if I missed crediting you.
Villagers are divided into “low” and “high” class depending on their profession (e.g. a farmer will be low class, but a librarian will be high class). This doesn’t really mean anything but what kind of hats they can wear and how embellished their robes are.
Low-class villagers can have leather hoods, simple caps, or be bare-headed. High-class villagers tend to wear hats more often, and can have more elaborate hats, including feathered caps.
High-class villagers can sometimes read a book, opening and holding it in their arms for a while. Cartographers can sometimes read maps.
Villagers now have a highly-improved movement AI. They avoid long falls (unless there is water), damaging things like lava or cacti, and pathfind more effectively. They can also climb ladders now if they want to reach a place above or below them.
Villagers now check to see if there’s villagers in a house they’re going to at night. If there is 1 villager in a small house or shop already they will go to another house. If there is at least 3 villagers in a large house or church already they will do similarly. The sole exception is when running from mobs, in which case they will go to the nearest house regardless of how many are inside.
Villagers can barricade doors now. They will quickly run up and make a hammering noise, then a few boards will appear over the door texture. A barricaded door takes twice as long for a zombie to break, but a villager can only barricade the door once. They will only do this when they are cornered (i.e. have no second door or ladder with which they can escape).
Villagers now run from all threats, including players punching them. If they are running from a mob, they will go into their house, but will simply keep running if the player is chasing them.
Skeletons now attack villagers, and villagers run from skeletons and creepers. To avoid villages becoming Somme battlefield-esque crater fields, creepers won’t attack villagers.
Villagers now go to the nearest Church (or just Priest if one’s not present) at high noon. The Priest will pull out a book and start mumbling for around a minute while the other villagers watch. After this they will disperse and go back to what they’re doing. Attacking a villager during this “sermon” will anger the defensive mobs at once, but staying near it while it goes on will net you some popularity.
Villagers have some places (like Taverns) that are considered socialization spots. These are not preferred as houses to shelter from the night, but Villagers like to go inside them during the day.
Villagers now have needs. Just like players, they must eat periodically and if they are hurt they will seek healing. They emit hunger particles if they are hungry.
All villagers now engage in active trading or crafting to achieve their needs (for instance, a Farmer will throw wheat to a Baker for bread, and the Baker will throw emeralds to the Farmer). These items will prioritize going into a Villager’s inventory over yours, but if you still take them you will lose popularity for theft.
Trading is now based on stock, much like in Skyrim or Fallout. You can see the inventory of the villager in the trading GUI as well as yours, and two boxes in the center of the GUI in which you can drag what you want from them and what you’re willing to offer. A trade can go as many times as you have emeralds/something to trade for emeralds or they have what you want. All items will net a certain amount of emeralds, but villagers generally only trade for what they want (so you can’t trade a villager 3 stacks of dirt for 20 emeralds).
Villagers will try to acquire a certain “stock” of items depending on profession (so a Baker will trade with a Farmer for wheat, and then craft that into Bread) via trading.
All villagers have a starting stock of emeralds with which they can conduct certain trades. How much they have depends on class- a nitwit has none, a low-class has a moderate amount, and a high class villager can have more. If a villager runs out of emeralds others will throw food as they need it, but less than if they traded. This is how Nitwits can survive.
Villagers now do their jobs more. Farmers still harvest and replant crops, Blacksmiths will take ore from Miners and smelt it into ingots or weapons/armor/tools, and Butchers will periodically feed their animals and butcher one for meat. If a villager has no way to acquire what it needs for a job (such as a Blacksmith never getting any ores, because there are no Miners) just enough will pop up in their inventory for the task. This ensures that all working villagers can do their jobs and have a stock to trade with you or others.
All villagers can be “hired” with a button on their GUI. This cost depends on the profession- a Nitwit can be hired for just a few emeralds, while a Cartographer costs a lot more. Hired villagers will follow you much like Wolves and respond to stay here/follow me orders, allowing you to transfer them easily or build an “adventuring party” if you wish. Hiring sometimes unlocks special abilities or behaviors- for instance, a Cartographer can map out an area as he goes (in that same old black-and-white style) if you give him an empty map. Farmers, for another example, will increase the yield of crops you get from harvesting if they're close by, because of their agricultural knowledge.
Popularity ChangesHow Villagers think of you.
Villagers are far less tolerant of violent players. It only takes two killed villagers to anger defensive mobs now, and killing a baby villager automatically angers them.
Villagers do not like players who steal. At first, items in village chests will be marked with red boxes and a text warning will come up telling you that you are stealing the item. If you place it in your inventory you will lose popularity points. However, at higher popularity, you will be allowed to take things from the village chests without problem.
Testificates (both Villagers and Illagers) now have "global popularity". This works at 1/5 the rate of normal popularity per village and is persistent. It affects how your popularity slider starts at each village. For instance, you always start with 0 global popularity. If you're a good samaritan, your popularity village-to-village will rise, until it reaches the maximum of +10 starting popularity.
Conversely, if you do terrible things, word will spread, and you might be greeted at each village with hostility by defensive mobs. Villages you start yourself will have 0 popularity regardless of global pop, so you can gradually regain favors even if you've done some bad things. You can use the cheat command /setglobalpopularity [name] [number] to affect things for yourself or someone else.
New VillagersProfessions and careers- more noses around the place in general.Please excuse my terrible MS Paint skills. Baker
Bakers are low class villagers with white aprons and brown robes. They live in Bakeries. They will trade for wheat, milk, eggs, and other required resources from other villagers and then craft bread, cake, and other prepared foods to trade with. Nice! More variety is needed.
Miner
Miners are low class villagers with dark gray robes. They will periodically go into Village Mines and will mine out any exposed ores. If there are no exposed ores they will simply stay there, representing mining. They will trade their ores with blacksmiths. Yeah, but i don't think it's quite "fitting" for villagers to Mine or break blocks.
Lumberjack
Lumberjacks are low class villagers with dark gray robes. They will cut down trees for wood, collect any saplings they see, and replant trees after cutting them down. They will trade wood with Builders. Again, i don't think it fits too much for Villagers to break wood. Perhaps only make them trade wood.
Builder
Builders are low-class villagers with dark gray robes. They will buy wood from Lumberjacks. They only need wood to build; after a certain amount it will be deleted from their inventory when they start to build, and they will temporarily have infinite resources. Builders will construct a new village building (more often smaller) if there has been at least 3 days since the last construction and they have the resources. If the gamerule “villagerBuilding” or “mobGriefing” is disabled they will not build, though they will still buy wood. A hired Builder can be instructed on what building to build next and where, as well as tell you how much wood they need for it. I don't like the idea of this. Villagers are quite derpy, detecting the AI on what and where to build would be difficult. And, the fact that players can "hire" the villager to build kind of discouraged the building aspect from players.
Trader
Traders look like Farmers, with their brown robes, but these roving merchants had an adventurous spark that the provincial life just didn’t satisfy. They rove about with small chests on their back and have a nice, diverse selection of trade items as well as quite a few emeralds. They can be all over the Overworld, and aren’t tied to a village. A hired Trader following you can reduce the costs of trades you make with his mercantile skill. Why would these villager follows you around?
Arquebusier
Arquebusiers are a low class defensive villager present in all villages (even if there’s just one). With a blue coat and cap, brown pants, and their arms by their sides instead of folded in their sleeves, they are effectively “guards” who are a ranged complement to Iron Golems’ melee tank role. In case they die, you can create more by giving any low-class villager a musket outside of the trading menu. They will lose their previous trades but become an Arquebusier.
Because they have a musket and not a bow, they can shoot up to 24 blocks away (letting them defeat Skeletons 1 on 1), and deal 4 hearts of damage per shot. Just like you, they have to reload the gun after each shot. If they enter melee range with an enemy they will hit them with the arquebus, knocking them back and dealing a bit of damage, but not much.
A hired Arquebusier will attack on your command like a Wolf, as well as be told whether or not to attack other players not on a “whitelist”. In other words, you can order a hired Arquebusier to attack all players that they see except for you and your friends (who you select on a scoreboard list) or to ignore other players. This lets you use them as guards for your house or just to keep your village safe. If an enemy has their own Arquebusiers they will fight them too. You can dye a hired Arquebusier’s coat various colors like a Sheep, to tell yours from someone else’s. Wow, you really adored steampunk guns added to Minecraft, eh? I think it would be more fitting for village "guards" to use bow instead. Let's just improve the current Fletcher to be able to use Bow and guard the village. Arquebusier (which could be easily just renamed to Musket imo) is a bit too overkill for derpy villager imo.
Alchemist
The Alchemist is a high class Priest villager just like the Clerics, but instead of trading for various magical items they buy and sell potions as well as potion supplies. They live in an Alchemist Shop, where they formulate potions and splash potions. If there are heavily wounded villagers nearby, they will throw a splash potion of healing. If hired, they will prioritize you for potions of healing, and can attack monsters with both potions of healing and harming. So the village has THREE defense mechanism now (wow). I like this, thought i'm not really into the part with it being hireable (like many previous villagers). Besides, constant healing is OP, and also discourages the player on brewing their own potion.
Printer
Printers are high class villagers part of the librarian profession. They work in Print Shops, where they will use a printing press to create random books. These books are either humorous fiction (filled in a Mad Libs style, e.g. “Jeb the Creeper was feeling glad”) or small pre-written/semi-random informative pieces, signed with a randomly-generated name. Below are some examples:
The Soldier’s Comrade (a small, basic book describing combat tactics like sword cooldown and shield blocking, framed as a basic book for soldiers)
The Enchanter’s Weekly (featuring a random selection of partially decoded enchantment names and effects, framed as a sort of magazine for enchanters)
The Terrors of the Night (featuring basic information on some monsters, framed as a sort of safety book for lost villagers)
The Miner’s Handbook (featuring information on where ores best generate and tips for mining, framed as a guide for miners by an expert)
The Outcasts (a book detailing the Illagers and why they were cast away from villages, framed as a historical writing of sorts) Not gonna happen. Mojang want the players to interprate the lore of Minecraft. Not explaining them in detail.
In my opinion, this is the kind of things where it would be just cool for like one or two minutes. And besides, it created the problem of language inconsistency due to how this book would be programmed..
Financier
There are some villagers that have more emeralds than others; and then there’s Financiers. These high-class, wealthy Testificates flaunt it with gold-colored, embellished robes and fine hats. Trade-wise, they come with a lot of various valuables- gold, emeralds, and even a few diamonds- and can be a way of exchanging the valuables at a set rate (since they’ll accept gold for so many Emeralds, or vice versa, for instance). If hired, they will provide a slight discount on their value exchanges. Please no, this will discourage mining and instead farm with this guy anyway.
Engineer
High class Leonardo da Vinci types of the Villages, Engineers wear glasses, have orange robes, and concern themselves with redstone. They live in Engineer Houses where they have a few different basic Redstone doodads (dispensers, pistons, etc.) that work as very basic “tutorials” for players on Redstone. At night they can be seen looking up at the Moon with a Telescope from the top of their Engineer House. They also trade various things such as Gears, Telescopes, and Redstone. Hired Engineers can identify redstone items with an outline on your screen, letting you anticipate things like tripwire traps. Not sure about this one.
Hired Help
All Villagers now have some kind of special ability when hired. Hiring costs vary by villager but are generally lower for low class and higher for high class or Arquebusiers.There can be a maximum of eight hired villagers following you at any one time, but you can have as many hired ones as you want that are standing still. If your global popularity falls enough, your hired villagers will refuse to follow you anymore, marked as such in their GUI.All villagers have three options in their GUI after hiring: "stay still", "follow me", and "wander". The first and second are just like Wolves. The third option causes them to randomly wander like normal, and they will stay in a village boundary if they do this. They will ignore the "stay still" command to run for safety if they're in danger.
Nitwit- "Hold This For Me, Please"
Nitwits will allow you to freely give and take items from their inventory when hired. This lets you use them as "walking chests" sort of like Llamas.
Farmer- "Green Thumb"
When a hired Farmer's with you, any crops you harvest or seeds you acquire tend to be dropped in greater amounts. A hired Farmer standing around also accelerates the speed at which crops grow, since he can tend to the crops better. Or, use a bone meal which supposedly is much cheaper than hiring a farmer.
Librarian- "Ancient Knowledge"
Having a Librarian following you enables you to decode up to 20% of the names of random Enchantments on an Enchanting Table, allowing you to make potential guesses at what it is. Enchanting table already spoils the enchantment it gets.
Cartographer- "Mapmaker"
Though you can fill out a map yourself on your travels, Cartographers can do the same. A button on their GUI marked "Map" causes them to start or stop mapping depending on whether it's toggled. If they have paper they'll keep making maps, all in the classic Woodland Exploration Map black and white style. In Creative they can do this instantly. This kind of discourages the exploration aspect.
Priest- "The Power Of Notch Compels You!"
When followed by a Priest, the Wither effect from any monster ends twice as fast, and you deal 1.5 times damage with any weapons versus undead mobs, owing to his religious books instructing on their weaknesses. This may be nitpicky. But it's too gimmiky for it to be considered useful. And considering that you may bring this in the nether. It might as well die quickly.
Blacksmith- "That'll Buff Right Out"
The rate at which your armor and weapons degrade is reduced by 1/2 when there is a Blacksmith following you, since he can help you fix random wear and tear on your items. That's a bit of an awkward game design. And besides, armor and weapon degradation is not really that much of a hassle. Keeping this villager alive however, is.
Butcher- "The Best Cuts"
Mobs that drop meats will drop 1-2 more pieces on average when a Butcher is following you, since he knows how to get the most meat out of mobs. Again, it's too gimmicky and i don't think players would find hiring the villager worth it. And it would be annoying to keep the villager alive.
Baker- "Daily Special"
Eating prepared foods (bread, cake, etc.) with a Baker following you doubles your hunger pips gained from eating them. Same thing with the previous one.
Miner- "Riches Of The Earth"
Ores mined with a Miner following you drop 1-2 more of their item form on average. He will also throw any ores he mines himself to you while following you. Also the same.
Lumberjack- "Timber!"
If a Lumberjack is following you, any trees you cut will instantly drop all their logs from the cut up (similar to the Treecapitator mod). Cutting this log will take longer and will degrade your tools more, to balance things out.
Builder- "Yes We Can!"
Builders that are hired have a special "Building" button on their GUI. With this you can select various Village buildings from a menu, as well as see the wood required to build them. If you select one, you can then right-click a place on the world; the Builder will construct it there at once if he has the required items. i'm sorry, but building task should only be for Player imo.
Trader- "Mercantilism"
With a Trader following you, any village trades will only cost 0.85x as much as normal, since he can use his bartering skill to lower the deal for you. Too gimmicky.
Arquebusier- "Your Orders, Sir?"
Arquebusiers that are hired have a "Orders" button on their GUI along with the usual three commands. This button opens a menu containing "Ignore All", "Attack My Targets", "Attack Everybody", and a whitelist menu.
"Ignore All" causes the arquebusier to ignore all players except for those attacking them first.
"Attack My Targets" is the default option and causes the Arquebusier to attack players you attack, just like Wolves.
"Attack Everybody" is obvious; everybody but you will get shot at, useful if you want to put a few Arquebusiers back at your base in SMP as guards. The whitelist menu displays all players currently on the server and allows you to select which ones you want exempted from "Attack Everybody"; so you can have your friend come in your castle without getting a gunpowder-laden reception.
Perhaps change this to Fletcher.
Alchemist- "Mixing Specialty"
Having an Alchemist follow you causes all potion effects caused by you (i.e. not from, say, a Witch's splash potion) to last 1.5 times longer. Same problem with how much of a hassle this is.
Printer- "Copy That"
A hired Printer can copy an Enchantment Book for a price. The price is generally 10 Emeralds times the level of the enchantment book, so Power V (for instance) will cost 50 emeralds to copy. Too overpowered.
Financier- "Valued Customer"
A hired Financier will only charge you 0.8x as many valuables for an exchange as normal. For example, if it cost 10 Emeralds for 10 Gold (not the real exchange rate, but just an example), you would only need 8 Emeralds for that 10 Gold. How would the game calculate this if the trading unit is not emerald, or instead. Gravel and Emerald, for example.
Engineer- "Watch Out!"
As long as you have an Engineer following you, hazardous Redstone devices (pressure plates, TNT, tripwires, dispensers) will be marked with red outlines to warn you. Again, same problem. Too much of a hassle and too gimmicky
New BuildingsPlaces to store friendly faces.Note: I'll go back and construct all of these, then link a picture later.
General
Any shop (blacksmith, church, etc- not a house) is guaranteed to have 1-2 villagers of its profession spawn there.
Bakery
Bakeries are simple wood buildings containing a few furnaces and chests with wheat, milk, and other items. A single Baker is guaranteed to spawn here.
Print Shop
A small wooden hut with a Printing Press inside as well as library shelves. A single Printer is guaranteed to spawn here.
Engineer House
A wooden house, medium in size, with a fenced off roof accessible by ladder.
Garrison
A small cobblestone building with a backyard “firing range” with a red wool block as a target, as well as a slab roof with ladder access. Two Arquebusiers are guaranteed to spawn here.
Tavern
A wooden building with log corners and an inside area with tables, chairs, and a jukebox and chest. The chest contains a few random music disks (generally song ones, not creepy ones like 13 or 11). This is marked as a socialization spot, meaning that villagers like to go in here to socialize. It will be built by non-hired Builders as soon as a village hits 15 population to signify its size.
Alchemist Shop
A medium-sized hut on legs, not dissimilar to a Witch Hut. Inside, it contains chests with potions and a Brewing Stand. An Alchemist is guaranteed to spawn here.
Village Mine
A small wooden hut that functions as an entrance to a mine belowground, travelling diagonally downwards around 30 blocks. One Miner is guaranteed to spawn here.
New Items and BlocksDoodads that you see cropping up in and around villages.
Gear
Recipe: 4 iron ingots
Gears are a method of transmitting Redstone power. They can only be placed on walls, but do not lose power as they turn and do not attach to Redstone trails, allowing more compact contraptions. They are the primary form of power in Engineer Houses and are traded by Engineers. Redstone blocks and torches do not affect them.
Dynamo
Recipe: 2 gears, 1 redstone, 6 iron
A simple machine that converts Gears going in to Redstone going out and vice versa. When it is powered the gears inside will spin. It also refreshes Redstone power just like a repeater.
Telescope
Recipe: 2 iron, 1 glass
The telescope is based off of Galileo’s telescope. When you right click with it in hand you will zoom in a very far distance with a circular overlay on your screen.
Arquebus
Recipe: 3 iron, 3 wood, 1 string [arquebus]
Ammo recipe: 1 gunpowder, 1 iron, 1 paper [paper cartridge x2]
The arquebus is a matchlock musket based off of guns first invented in 1450 during the late years of the medieval age. It shoots farther, flatter, and stronger than the Bow, with 8 hearts of damage, and its bullets ignore 50% of enemy armor. However it is also quite expensive, and its loud boom, flash of light, and cloud of smoke gives away your position easily.
If it starts raining or snowing, the gun can misfire, making a “click” 50% of the time and requiring that you try to fire again. After shooting you must reload by holding RMB, taking 3 seconds, and are slowed to sneaking speed. It uses paper cartridges for ammo. When it’s loaded, little smoke particles will periodically pop up from the gun, since a matchlock uses a burning matchcord to light the gun. Can't you just rename this to Musket. It's more generally known and also way more easier to be said.
Airship
Recipe: 3 wool, 2 iron ingots, 1 furnace, 2 gears, 1 boat
The Airship is a small steampunkish zeppelin, basically a boat with a propellor attached and with four ropes attaching it to a larger wool balloon. It can be entered or exited just like a Boat, and fuelled with coal via right-click just like a Furnace Minecart, though a single piece of coal will only power it for around a minute. When powered, the Airship emits smoke particles from the propellor. Like a sheep or hired Arquebusier, you can dye the balloon various colors from its standard white, as well as apply your banner to the side.
The Airship can be flown by using WASD, Ctrl to descend, and Space to ascend, just like flying in Creative mode. It flies relatively slowly and has a height maximum of 100 Y (so it can’t go more than 38 blocks above sea level at any time) but can stay stationary while flying. It overall serves as a cheaper, fuel-hungry, slow, but nonetheless useful alternative to the Elytra- and because it can hover in place, you can use it instead of dirt scaffolds while building big in Survival mode.
Mobs can enter an Airship just like a Boat or Minecart, staying in the back, but they cannot control it with the exception of a few.
Sorry, but this is a bit too ridiculous for Minecraft theme.
Wilted Poppy
A Poppy that's wilted and dried to a brown color. No purpose, but can be planted. Dropped by Rusted Golems, and is only available from them. So adding things for the sake of adding things?
New IllagersOutcasts of all stripes, unified in their unhealthy hatred of people who don't knock before they come in.Illagers now have popularity and can even be hired; but their popularity works in reverse with Villages. In other words, if you have 10 global popularity with Villages, you have -10 global popularity with Illagers. You need at least 5 (positive) global popularity with Illagers (that's -5 for Villagers, for reference) to keep them from attacking you, and 10 for them to consider being hired. Don't really like the fact you can hire these guys, i don't know why. Hard to explain. Apprentice Evokers
Apprentices are similar to master Evokers, but lack a Totem of Undying, gold trim to their robes, or their rarity, being more common. They can cast a straight row of Evocation Fangs or the defensive attack, but can’t summon Vexes.
Evokers are similarly modified; they have a 50% chance of using their Totem of Undying on death, returning them with a white glow in their eyes momentarily and summoning 3 Vexes immediately, as well as a defensive fang attack. If there’s just one more Evoker left in a Woodland Mansion they won’t use their Totem of Undying so you can get your hands on one. Perhaps Master Evokers can have some sort of Cloak to differenciate them more. And i think splitting the two apprentice with one that can only summon weak Vex and one that can only summon fang would improve the suggestion.
Brigand
Instead of having a militia force, the Illagers simply hire their guards and grunts with their large stocks of Emeralds. These Illagers aren’t crazy cultists or evil mages, but just thugs, pirates, or robbers who work for the Emeralds. Wearing brown hoods and purple coats, they can be very nasty fighters indeed.
The Brigand is the second most common type of Illager mob aside from Vindicators. Armed with an arquebus, Brigands fight much like hostile Arquebusiers, though they have poorer marksmanship in return for an extra 4 hearts of health. They rarely drop their Arquebus in good condition. Rename Arquebus with Musket. And probably rename them to Reaver as other Illagers profession always ends with an -er.
Stainless Golem
A freshly-produced Iron Golem, the Stainless Golem is an Illager-controlled monster with 25% more health than the rusty, vine-covered Iron Golems used by Villages. The Stainless Golem is a lethally dangerous fighter, but is restricted by its slow speed and melee range. You’d better be ready for a hard fight when you see this monster guarding the upper levels of Woodland Mansions. Perhaps just make them an obsidian golem which moves slower but tougher than normal iron golem. Stainless golem just makes Iron golem less unique.
Guard Dog
Quite simply, a Wolf with a purple collar and “angered” skin that guards the lower levels of Woodland Mansions alongside Brigands. Not very strong, but can distract you and deal some damage while nearby Brigands open fire. Firstly, Guard Dog is quite uncreative name. And secondly, their appearance are also quite unoriginal. Rename the guard dog to Worg. And change the appearance to black dire wolf with small dark purple tint.
Ace
With thick goggles, black scarfs, and dashing scarlet red coats with white and purple trim, Aces are the flying elite of the Illagers. Piloting personally maintained Airships with black balloons, and packing powerful arquebuses with which they are keen shots, Aces are determined to rule the skies in the name of the Woodland Mansions.
Aces will begin spawning once you build an Airship at the rarity of Witches, and generate both in the air and on foot in Woodland Mansions. Flying in their Airships, they can spot you from 48 blocks, though they will only start shooting at 24 with their arquebus. The airship and Ace have differing health; destroying their airship will cause them to fall to the ground, though with Feather Falling they won’t take much damage, and can fight just like Brigands, though with less health in exchange for being better shots. I don't really like the idea of airship, so i also don't really like the idea of this too. I'm sorry, this must be well thought. But Airships are too overkill with it's big size, complex model, and complex mechanism. But i personally don't think airship fits in Minecraft.
Rogues GalleryIf you've committed enough crimes against villages, the Illagers will take a liking to you; maybe even let themselves be hired out. They bring unique abilities to being in your party, more often combat-oriented. Because of mutually contradictory popularity, you can't have both Illagers and Villagers hired at once; and either way, they'd attack each other (or one run from the other, more often). Again, i don't like the fact that encouragement of crime (especially on games for everyone, with wide audience from childrens) exist. And, as the "perks" the Illagers gain is way worth than the villager.
Vindicator- "Here's Johnny!"
Hired Vindicators not only give you the same bonuses as Lumberjacks- the ability to cut down entire trees with one log cut from the bottom- but they can also smash through doors and barricaded doors with frightening speed. They also can knock down an enemy's shield, just like normal, and generally receive a little bit of a speed and power boost when hired.
Apprentice Evoker- "Feel The Fangs"
While true Evokers can't be hired- they consider themselves above some wandering rabble like you- their apprentices can. They will use their Evocation Fangs gleefully and can be a seriously powerful threat against enemies. If you are being attacked in melee, they can summon a ring of Evocation Fangs around you that won't damage you but which can tear up your foes.
Brigand- "Stand And Deliver!"
Brigands have the same order system as Arquebusiers, but can also commit robberies with a "Rob Villagers" button on their GUI. A robbery occurs when a Brigand sees a Villager with no defensive mobs or other players around. They will point their arquebus and make angry grunts, and the Villager will fearfully throw all of their emeralds to the Brigand, who will give them to you or hold them until you arrive. Once they empty the pockets of one mark they'll move onto another. This marks the only time where they won't attack villagers on sight, and they won't attack a villager that has already surrendered their money.
Ace- "Forward Observer"
Aces can outline monsters and even other players up to 64 blocks away, having a nice vantage point from their Airships. If an Ace loses his airship he will gladly enter one that you've built and repaint the envelope black, though you can disable this with a GUI button. He also has the order system of Arquebusiers. He tends to fly close to you so that you can issue orders, but will fly higher up in battle, and won't enter small spaces (such as 3x3 corridors or caves), preferring sky-exposed blocks if possible. This doesn't apply if his Airship is destroyed; then he'll just follow you normally as a Brigand or Arquebusier would.
Stainless Golems, Evokers, and Guard Dogs can't be hired, but if you're attacked they will come to your defense assuming you have a high enough popularity with Illagers.
And i also don't really like the idea of "hiring" NPC. Misc. MobsGuys that aren't Illagers or Villagers, but still useful for Testificate improvement. Rusted Golem
These heavily rusted, vine overgrown, hunchbacked Golems, leaking flakes of rust and oily tears as they move, have not received maintenance or even a little cleaning for decades. They used to be the protectors of Zombie Villages, but for whatever reason they survived the zombie siege that destroyed theirs and its tiny garrison. Their mechanical noises are slow and strained, and sometimes they emit a sort of mumbling that can be construed as crying.
Fallen into a despair at their failure to save the Villagers who they were made to defend, they pace around the empty streets, mumbling mechanically to themselves, and clutching long-wilted poppies with textures not unlike dead bark. They have become so insane that they will attack you in a mad rage if you harm a zombie villager within the limits of the zombie village; about the only thing you can do for them now is destroy them.
While they are still a hard fight- being Iron Golems- they are not as difficult as the moderately well maintained Village golems or the freshly-produced Stainless Golems, having only 80 health (40 hearts) and a tendency to charge in a straight line before turning around, leaving them open for attack. On death they drop iron ingots and a Wilted Poppy.
In ConclusionSo there you have it: the Update Civilis.This will constantly be expanded and revised as time goes on- hence the changelog up there- but I'd greatly benefit from your feedback! Feel free to post your two cents down there and generally let me know what ya think of it and what could be better!
If you like this a lot, and really want to contribute, here's some ways you can help me make this suggestion even better:
Suggest! Whether you have a fun idea for a Printer's book, or something you think should be tweaked, it's responses from the community that makes suggestions like the Update Civitas great.
Because I'm totally crap at NovaSkin and Blockbench makes my head explode, being skilled at either of the two would be a godsend for me. I won't hide that I'm a crap MS Paint artist even with a Wacom tablet, so having some genuine models/skins to put up for each new villager or illager would be a major help if you feel like making one.
If you like this suggestion enough, feel free to post the below linked image right into your signature:
And most of all... Thank you for reading!
[/left]
Responses in Gold.
I Love the formatting in this idea, It's a good read and i can read it over and over again.
Some of the suggestion really fits Minecraft, but others... I'm not a big fan of.
Some Criticism:
The Villager Hiring Mechanism is a bit too gimmicky and i don't think it's too worth it for the player. Perhaps entirely change how the villager hiring works or just remove it. (it's also too complex to be in vanilla gameplay)
Rename the dang Arqiu.. Arque.. Arquibus? To Musket. It's easier to spell, and also easier to be said. And sure it may have something to do real world consistency. Musket is more generally known.
The printer books have a lot of problem. First, the idea that you want to guide new players is great. But a. new players wouldn't get emerald so they can't trade with the printer. And b. it is very unlikely for new player to find a village. and c. even if they do find it. They still won't know the existence of the book anyway. So the only reason for players to buy the book is... just to read it for the first time.
Villager looks weird with Musket. Made them seem like a tough guy. Perhaps remove it and change it to be Fletcher where the guy shoots Bow and Arrow.
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Right! Thanks for the responses so far- I really appreciate the support!
I did toy around with making the initial "village guards" into surcoat-wearing bow-toting archers, but this ran into three problems:
Archers fire weaker shots, thus making them less effective at fighting things like zombies and skeletons, which outnumber them. Because the arquebus has a longer range than the bow in mobs' hands, it allows them to defeat Skeletons more often. That's where the Golem came in. And if a villager is outnumbered. Wouldn't it makes more sense for them to lose?
Archers fire weaker shots, thus making them less effective at fighting murderous players (after all, who ever had problems with Skeletons after they got iron armor?). Because the arquebus fires armor-piercing shots it can be a threat to the player. But i think Villager were supposed to be the "support" guy in this case. While golem do the work. Besides, They can potentially be wielded with tipped arrow (by the help of alchemist)
A bow is worthless in melee where an arquebus can at least be used as a club, explaining why they can knock enemies back and deal a little damage. I didn't want to give them iron swords or anything because I think mobs should only have one kind of held-out handheld weapon (exceptions being things like Witches, who don't hold their potions until they throw them or drink them). So you want Villagers to be a Melee guy before? That would make them look weird. Also, the Fletcher (or archer or whatever) could perhaps shoot arrow of Slowness + Blindness when being provoked by the player.
Overall the arquebusier is a lot more unique and interesting IMO than an archer, as well as a more useful friend if hired or more challenging enemy if you're the sort of person who burns villages for fun. Besides, he doesn't really clash with the feel of Minecraft; the arquebus itself was invented in around 1475, and the full Iron plate armor (of the types we see in Minecraft) coexisted with guns of the arquebus's type for over 100 years. I think what he meant with medieval is medieval fantasy. Perhaps, you can change the Musket to Crossbow. And make the Brigand still wield Musket.
I originally wanted to imply that the Illagers have lots of money but little manpower (hence why they hire brigands as soldiers, they won't really spare any members of their weird cult order unless they have to), but this actually sounds great. Maybe they took their Golems with them and just never devoted the time to repair the things. I think it would probably work better as some kind of "abandoned" Golem that might madly pace around zombie villages, having "lost its mind" after failing to protect its people.
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Responses in Gold.
I Love the formatting in this idea, It's a good read and i can read it over and over again.
Some of the suggestion really fits Minecraft, but others... I'm not a big fan of.
Some Criticism:
The Villager Hiring Mechanism is a bit too gimmicky and i don't think it's too worth it for the player. Perhaps entirely change how the villager hiring works or just remove it. (it's also too complex to be in vanilla gameplay)
Rename the dang Arqiu.. Arque.. Arquibus? To Musket. It's easier to spell, and also easier to be said. And sure it may have something to do real world consistency. Musket is more generally known.
The printer books have a lot of problem. First, the idea that you want to guide new players is great. But a. new players wouldn't get emerald so they can't trade with the printer. And b. it is very unlikely for new player to find a village. and c. even if they do find it. They still won't know the existence of the book anyway. So the only reason for players to buy the book is... just to read it for the first time.
Villager looks weird with Musket. Made them seem like a tough guy. Perhaps remove it and change it to be Fletcher where the guy shoots Bow and Arrow.
"Hiring" is just the most descriptive name. I figure that if Minecraft has adventure as one of its core elements (alongside survival and building), it should expand on that once in a while, beyond just new places to explore. The ability to hire villagers to follow you not only has a mechanical purpose, but works not unlike a "party" in RPG games. Now, mind you, that doesn't mean said villagers will be levelling-up, hardcore warriors who have your back; you can just bring some big-nosed buddies along who can confer small unique benefits at the cost of the price of hiring them and making sure they don't get ganked by monsters. Hiring also has some benefits beyond just bringing them along; you can more precisely control what a villager does (bring them to certain places, have them stay places), which can be quite useful in many situations.
Illagers do all have much better perks than the average Villagers for hiring, but that balances out because you do have to go quite out of your way to befriend Illagers- keep in mind that they start hostile to you, and so you have to crush a few villages before they'll even consider not attacking the moment they see you. If you really become so evil as to make them consider working with you, then you should reap that reward.
As for the Brigand's unique perk- "Stand And Deliver!"- I couldn't think of a better one. It's meant to emulate the way old highwaymen worked; they'd stick up a carriage or caravan and say that line, which basically means "come here and give me every cent you've got". It is a criminal act, sure, but that's the point: Brigands are thugs, looters, and robbers, who were probably thrown out of villages for one crime too many anyways. And besides, I've never heard of someone setting a sheep on fire in real life because they could do that in Minecraft.
"Musket" brings to mind an American Revolution/Napoleonic Wars tier "refined" flintlock gun. That's what I want to stay far away from; the "arquebus" refers specifically to a matchlock, shorter-barreled, bayonetless, often stockless gun that preceded the "true" musket. I think that the name is important for this, because it divorces the arquebus from that stereotype of sorts. To be short- "arquebus" refers to common guns from 1475 to 1550 maybe, where "musket" goes from 1550 to 1850, with people thinking of the far end of that a lot more often. At absolute farthest the Villagers sort of tread the Renaissance era with Engineers and their telescopes, so that's the limit of what military technology they would have.
Emeralds are acquirable even if you have nothing; as long as there's a Farmer and a Farm, you can harvest the crops then trade them for the emeralds. I imagine the "fiction" books are dirt cheap and even the informative ones somewhat inexpensive compared to most trades, and even if you already know that Creepers explode and Skeletons are scared of Wolves, it can be a fun little read to see it from a Villager's perspective.
Villagers aren't tough guys- I for one detest knight-type suggestions. The Arquebus makes them stronger than a Skeleton- thus making them actually somewhat worthwhile for village defense. Normally, the Golem would distract enemies and take the beating, but Arquebusiers are present in every village, well at least ONE of them, so they have to handle that themselves a lot of the time. I never intended them to be melee guys, just that they would have an Iron Sword they could use exclusively to defend themselves in melee- but I figured that one handheld weapon was enough, and having two would make them look unnecessarily "professional" when they're just a militia force. As for the drawing, I will probably enhance it a bit to reduce the "uniform" look.
The melee attack is not at all powerful- probably just 2-3 hearts worth- but it DOES provide a lot of knockback. If it had a unique animation I think the Arquebusier would hold his gun by the muzzle and swing it like a baseball bat, since he's more trying to get an enemy that got too close for comfort away from him than to actually deal proper melee damage. A bow just looks weird and dumb either way, and I'd prefer it if they didn't have enchanted weaponry. A crossbow could possibly work but then you have to lose out on armor-piercing shots, which means they would be worthless against iron armored players or above- and 'sides, an old matchlock is quite a lot more unique than just a bow mounted on a stock.
EDIT: I agree, the Arquebusier looked too "tough" with his current gear. I simplified the look a little (lighter coat and hat color, removed some belts, changed pants color, reduced boot length, filled things in more) to make him look less like a Civil War era professional soldier and more like the militiaman he's supposed to be.
The financiers should be renamed to the bankers. They're my favorite of the villagers you've listed. A new power up would be to loan and invest emeralds. You would be able to give him up to 64 emeralds. Every 8 days, the amount of emeralds increases by 5% (simple interest, not compund which basically means that the 5% is based on the original amount). An example would be to give him 20 emeralds. He would give you +3 if you come back in 16 days. The chunks don't have to be loaded, but the player has to be on. Watch out for the undead because when the villager dies, you loose all your emeralds. This is similar to real life like when a bank files bankruptcy, they don't have to give you back your money. To get a loan, you just take up to 64 emeralds. Every 8 days you owe the villager +1 emerald. If you don't pay him back in 32 days, you will start loosing popularity points in massive amounts. If you kill him you will also loose a bunch of popularity points. At some point, you can't trade at all with villagers making the emeralds you own useless. If he dies to a mob, you loose 5 popularity points.
Here is my scale on the popularity points.
Chest Robbery: -2 points
Pocket Theft (take while villagers are trading): -2 points
The financiers should be renamed to the bankers. They're my favorite of the villagers you've listed. A new power up would be to loan and invest emeralds. You would be able to give him up to 64 emeralds. Every 8 days, the amount of emeralds increases by 5% (simple interest, not compund which basically means that the 5% is based on the original amount). An example would be to give him 20 emeralds. He would give you +3 if you come back in 16 days. The chunks don't have to be loaded, but the player has to be on. Watch out for the undead because when the villager dies, you loose all your emeralds. This is similar to real life like when a bank files bankruptcy, they don't have to give you back your money. To get a loan, you just take up to 64 emeralds. Every 8 days you owe the villager +1 emerald. If you don't pay him back in 32 days, you will start loosing popularity points in massive amounts. If you kill him you will also loose a bunch of popularity points. At some point, you can't trade at all with villagers making the emeralds you own useless. If he dies to a mob, you loose 5 popularity points.
Here is my scale on the popularity points.
Chest Robbery: -2 points
Pocket Theft (take while villagers are trading): -2 points
Murder: -10 pts
Destruction (books, building): -0.1 pt per block
Pay back loan: +1
Kill a zombie in territory:+0.5
Kill a skeleton in territory: +1
There are some nice, solid ideas there. I'm unsure on whether or not to add loans and interest, since that just puts out a gut feel of "mod" territory, and I am unsure whether waiting 16 days for 3 emeralds would be worth it. I agree that "Bankers" would be a better name but it sounds too close to the existing Bakers, and I think "Financier" is just more unique.
That popularity scale is great. I'm certainly adding that to the OP (with credit of course).
There are some nice, solid ideas there. I'm unsure on whether or not to add loans and interest, since that just puts out a gut feel of "mod" territory, and I am unsure whether waiting 16 days for 3 emeralds would be worth it. I agree that "Bankers" would be a better name but it sounds too close to the existing Bakers, and I think "Financier" is just more unique.
That popularity scale is great. I'm certainly adding that to the OP (with credit of course).
Just came up with some nice models for the golems added via your suggestion, along with the guard dog and village golem retexture to match the others:
Village Golem (A little rusty, but serviceable):
Stainless Golem, fresh outta the golem factory (Illagers and possibly player-made golems):
Just came up with some nice models for the golems added via your suggestion, along with the guard dog and village golem retexture to match the others:
Village Golem (A little rusty, but serviceable):
Stainless Golem, fresh outta the golem factory (Illagers and possibly player-made golems):
Those insane Rusted Golems:
Guard Dog:
Massive props to you. Suggestion update 3.0 should come out some time today with these included (credited of course). That's one wonderful step toward replacing all the MS Paint art with proper models.
Massive props to you. Suggestion update 3.0 should come out some time today with these included (credited of course). That's one wonderful step toward replacing all the MS Paint art with proper models.
Yeah, just modified vanilla textures to fit in with the drawings. Should be good. Hard to do villager textures as the only vanilla villager texture in Tabula is the simple brown robe one.
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I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I like it! I just have a couple of suggestions. First, builders should still be able to build with /gamerule mobGriefing false, because you already have a separate gamerule for them so why have it also tied to another one. Secondly, I think you should change the Arequebusier to just Guardsman (easier to write and pronounce). If you are going to have custom names, how about a custom flag to go alone with the village?
Lastly, maybe the skin of villagers could change depending on the biome they are from. For example, desert villages have tanner skin (Arabic) and savannas would have dark skin (African). Plains villages would stay the same, and in taiga villages they could have redder skin (Native American). Tundras would have villages too, these would have lighter skin and deeper grunts (Russian). So could swamps, with their villagers having yellowish skin (Asian). You could take this further so that each "church" would change depending on the village. Of course these regions would be only visual, the different races get along with each other just fine.
I like it! I just have a couple of suggestions. First, builders should still be able to build with /gamerule mobGriefing false, because you already have a separate gamerule for them so why have it also tied to another one. Yeah, that sounds good. I'll do that. Secondly, I think you should change the Arequebusier to just Guardsman (easier to write and pronounce). It was "Arquebusier" because that's gender neutral (makes more sense if breeding), but I think "Guardsman" works better, since it describes the role better and "-man" titles are sometimes available to any gender in the real world anyways. If you are going to have custom names, how about a custom flag to go alone with the village? That sounds good. Perhaps a red background with a Villager face in stylization. The Illagers could have the same, but with a purple background, or maybe a stylized Ender Dragon crest.
Lastly, maybe the skin of villagers could change depending on the biome they are from. For example, desert villages have tanner skin (Arabic) and savannas would have dark skin (African). Plains villages would stay the same, and in taiga villages they could have redder skin (Native American). Tundras would have villages too, these would have lighter skin and deeper grunts (Russian). So could swamps, with their villagers having yellowish skin (Asian). You could take this further so that each "church" would change depending on the village. Of course these regions would be only visual, the different races get along with each other just fine. This sounds okay, but I am unsure about how people would react to this though; it could degenerate into a massive flamewar and I'd rather not have that in the comments.
I like the ideas, except that I think you should work with the items we have now instead of adding more items and blocks. Also, I like the hiring idea, but I think it should be specific to guardsmen/Arequebusier, so in a sense they're mercenaries that you can hire and help you fight. They would also have to be expensive though, so that it doesn't get too unbalanced. And to finish balancing it, there should be a hireVillagers gamerule to be able to disable that feature on factions-type servers or servers where you don't want that feature.
Also as a nitpick, I don't like the musket, I think you should stick to a bow. Another option however might be a crossbow, it's just a variant of the bow but with faster reload and more damage. It would be guardsman exclusive, however it is dropped by guardsmen if you want to go the rogue route.
Besides that, I really like the ideas for new villager types, and the idea of hiring is pretty good. Also, didn't mention this but there should be a guardsman variant for the illagers which you can hire, which would be better but require attacking villagers, and be a lot more expensive.
I like the ideas, except that I think you should work with the items we have now instead of adding more items and blocks. Also, I like the hiring idea, but I think it should be specific to guardsmen/Arequebusier, so in a sense they're mercenaries that you can hire and help you fight. I figured that it would be fun to have other Villagers able to follow you, not just guardsmen, and that if that was so, there should be some perks themselves to make up for the hiring costs.They would also have to be expensive though, so that it doesn't get too unbalanced. And to finish balancing it, there should be a hireVillagers gamerule to be able to disable that feature on factions-type servers or servers where you don't want that feature. That sounds like a good idea. I will add that come next update.
Also as a nitpick, I don't like the musket, I think you should stick to a bow. Another option however might be a crossbow, it's just a variant of the bow but with faster reload and more damage. It would be guardsman exclusive, however it is dropped by guardsmen if you want to go the rogue route. The primary reason for the Arquebus is its armor piercing power. Iron armored players and above don't find Skeletons threatening anymore, and a few more hearts of initial damage doesn't change that. If 50% of your armor is ignored by that 4 heart strength shot though? Suddenly you have to actually prepare to be able to take down a village militia, because they can do actual damage to you. That, and a musket fires longer range, so they can hit skeletons first instead of always losing 1/2 health in a shootout. Finally, villagers go a little farther into the Renaissance with this update, so I figure if they should have gunpowder naturally appearing in the world, they should have figured out how to use it.
Besides that, I really like the ideas for new villager types, and the idea of hiring is pretty good. Also, didn't mention this but there should be a guardsman variant for the illagers which you can hire, which would be better but require attacking villagers, and be a lot more expensive. That's the Brigand for you. Get into the Illagers' good graces, and you can hire the guys. Not only are they capable of following orders like the Guardsmen, they can rob villagers (see the "Stand And Deliver!" perk under Rogues Gallery). Their marksmanship might be a little worse, but 4 extra hearts makes up for that.
Do Builders have a limit on how many houses can they build of their own accord? They should have each a limit of 2-3 houses and 4-5 Misc structures (Such as farms), with them then procceeding to add more floors to existing buildings, up to a varying limit per building. Hm... I'm not sure how that'd work, since there would be special tags required to tell a generated building apart from a player made one. I think that they wouldn't have a limit for how much they build, but either way they take 3 days between each construction, so it's not like Villages will geometrically explode in size.
Guardsmen should have a SSP perk. A simple one would be to make them outline hostile mobs in sight while using an Arquebus. I think the ability to shoot is enough for them, since that already makes them a very strong contender to take along compared to the other Villagers.
Rusted Golems should have some sort of reaction if a Zombie Villager belonging to the village they spawned in is cured, and an additional one if there's enough cured villagers to re-form a village. That's a great idea. I will include that in v4, which'll come some time today or tomorrow.
1) I would say... for the very first part... village generation. Instead of completely negating villages being built on the sides of hills and if water is in the foundation and such... separate Villages into 2 classes... Cities, and Villages. Villages follow the current generation rules as they CURRENTLY are, with a few minor tweaks to make them not generate buildings completely under ground where the door is hidden, or being built 50 storys tall on the side of a sheer cliff with the front door off the side of said cliff, etc.
Cities however, will be just big to massive and generate in large open terrain and do all that stuff about flattening terrain and such you suggested.
This keeps the little trading outposts and ALSO gives a new dynamic type of village that conforms the landscape to the city, instead of the city to the landscape... to a certain degree. In an Amplified map for example, a city may conform to the terrain somewhat, like even building UPSIDE DOWN STRUCTURES under cliff overhangs for example.
2) For the BUILDER Villager... I would say make them ALSO REBUILD and REPAIR buildings. If a building is damaged by a player and hat building is not acted upon by any player within 1 day, the Builder Villager will attempt to rebuild the building using a randomly generated blueprint that will fit within the space the building is still standing in, as long as there is a 2 air gap space between the outside of the new building and any adjacent solid blocks, glass, water, or other structures. Builder will call the miner and the lumberjack to remove anything that the builder is not equipped to remove or destroy. The three will work together to build the new building. Also calls on the engineer to "oversee" the building and the Engineer villager will grunt and whine and moan at the builder, miner, and lumberjack as if they are not doing what he is telling them quickly enough. His grunts and whines will be high pitched and squeaky, like a mixture between a villager squeak and a wolf whine. High and nasally sounding. Can be heard whining and nagging from up to 16 blocks away.
3) NO GUNS.
4) Guardsman Villager: Will have a full suit of iron armor and a sword and shield (if they are from a village they will have no cape, if they are from a CITY they will have a cape with a coat of arms randomly selected for that city by the procedural generation system), or a helmet and breastplate of leather armor and carry a bow and arrows (again, village no cape, city with cape). Both will work together with the Iron Golem to defend the village and will patrol a dirt and grass beaten down path around a Village, or a fenced and walled in road around a City.
5) Alchemist Villager: Some will be in Purple robes that shimmer as if enchanted at all times and will be civilian Alchemists. These will work in shops and can be hired as free lance mercenaries if they do not have a shop of their own or are wandering about the village or city.
-- A second variant will be the Cleric Guardsman - This Alchemist Villager variant will have robes made of white leather armor with a red cross on their chest plate (and on their cape if they are from a city, cape will be plain if they are from a village, but they will ALWAYS have a cape), and they stand behind and work to heal their fellow guardsman as well as cast potions of harming and poison at enemy mobs. If you fight with them against a mob, they will also heal you by throwing splash potions on you as well. These CANNOT be hired as they are City and Village Guardsmen loyal to their people.
6) Captain of the Guard: Will always have a big bushy mustache... and never wears a helmet. Has fully enchanted Diamond armor (minus thorns so he does not damage everything that comes in touch range of him) and a cape that shimmers as if it is enchanted... and carries a fully enchanted Diamond Longsword (Longsword soon to be implemented in a recent snapshot apparently???) and shield. Font of chestplate, cape, and shield will ALL have the City coat of arms (mentioned above and chosen by the Procedural generation system of MineCraft), and can ONLY be spawned in a City. Stands back and directs his guardsmen where and what to attack and can be heard bellowing loudly during combat. Always grunts in a low baratone voice... a mixture between the pig grunt sound and a villager grunt sound. Never makes any other sound... but during combat that grunt gets LOUD and VERY forceful sounding. Can be heard clearly from up to 32 blocks away. Has 2 tamed wolves that follow him everywhere.
-- DEPENDENT ON CITY SIZE, when the city is spawned: The Captain may ride different things. If the city is Massive, he will ride a very slow and nearly hobbled horse with shimmering (as if it is enchanted) diamond armor. If the city is just huge, his steed will be a donkey. If the city is only big, he will ride a llama. If said "city" is small enough to only be little bigger than a hilltop village... he will ride a saddled pig and direct it with a carrot on a stick,and have to dismount when he gets to the combat area. :-P
7) City size will depend on building count. Players can convert a village into a city... but such a process MUST be done THROUGH THE VILLAGERS THEMSELVES. The PLAYER building buildings does not a city from a village make. ONLY the villagers can upgrade and convert their village into a city by building more buildings. The player can HELP build buildings, but this will automatically convert that building into a player built building and the villagers will not work to construct it unless they are hired specifically to do so as a work crew.
-- Work crew for a building must have at least one Engineer, one Lumberjack, One Builder, and One Miner Villager. Player built structures do NOT count towards city building count and will simply be built around as if they are a lump of bedrock.
8) VILLAGE building foundations are made from dirt and hardened and colored clay ONLY. CITY Foundations are built from Sandstone, Stone, Cobble, Granite, Andesite, Diorite, Hardened and Colored Clay, and Concrete... depending on where the City is located in relation to what biomes. If it crosses between 2 biomes... the City on one side of a biome is one type of materials, the city half on the other side of the transition be twen biomes is another type of materials. Building style does the same thing as well.
9) Village Chief: ONLY spawns in Villages. Wears a black robe and makes the same sounds as the Engineer. High nasally whining. Does nothing but walk around all day and walk in and out of his Chieftain lodge. No villager walks within 7 blocks of him as they wish to avoid his whining.
10) City Mayor: ONLY SPAWNS IN CITIES - Same as the Village Chief except he wears a cape with the City Coat of Arms on it and goes in and out of the City Council building all day. All city dwellers avoid him by no less than 10 blocks. When bumped into, stops walking, starts to whine and grunt and complain for 5-15 seconds while spinning around in circles. Can be bribed for lower cost with trades for up to 1 in-game day. May be followed by a Financier in Massive Cities only.
-- City Council Person: ONLY SPAWNS IN HUGE AND MASSIVE CITIES - Same as the City Mayor, only with Charcoal Grey colored robes instead... constantly walks within 1 block of and is constantly bumping into the City Mayor. Every time they bump into the City Mayor said Mayor grunts, moans, or whines. Can always be heard grunting, moaning, or whining at all times... never shuts up. Every time they bump into the Mayor they bow (crouch) 3-5 times while whining loudly. Causes all City Villagers to avoid the Mayor by 1 extra block per council person. Will never spawn with less than 2. Huge Cities spawn up to 5. Massive cities spawn up to 10. Never more than 3 blocks away from the mayor. Never stops walking. Can be bribed for lower cost with trades for up to 1-in game day.
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No one is more professional that I. I am a Non-Commissioned Officer, a Leader of Soldiers.
The TL;DR:
The role of this suggestion is to make villages better. That means intelligence improvements, aesthetic improvements, item improvements- heck, revamp everything. And it's not just villages themselves, too- the entire Testificate race will see updates, including their dark cousins the Illagers. This would probably warrant an entire 1.1x update on its own by my reckoning- but you can never have too much content, can you?
Changelog
1.0 (2/21/18): "Initial Release".
2.0 (2/23/18): "The Hired Help Update". Added hiring bonuses. Added global popularity. Added Rusted Golems and Wilted Poppies. Added popularity interactions and hiring to Illagers. Modified the Arquebusier's portrait to look less "hardened" and more "militia" esque.
3.0 (2/25/18): "The Flags and Fashion Update". Changed the name of Arquebusiers to Guardsmen. Tweaked village golems. Added villager and illager banners. Added The_Last_Dovahkiin's mob models. Added StickyPistonPig's popularity system. Added Villager Robes and Feathered Caps. Added Illager Sieges.
4.0 (3/6/18): "The City Update". Added Engineer tinkering. Added cities, forts, ports, and professional villages. Added Illager and Zombie invasions. Added Princes. Added quests. Added bells. Added a church-bell system for villages.
Current Version: v4.0- "The City Update"
Village Generation Changes
Affecting how villages generate and their buildings.
Villages now “flatten” the terrain around them slightly instead of exactly conforming to terrain for generation.
Villages will not generate on the sides of mountains or other inhospitable places. A village will be more likely to spawn on flat land, ideally with water nearby.
Buildings no longer spawn if they have water under a part of their foundation.
Villages generate larger on average with more varied buildings.
Doors will spawn with one cobblestone stair. If there is space under this cobblestone and a ladder will spawn, so houses will no longer be inaccessible.
All village houses now have doors, either cobblestone or wood flooring, and are well lit.
Villages now have random names (Tarnhill, Redport, etc.) that are automatically generated upon first encountering them, and which pop up when you enter or leave a village. This both flavors things and helps you know exactly where a village starts and ends when creating ones.
Villages now have a distinct "flag". This is a red banner with a stylized Testificate head on it in gold. Illagers additionally have their own, which is purple-backed and carries a simple crest with a black dragon on it (presumably the Ender Dragon). The Villager and Illager banners periodically pop up in their establishments; Villages have them on garrisons and larger buildings, while Illagers have them periodically spaced throughout Woodland Mansions and other sites.
You can edit the name of a village with the command /editvillagename [Name of village] [New name], which is not considered a cheat.
General Village Changes
Affecting villagers themselves.
Villagers are divided into “low” and “high” class depending on their profession (e.g. a farmer will be low class, but a librarian will be high class). This doesn’t really mean anything but what kind of hats they can wear and how embellished their robes are.
Low-class villagers can have leather hoods, simple caps, or be bare-headed. High-class villagers tend to wear hats more often, and can have more elaborate hats, including feathered caps.
High-class villagers can sometimes read a book, opening and holding it in their arms for a while. Cartographers can sometimes read maps.
Villagers now have a highly-improved movement AI. They avoid long falls (unless there is water), damaging things like lava or cacti, and pathfind more effectively. They can also climb ladders now if they want to reach a place above or below them.
Villagers now check to see if there’s villagers in a house they’re going to at night. If there is 1 villager in a small house or shop already they will go to another house. If there is at least 3 villagers in a large house or church already they will do similarly. The sole exception is when running from mobs, in which case they will go to the nearest house regardless of how many are inside.
Villagers can barricade doors now. They will quickly run up and make a hammering noise, then a few boards will appear over the door texture. A barricaded door takes twice as long for a zombie to break, but a villager can only barricade the door once. They will only do this when they are cornered (i.e. have no second door or ladder with which they can escape).
Villagers now run from all threats, including players punching them. If they are running from a mob, they will go into their house, but will simply keep running if the player is chasing them. If they're on fire, they'll run for water.
Skeletons now attack villagers, and villagers run from skeletons and creepers. To avoid villages becoming Somme battlefield-esque crater fields, creepers won’t attack villagers.
Villagers have some places (like Taverns) that are considered socialization spots. These are not preferred as houses to shelter from the night, but Villagers like to go inside them during the day.
Villagers now have needs. Just like players, they must eat periodically and if they are hurt they will seek healing. They emit hunger particles if they are hungry.
All villagers now engage in active trading or crafting to achieve their needs (for instance, a Farmer will throw wheat to a Baker for bread, and the Baker will throw emeralds to the Farmer). These items will prioritize going into a Villager’s inventory over yours, but if you still take them you will lose popularity for theft.
Trading is now based on stock, much like in Skyrim or Fallout. You can see the inventory of the villager in the trading GUI as well as yours, and two boxes in the center of the GUI in which you can drag what you want from them and what you’re willing to offer. A trade can go as many times as you have emeralds/something to trade for emeralds or they have what you want. All items will net a certain amount of emeralds, but villagers generally only trade for what they want (so you can’t trade a villager 3 stacks of dirt for 20 emeralds).
Villagers will try to acquire a certain “stock” of items depending on profession (so a Baker will trade with a Farmer for wheat, and then craft that into Bread) via trading.
All villagers have a starting stock of emeralds with which they can conduct certain trades. How much they have depends on class- a nitwit has none, a low-class has a moderate amount, and a high class villager can have more. If a villager runs out of emeralds others will throw food as they need it, but less than if they traded. This is how Nitwits can survive.
Villagers now do their jobs more. Farmers still harvest and replant crops, Blacksmiths will take ore from Miners and smelt it into ingots or weapons/armor/tools, and Butchers will periodically feed their animals and butcher one for meat. If a villager has no way to acquire what it needs for a job (such as a Blacksmith never getting any ores, because there are no Miners) just enough will pop up in their inventory for the task. This ensures that all working villagers can do their jobs and have a stock to trade with you or others.
All villagers can be “hired” with a button on their GUI. This cost depends on the profession- a Nitwit can be hired for just a few emeralds, while a Cartographer costs a lot more. Hired villagers will follow you much like Wolves and respond to stay here/follow me orders, allowing you to transfer them easily or build an “adventuring party” if you wish. Hiring sometimes unlocks special abilities or behaviors- for instance, a Cartographer can map out an area as he goes (in that same old black-and-white style) if you give him an empty map. Farmers, for another example, will increase the yield of crops you get from harvesting if they're close by, because of their agricultural knowledge.
Every village now has a church bell system. Churches are modified to include a bell, which rings depending on certain events.
New Events
Things that can happen day to day.
Church Sermon
All villagers in a village go to the nearest Church (or just Priest if one’s not present) at high noon, indicated by the church bell ringing three times slowly. The Priest will pull out a book and start mumbling for around a minute while the other villagers watch. After this they will disperse and go back to what they’re doing. Attacking a villager during this “sermon” will anger the defensive mobs at once, but staying near it while it goes on will net you some popularity.
Zombie Siege
Zombie sieges are modified. They will now spawn farther away from villages and try to move inside before targeting villagers, so walls are more effective at stopping them. There are now larger "giant" zombies (around 3-4 blocks in height, not like the unused Giant mob) that can break down blocks in front of them that spawn rarely during waves, so walls won't be totally effective at stopping sieges, but merely an effective delaying tool instead of being totally useless. Zombie sieges now come in distinct "waves" of spawning. The amount of waves is random, but never more than 5, and generally more if the village has survived sieges before. Zombie sieges are always indicated by the church bell of a village ringing rapidly similar to how an old fire engine's bell would sound. At this call all defensive mobs milling around will immediately enter an "active" mode and attack the zombies swarming into the village.
Illager Siege
Rarer than zombie sieges, and only occurring after the village has survived at least one zombie siege, Illager sieges occur in much the same way: there are successive "waves" of Illagers that will try to attack the village. If they reach a wall, they will start placing Ladders to climb over it (the only time Illagers do so). Illager sieges are indicated by the blowing of a loud, deep horn, presumably from an Illager signalling the start of the attack.
Zombie Invasion
Sieges on cities are referred to as "invasions" due to their scales. They are effectively massively increased sieges in effect. Since all cities have the same four gatehouses on their exterior walls, spawning areas are predetermined; individual mobs of zombies will periodically generate at each gatehouse, try to break down the door, and enter the city. Once they have done so, they will attack villagers inside in typical siege fashion. Generation of zombie mobs is conducted by wave; mob sizes will get progressively larger (controlled by difficulty level) until by the final wave the city is practically under a zombie apocalypse, with skeletons moving in as well. Zombie invasions are signaled by a bar on top of the screen (similar to a boss fight) detailing a rough estimate of how long until the invasion is over, as well as the usual alarm bells.
Illager Invasion
Illager invasions work much like lesser village sieges, including the Illagers' ability to climb the walls by placing ladders ahead of them, but are now far larger. Invasions use all types of Illager except for Evokers; on earlier waves, Vindicators and Guard Dogs will arrive, on middle waves Brigands and Apprentice Evokers, and on the last waves Aces and Stainless Golems. Illager invasions are signaled by a bar on top of the screen (similar to a boss fight) detailing a rough estimate of how long until the invasion is over, as well as the usual war-horn's blowing.
Popularity Changes
How Villagers think of you.
Villagers are far less tolerant of violent players. It only takes two killed villagers to anger defensive mobs now, and killing a baby villager automatically angers them.
Villagers do not like players who steal. At first, items in village chests will be marked with red boxes and a text warning will come up telling you that you are stealing the item. If you place it in your inventory you will lose popularity points. However, at higher popularity, you will be allowed to take things from the village chests without problem.
Testificates (both Villagers and Illagers) now have "global popularity". This works at 1/5 the rate of normal popularity per village and is persistent. It affects how your popularity slider starts at each village. For instance, you always start with 0 global popularity. If you're a good samaritan, your popularity village-to-village will rise, until it reaches the maximum of +10 starting popularity (so if you enter a new village, you start with 10 popularity already; you can of course be received with hostility there if you destroy things and kill Villagers. Alternatively, if you start at -10 popularity, the village will barely even tolerate you, but you can claw your way back to some degree of acceptance, preventing you from just being hated at every village you go to).
Conversely, if you do terrible things, word will spread, and you might be greeted at each village with hostility by defensive mobs. Villages you start yourself will have 0 popularity regardless of global pop, so you can gradually regain favors even if you've done some bad things. You can use the cheat command /setglobalpopularity [name] [number] to affect things for yourself or someone else.
Popularity caps at -20/+20. Here is a basic table of actions which raise and lower popularity points.
Chest Robbery: -2
Pocket Theft (take items thrown while villagers are trading): -2
Assault (hurt a villager): -1
Murder: -10
Heresy (kill a priest-class villager): -15
Baby murder: -20
Hire an Illager: -2
Destruction (books, building): -0.1 per block
Trading: +1
Attend church service: +1
Kill a zombie in territory:+0.5
Kill a skeleton in territory: +1
Kill a creeper in territory: +0.5
Kill an Illager in territory: +1
Build a house: +1
Familiarization (wear Villager Robes or Feathered Cap): +1 (while wearing, stacks for both)
Complete a quest: +1-3 (depending on difficulty rating)
Hire a villager: +2
New Villagers
Professions and careers- more noses around the place in general.
Please excuse my terrible MS Paint skills.
Baker
Bakers are low class villagers with white aprons and brown robes. They live in Bakeries. They will trade for wheat, milk, eggs, and other required resources from other villagers and then craft bread, cake, and other prepared foods to trade with.
Miner
Miners are low class villagers with dark gray robes. They will periodically go into Village Mines and will mine out any exposed ores. If there are no exposed ores they will simply stay there, representing mining. They will trade their ores with blacksmiths.
Lumberjack
Lumberjacks are low class villagers with dark gray robes. They will cut down trees for wood, collect any saplings they see, and replant trees after cutting them down. They will trade wood with Builders.
Builder
Builders are low-class villagers with dark gray robes. They will buy wood from Lumberjacks. They only need wood to build; after a certain amount it will be deleted from their inventory when they start to build, and they will temporarily have infinite resources. Builders will construct a new village building (more often smaller) if there has been at least 3 days since the last construction and they have the resources. If the gamerule “villagerBuilding” is disabled they will not build, though they will still buy wood and "use" it occasionally (deleting it from their inventory). A hired Builder can be instructed on what building to build next and where, as well as tell you how much wood they need for it.
Trader
Traders look like Farmers, with their brown robes, but these roving merchants had an adventurous spark that the provincial life just didn’t satisfy. They rove about with small chests on their back and have a nice, diverse selection of trade items as well as quite a few emeralds. They can be all over the Overworld, and aren’t tied to a village. A hired Trader following you can reduce the costs of trades you make with his mercantile skill.
Guardsman
Guardsmen are a low class defensive villager present in all villages. With a blue coat and cap, brown pants, and their arms by their sides instead of folded in their sleeves, they are effectively “guards” who are a ranged complement to Iron Golems’ melee tank role. Though there can be as little as one Guardsman in the smallest of villages, they are always there, unlike Iron Golems, though each Guardsman is substantially weaker.
Guardsmen are equipped with the arquebus, a matchlock musket (see the Items section for more information). They have a range of 24 blocks (letting them defeat Skeletons 1 on 1) and have to reload after each shot just like you. Because their arquebus lets them ignore 50% of enemy armor, they can be challenging to fight, forcing you to plan if you want to raze a village, but themselves only have 10 hearts (20 health) and no armor. They fight like Skeletons, strafing around, and try to keep their distance, but if an enemy gets too close in melee they will hit them with the arquebus, dealing 2 hearts of damage and knocking the enemy back a moderate distance. They cannot do this attack quickly.
A hired Guardsman will attack on your command like a Wolf, as well as be told whether or not to attack other players not on a “whitelist”. In other words, you can order a hired Guardsman to attack all players that they see except for you and your friends (who you select on a scoreboard list) or to ignore other players. This lets you use them as guards for your house or just to keep your village safe. If an enemy has their own Guardsmen they will fight them too. You can dye a hired Guardsman’s coat various colors like a Sheep, to tell yours from someone else’s.
Alchemist
The Alchemist is a high class Priest villager just like the Clerics, but instead of trading for various magical items they buy and sell potions as well as potion supplies. They live in an Alchemist Shop, where they formulate potions and splash potions. If there are heavily wounded villagers nearby, they will throw a splash potion of healing. If hired, they will prioritize you for potions of healing, and can attack monsters with both potions of healing and harming.
Printer
Printers are high class villagers part of the librarian profession. They work in Print Shops, where they will use a printing press to create random books. These books are either humorous fiction (filled in a Mad Libs style, e.g. “Jeb the Creeper was feeling glad”) or small pre-written/semi-random informative pieces, signed with a randomly-generated name. Below are some examples:
Financier
There are some villagers that have more emeralds than others; and then there’s Financiers. These high-class, wealthy Testificates flaunt it with gold-colored, embellished robes and fine hats. Trade-wise, they come with a lot of various valuables- gold, emeralds, and even a few diamonds- and can be a way of exchanging the valuables at a set rate (since they’ll accept gold for so many Emeralds, or vice versa, for instance). If hired, they will provide a slight discount on their value exchanges.
Engineer
High class Leonardo da Vinci types of the Villages, Engineers wear glasses, have orange robes, and concern themselves with redstone. They live in Engineer Houses where they have a few different basic Redstone doodads (dispensers, pistons, etc.) that work as very basic “tutorials” for players on Redstone. At night they can be seen looking up at the Moon with a Telescope from the top of their Engineer House. They also trade various things such as Gears, Telescopes, and Redstone. Hired Engineers can identify redstone items with an outline on your screen, letting you anticipate things like tripwire traps.
Prince
Princes are the leaders of villager cities. They spend their time wandering in the city keep; there can only be one of these high-class villagers in any one city, and another random villager will get "promoted" to his spot if he dies after a day has passed. He doesn't offer trade, but rather "quests"; these are randomly-generated tasks for the player to conduct, in the form of map-like papers known as "quest sheets". When you try to trade with him, his GUI will include a small selection of quests with one to three stars to their side indicating difficulty.
Quest sheets have a simple description written on them for the random quest the player must undertake (e.g. "The city needs horses. Bring one into its limits". Upon completing a step or the whole task, it will be crossed off of the quest sheet. When everything is crossed off of a quest sheet, the player can return it to the same Prince that gave it to them. This will net you a nice popularity bonus, as well as a random reward from the Prince (such as some emeralds, gold, an enchantment book, or another nice valuable item) depending on the difficulty of a quest.
Accepted quests can also trigger events in the world, similar to how skeleton horse traps work. As long as it's not within render distance of any player, mobs or even structures can generate nearby; higher-difficulty quests often involve things like defeating a camp of Illagers that has set up nearby, which will generate an Outlaw Camp when accepted.
Village Golem
Not technically a villager of its own, village-spawned Iron Golems now have a slightly rusted texture indicating their rather infrequent maintenance and generally old status. They have had an updated AI; Golems now detect when Villagers are hurt anywhere in the village, just like Guardsmen, and target mobs that attack them, including Skeletons. If a mob is unable to be reached (e.g. a Skeleton on a rooftop) they will try to put blocks between them and the mob, or simply move on to nearby, reachable mobs.
Hired Help
All Villagers now have some kind of special ability or "perk" when hired. Hiring costs vary by villager but are generally lower for low class and higher for high class or Guardsmen.
There can be a maximum of eight hired villagers following you at any one time, but you can have as many hired ones as you want that are standing still. If your global popularity falls enough, your hired villagers will refuse to follow you anymore, marked as such in their GUI.
All villagers have three options in their GUI after hiring: "stay still", "follow me", and "wander". The first and second are just like Wolves. The third option causes them to randomly wander like normal, and they will stay in a village boundary if they do this. They will ignore the "stay still" command to run for safety if they're in danger.
Nitwit- "Hold This For Me, Please"
Nitwits will allow you to freely give and take items from their inventory when hired. This lets you use them as "walking chests" sort of like Llamas.
Farmer- "Green Thumb"
When a hired Farmer's with you, any crops you harvest or seeds you acquire tend to be dropped in greater amounts. A hired Farmer standing around also accelerates the speed at which crops grow, since he can tend to the crops better.
Librarian- "Ancient Knowledge"
Having a Librarian following you enables you to decode up to 20% of the names of random Enchantments on an Enchanting Table, allowing you to make potential guesses at what it is.
Cartographer- "Mapmaker"
Though you can fill out a map yourself on your travels, Cartographers can do the same. A button on their GUI marked "Map" causes them to start or stop mapping depending on whether it's toggled. If they have paper they'll keep making maps, all in the classic Woodland Exploration Map black and white style. In Creative they can do this instantly.
Priest- "The Power Of Notch Compels You!"
When followed by a Priest, the Wither effect from any monster ends twice as fast, and you deal 1.5 times damage with any weapons versus undead mobs, owing to his religious books instructing on their weaknesses.
Blacksmith- "That'll Buff Right Out"
The rate at which your armor and weapons degrade is reduced by 1/2 when there is a Blacksmith following you, since he can help you fix random wear and tear on your items.
Butcher- "The Best Cuts"
Mobs that drop meats will drop 1-2 more pieces on average when a Butcher is following you, since he knows how to get the most meat out of mobs.
Baker- "Daily Special"
Eating prepared foods (bread, cake, etc.) with a Baker following you doubles your hunger pips gained from eating them.
Miner- "Riches Of The Earth"
Ores mined with a Miner following you drop 1-2 more of their item form on average. He will also throw any ores he mines himself to you while following you.
Lumberjack- "Timber!"
If a Lumberjack is following you, any trees you cut will instantly drop all their logs from the cut up (similar to the Treecapitator mod). Cutting this log will take longer and will degrade your tools more, to balance things out.
Builder- "Yes We Can!"
Builders that are hired have a special "Building" button on their GUI. With this you can select various Village buildings from a menu, as well as see the wood required to build them. If you select one, you can then right-click a place on the world; the Builder will construct it there at once if he has the required items.
Trader- "Mercantilism"
With a Trader following you, any village trades will only cost 0.85x as much as normal, since he can use his bartering skill to lower the deal for you.
Guardsman- "Your Orders, Sir?"
Guardsmen that are hired have a "Orders" button on their GUI along with the usual three commands. This button opens a menu containing "Ignore All", "Attack My Targets", "Attack Everybody", and a whitelist menu.
"Ignore All" causes the Guardsman to ignore all players except for those attacking them first.
"Attack My Targets" is the default option and causes the Guardsman to attack players you attack, just like Wolves.
"Attack Everybody" is obvious; everybody but you will get shot at, useful if you want to put a few Guardsmen back at your base in SMP as guards. The whitelist menu displays all players currently on the server and allows you to select which ones you want exempted from "Attack Everybody"; so you can have your friend come in your castle without getting a gunpowder-laden reception.
Alchemist- "Mixing Specialty"
Having an Alchemist follow you causes all potion effects caused by you (i.e. not from, say, a Witch's splash potion) to last 1.5 times longer.
Printer- "Copy That"
A hired Printer can copy an Enchantment Book for a price. The price is generally 10 Emeralds times the level of the enchantment book, so Power V (for instance) will cost 50 emeralds to copy.
Financier- "Valued Customer"
A hired Financier will only charge you 0.8x as many valuables for an exchange as normal. For example, if it cost 10 Emeralds for 10 Gold (not the real exchange rate, but just an example), you would only need 8 Emeralds for that 10 Gold.
Engineer- "Watch Out!" / "Tinkerer"
As long as you have an Engineer following you, hazardous Redstone devices (pressure plates, TNT, tripwires, dispensers) will be marked with red outlines to warn you.
Engineers additionally have one other perk to justify their hiring cost: tinkering. Tinkering works by giving an Engineer a tool, armor piece, or utility item such as a clock. They will, for an Emerald fee, add a random addition to the item (such as the ability to measure depth below sea level for a Clock, or an extra shot for an Arquebus). This addition is non-visual but is shortly described in the item's tooltip, and can stack with enchantments.
New Buildings
Places to store friendly faces.
Note: I'll go back and construct all of these, then link a picture later.
General
Any shop (blacksmith, church, etc- not a house) is guaranteed to have 1-2 villagers of its profession spawn there.
Church
Churches are now more well-lit and guaranteed to spawn in every village. They now have tall windows with stained glass and their top floor contains a Bell and lever.
Bakery
Bakeries are simple wood buildings containing a few furnaces and chests with wheat, milk, and other items. A single Baker is guaranteed to spawn here.
Print Shop
A small wooden hut with a Printing Press inside as well as library shelves. A single Printer is guaranteed to spawn here.
Engineer House
A wooden house, medium in size, with a fenced off roof accessible by ladder.
Garrison
A small cobblestone building with a backyard “firing range” with a red wool block as a target, as well as a slab roof with ladder access. Two Guardsmen are guaranteed to spawn here.
Tavern
A wooden building with log corners and an inside area with tables, chairs, and a jukebox and chest. The chest contains a few random music disks (generally song ones, not creepy ones like 13 or 11). This is marked as a socialization spot, meaning that villagers like to go in here to socialize. It will be built by non-hired Builders as soon as a village hits 15 population to signify its size.
Alchemist Shop
A medium-sized hut on legs, not dissimilar to a Witch Hut. Inside, it contains chests with potions and a Brewing Stand. An Alchemist is guaranteed to spawn here.
Village Mine
A small wooden hut that functions as an entrance to a mine belowground, travelling diagonally downwards around 30 blocks. One Miner is guaranteed to spawn here.
Keep
A stone "mini-castle" of sorts with a platform on top to look out of or shoot down onto rampaging zombies or illagers. Inside, there is an "armory" room with chests of armor and weapons, a room with a long table and numerous stair-and-sign "chairs" for meetings, a library room, and various other small chambers with beds, chests, and other miscellaneous items inside. This is guaranteed to generate at the center of a city, and a city is the only place where you can find it. Inside, a Prince is guaranteed to generate, as well as some Guardsmen, Iron Golems, and high-class villagers.
Special Villages
Places distinct- and quite a lot rarer- than the standard hamlets which make up most Testificate presence in the Overworld.
City
Cities are large, unique villages with their own group of threats and things to see. While they are quite large and interesting places, they're also not any safer than the smaller, insular villages; the defense force there might be quite a bit bigger, but threats are correspondingly larger, and in such a big place, the seedier elements of Villager society are out in full force.
Cities are not simply randomly generated groups of buildings and roads like regular villages, but rather pre-constructed "bases" upon which buildings generate in "blocks". Every city has a stone wall surrounding it that has a wooden path one can walk upon, with a gatehouse at each end containing the entrance. Inside, numerous gravel roads in a grid shape traverse the city limits, with a single castle-like keep at the center. Within the squares formed by this grid of roads, buildings can randomly generate.
All cities are guaranteed to have an expansive militia force. This consists of many Guardsmen patrolling the walls and streets, as well as Iron Golems which generate closer to the city's inside. High-class villagers like Engineers are also far more common in cities than they are in normal villages.
Fort
Forts are small wood-walled "bases" of sorts with wool tents within. They contain a small population of civilian Villagers- mostly blacksmiths, farmers, and cartographers- with the rest of the population consisting of Guardsmen and Iron Golems. These can represent anything you'd like; perhaps a wealthy city is using this as a "base" for their militia, or perhaps it's an expeditionary party's resting camp. Either way, they make good places to defend and to hire some friends if you're going to tread hazardous grounds, though you shouldn't expect such varied trades as you'd see in a normal village.
Professional Village
Villages can sometimes spawn with a disproportionate amount of one profession (miners, farmers, etc.) and their associated buildings. Generally, this occurs depending on biome- a mountain village, if it is a professional one, will more likely be a mining town instead of a farmer's hamlet like a plains village might.
Port
Ports spawn on beaches and any land connected to an Ocean biome of any kind. They contain the usual Villager buildings, but also a wooden dock that juts out of the land connected to the road. Along this dock, a small ship will generate (a structure, not an entity); this ship contains a few chests of random trade goods, a cartographer, and a few other random villagers.
New Items and Blocks
Doodads that you see cropping up in and around villages.
Gear
Recipe: 4 iron ingots
Gears are a method of transmitting Redstone power. They can only be placed on walls, but do not lose power as they turn and do not attach to Redstone trails, allowing more compact contraptions. They are the primary form of power in Engineer Houses and are traded by Engineers. Redstone blocks and torches do not affect them.
Dynamo
Recipe: 2 gears, 1 redstone, 6 iron
A simple machine that converts Gears going in to Redstone going out and vice versa. When it is powered the gears inside will spin. It also refreshes Redstone power just like a repeater.
Telescope
Recipe: 2 iron, 1 glass
The telescope is based off of Galileo’s telescope. When you right click with it in hand you will zoom in a very far distance with a circular overlay on your screen.
Arquebus
Recipe: 3 iron, 3 wood, 1 string [arquebus]
Ammo recipe: 1 gunpowder, 1 iron, 1 paper [paper cartridge x2]
The arquebus is a matchlock musket based off of guns first invented in 1450 during the late years of the medieval age. It shoots farther, flatter, and stronger than the Bow, with 8 hearts of damage, and its bullets ignore 50% of enemy armor. However it is also quite expensive, and its loud boom, flash of light, and cloud of smoke gives away your position easily.
If it starts raining or snowing, the gun can misfire, making a “click” 50% of the time and requiring that you try to fire again. After shooting you must reload by holding RMB, taking 3 seconds, and are slowed to sneaking speed. It uses paper cartridges for ammo. When it’s loaded, little smoke particles will periodically pop up from the gun, since a matchlock uses a burning matchcord to light the gun.
Airship
Recipe: 3 wool, 2 iron ingots, 1 furnace, 2 gears, 1 boat
The Airship is a small steampunkish zeppelin, basically a boat with a propellor attached and with four ropes attaching it to a larger wool balloon. It can be entered or exited just like a Boat, and fuelled with coal via right-click just like a Furnace Minecart, though a single piece of coal will only power it for around a minute. When powered, the Airship emits smoke particles from the propellor. Like a sheep or hired Guardsmen, you can dye the balloon various colors from its standard white, as well as apply your banner to the side.
The Airship can be flown by using WASD, Ctrl to descend, and Space to ascend, just like flying in Creative mode. It flies relatively slowly and has a height maximum of 100 Y (so it can’t go more than 38 blocks above sea level at any time) but can stay stationary while flying. It overall serves as a cheaper, fuel-hungry, slow, but nonetheless useful alternative to the Elytra- and because it can hover in place, you can use it instead of dirt scaffolds while building big in Survival mode.
Mobs can enter an Airship just like a Boat or Minecart, staying in the back, but they cannot control it with the exception of a few.
Wilted Poppy
A Poppy that's wilted and dried to a brown color. No purpose, but can be planted. Dropped by Rusted Golems, and is only available from them.
Villager Robes
Recipe: 1 string, 5 leather, 1 dye (optional)
Villager robes are crafted with leather and a string (to hold the robe closed around the neck). They can be dyed both during crafting and after. The default robe is a brown color just like the Farmers', but with any dye it can be made to match various robes carried by Villagers. The robes are worn on the chest slot and extend down, just barely covering any leggings the player is carrying. If the player has no item in their hands, they will put their arms together like a Villager. The robes provide durability inferior to that of even leather, at just 1 pip of armor, but confer +1 popularity while worn in a village.
Feathered Cap
Recipe: 1 leather cap, 1 feather, 1 dye (optional)
The feathered cap is identical to the puffy feathered hats sometimes worn by high-class villagers. It confers +1 popularity while worn in a village, and offers no protection. Just like the Villager Robes, it can be dyed, though it starts with a gray color.
Bell
Recipe: 5 gold ingots, 1 string
Bells, when powered by redstone, will emit a constant "ding-dong, ding-dong" tolling noise. They are the same as village church bells in all other respects.
New Illagers
Outcasts of all stripes, unified in their unhealthy hatred of people who don't knock before they come in.
Illagers now have popularity and can even be hired; but their popularity works in reverse with Villages. In other words, if you have 10 global popularity with Villages, you have -10 global popularity with Illagers. You need at least 5 (positive) global popularity with Illagers (that's -5 for Villagers, for reference) to keep them from attacking you, and 10 for them to consider being hired.
Apprentice Evokers
Apprentices are similar to master Evokers, but lack a Totem of Undying, gold trim to their robes, or their rarity, being more common. They can cast a straight row of Evocation Fangs or the defensive attack, but can’t summon Vexes.
Evokers are similarly modified; they have a 50% chance of using their Totem of Undying on death, returning them with a white glow in their eyes momentarily and summoning 3 Vexes immediately, as well as a defensive fang attack. If there’s just one more Evoker left in a Woodland Mansion they won’t use their Totem of Undying so you can get your hands on one.
Brigand
Instead of having a militia force, the Illagers simply hire their guards and grunts with their large stocks of Emeralds. These Illagers aren’t crazy cultists or evil mages, but just thugs, pirates, or robbers who work for the Emeralds. Wearing brown hoods and purple coats, they can be very nasty fighters indeed.
The Brigand is the second most common type of Illager mob aside from Vindicators. Armed with an arquebus, Brigands fight much like hostile Guardsmen, though they have poorer marksmanship in return for an extra 4 hearts of health. They rarely drop their Arquebus in good condition.
Stainless Golem
A freshly-produced Iron Golem, the Stainless Golem is an Illager-controlled monster with 25% more health than the rusty, vine-covered Iron Golems used by Villages. The Stainless Golem is a lethally dangerous fighter, but is restricted by its slow speed and melee range. You’d better be ready for a hard fight when you see this monster guarding the upper levels of Woodland Mansions.
As a side note, Stainless Golems have angry, downturned brows and a slightly darker, almost gunmetal coloration. Player-made Golems look like the second image; without any rust or vines, and with a "normal" expression.
Guard Dog
Quite simply, a Wolf with a purple collar and “angered” skin that guards the lower levels of Woodland Mansions alongside Brigands. Not very strong, but can distract you and deal some damage while nearby Brigands open fire.
Ace
With thick goggles, black scarfs, and dashing scarlet red coats with white and purple trim, Aces are the flying elite of the Illagers. Piloting personally maintained Airships with black balloons, and packing powerful arquebuses with which they are keen shots, Aces are determined to rule the skies in the name of the Woodland Mansions.
Aces will begin spawning once you build an Airship at the rarity of Witches, and generate both in the air and on foot in Woodland Mansions. Flying in their Airships, they can spot you from 48 blocks, though they will only start shooting at 24 with their arquebus. The airship and Ace have differing health; destroying their airship will cause them to fall to the ground, though with Feather Falling they won’t take much damage, and can fight just like Brigands, though with less health in exchange for being better shots.
Rogues Gallery
If you've committed enough crimes against villages, the Illagers will take a liking to you; maybe even let themselves be hired out. They bring unique abilities to being in your party, more often combat-oriented. Because of mutually contradictory popularity, you can't have both Illagers and Villagers hired at once; and either way, they'd attack each other (or one run from the other, more often).
Vindicator- "Here's Johnny!"
Hired Vindicators not only give you the same bonuses as Lumberjacks- the ability to cut down entire trees with one log cut from the bottom- but they can also smash through doors and barricaded doors with frightening speed. They also can knock down an enemy's shield, just like normal, and generally receive a little bit of a speed and power boost when hired.
Apprentice Evoker- "Feel The Fangs"
While true Evokers can't be hired- they consider themselves above some wandering rabble like you- their apprentices can. They will use their Evocation Fangs gleefully and can be a seriously powerful threat against enemies. If you are being attacked in melee, they can summon a ring of Evocation Fangs around you that won't damage you but which can tear up your foes.
Brigand- "Stand And Deliver!"
Brigands have the same order system as Guardsman, but can also commit robberies with a "Rob Villagers" button on their GUI. A robbery occurs when a Brigand sees a Villager with no defensive mobs or other players around. They will point their arquebus and make angry grunts, and the Villager will fearfully throw all of their emeralds to the Brigand, who will give them to you or hold them until you arrive. Once they empty the pockets of one mark they'll move onto another. This marks the only time where they won't attack villagers on sight, and they won't attack a villager that has already surrendered their money.
Ace- "Forward Observer"
Aces can outline monsters and even other players up to 64 blocks away, having a nice vantage point from their Airships. If an Ace loses his airship he will gladly enter one that you've built and repaint the envelope black, though you can disable this with a GUI button. He also has the order system of Guardsmen. He tends to fly close to you so that you can issue orders, but will fly higher up in battle, and won't enter small spaces (such as 3x3 corridors or caves), preferring sky-exposed blocks if possible. This doesn't apply if his Airship is destroyed; then he'll just follow you normally as a Brigand or Guardsman would.
Stainless Golems, Evokers, and Guard Dogs can't be hired, but if you're attacked they will come to your defense assuming you have a high enough popularity with Illagers.
Illager Buildings
The Illagers have new places too, not just their Woodland Mansions.
Woodland Mansion
Tweaked so that it is now well-lit and thus no "normal" monsters will spawn inside, owing to the greater variety of Illagers present. More Illagers (particularly Vindicators and Brigands) spawn inside, and Aces spawn outside in the air, as well as inside to a limited extent (on foot).
Outlaw Camp
Outlaw Camps are small campfires ("cosmetic fires" which do not burn things or burn out) surrounded by white wool tents held up by fenceposts. The Outlaw Camp can generate pretty much anywhere, and contains anywhere from 3-8 Brigands and Guard Dogs.
Illage
Illages are quite simply Illager villages. They are much rarer than normal villages (around as common as zombie villages) and contain numerous Vindicators, as well as Brigands in place of Guardsmen. Other variants of Illager with the exception of Evokers can also spawn here.
Misc. Mobs
Guys that aren't Illagers or Villagers, but still useful for Testificate improvement.
Rusted Golem
These heavily rusted, vine overgrown, hunchbacked Golems, leaking flakes of rust and oily tears as they move, have not received maintenance or even a little cleaning for decades. They used to be the protectors of Zombie Villages, but for whatever reason they survived the zombie siege that destroyed theirs and its tiny garrison. Their mechanical noises are slow and strained, and sometimes they emit a sort of mumbling that can be construed as crying.
Fallen into a despair at their failure to save the Villagers who they were made to defend, they pace around the empty streets, mumbling mechanically to themselves, and clutching long-wilted poppies with textures not unlike dead bark. They have become so insane that they will attack you in a mad rage if you harm a zombie villager within the limits of the zombie village; about the only thing you can do for them now is destroy them.
While they are still a hard fight- being Iron Golems- they are not as difficult as the moderately well maintained Village golems or the freshly-produced Stainless Golems, having only 80 health (40 hearts) and a tendency to charge in a straight line before turning around, leaving them open for attack. On death they drop iron ingots and a Wilted Poppy.
In Conclusion
So there you have it: the Update Civilis.
This will constantly be expanded and revised as time goes on- hence the changelog up there- but I'd greatly benefit from your feedback! Feel free to post your two cents down there and generally let me know what ya think of it and what could be better!
If you like this a lot, and really want to contribute, here's some ways you can help me make this suggestion even better:
And most of all...
Thank you for reading!
Credits
Wolftopia: for certain ideas (e.g. reading).
fishg: for certain ideas (e.g. Mad Libs style books)
The_Last_Dovahkiin: Models for Golems and Guard Dog
StickyPistonPig: Popularity scale base
AMPPL50: Assorted suggestions and ideas
Please tell me if I missed crediting you.
We're doing a mod project, check it out:
It sounds good. It also fits in the spirit of Minecraft.
You really like you're guns, don't you?
Anyways, while i like the concepts, villagers REALLY need some TLC after all, i feel like the arequabruiser would be better useing bows. Though the Brigands using guns would probably be good.
Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
I like pretty much all of these ideas! It might be a bit too much, but otherwise it's all great, expect for a few nitpicks like the addition of guns, and the Illager golem being newer than normal villages (I think it should look older and decrepit)
Right! Thanks for the responses so far- I really appreciate the support!
I did toy around with making the initial "village guards" into surcoat-wearing bow-toting archers, but this ran into three problems:
Overall the arquebusier is a lot more unique and interesting IMO than an archer, as well as a more useful friend if hired or more challenging enemy if you're the sort of person who burns villages for fun. Besides, he doesn't really clash with the feel of Minecraft; the arquebus itself was invented in around 1475, and the full Iron plate armor (of the types we see in Minecraft) coexisted with guns of the arquebus's type for over 100 years.
Fun fact: The rounded shape of Medieval castle sides was a reaction to 14th-century cannons, as these offered a greater chance to deflect a cannonball.
Other fun fact: "Bullet proof" comes from when armor makers would make a suit of knightly armor and fire a wheellock pistol at it. If the bullet bounced, just leaving a dent, that dent was the proof that the armor could save someone's life in a battle. Plate armor itself came into mass prominence partly due to guns, because it could deflect even a full size musket (i.e. the big, long, so-heavy-you-had-to-install-it-on-a-stick-before-you-could-shoot-it guns that worked alongside the shorter, lighter arquebuses) shot at long range.
I originally wanted to imply that the Illagers have lots of money but little manpower (hence why they hire brigands as soldiers, they won't really spare any members of their weird cult order unless they have to), but this actually sounds great. Maybe they took their Golems with them and just never devoted the time to repair the things. I think it would probably work better as some kind of "abandoned" Golem that might madly pace around zombie villages, having "lost its mind" after failing to protect its people.
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This is a great idea! I support everything, except for the aspects that do not fit within the Medieval theme of Minecraft, such as guns. Otherwise, great job! Full support.
I Love the formatting in this idea, It's a good read and i can read it over and over again.
Some of the suggestion really fits Minecraft, but others... I'm not a big fan of.
Some Criticism:
Right, continuing:
EDIT: I agree, the Arquebusier looked too "tough" with his current gear. I simplified the look a little (lighter coat and hat color, removed some belts, changed pants color, reduced boot length, filled things in more) to make him look less like a Civil War era professional soldier and more like the militiaman he's supposed to be.
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The financiers should be renamed to the bankers. They're my favorite of the villagers you've listed. A new power up would be to loan and invest emeralds. You would be able to give him up to 64 emeralds. Every 8 days, the amount of emeralds increases by 5% (simple interest, not compund which basically means that the 5% is based on the original amount). An example would be to give him 20 emeralds. He would give you +3 if you come back in 16 days. The chunks don't have to be loaded, but the player has to be on. Watch out for the undead because when the villager dies, you loose all your emeralds. This is similar to real life like when a bank files bankruptcy, they don't have to give you back your money. To get a loan, you just take up to 64 emeralds. Every 8 days you owe the villager +1 emerald. If you don't pay him back in 32 days, you will start loosing popularity points in massive amounts. If you kill him you will also loose a bunch of popularity points. At some point, you can't trade at all with villagers making the emeralds you own useless. If he dies to a mob, you loose 5 popularity points.
Here is my scale on the popularity points.
Chest Robbery: -2 points
Pocket Theft (take while villagers are trading): -2 points
Murder: -10 pts
Destruction (books, building): -0.1 pt per block
Pay back loan: +1
Kill a zombie in territory:+0.5
Kill a skeleton in territory: +1
There are some nice, solid ideas there. I'm unsure on whether or not to add loans and interest, since that just puts out a gut feel of "mod" territory, and I am unsure whether waiting 16 days for 3 emeralds would be worth it. I agree that "Bankers" would be a better name but it sounds too close to the existing Bakers, and I think "Financier" is just more unique.
That popularity scale is great. I'm certainly adding that to the OP (with credit of course).
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Just came up with some nice models for the golems added via your suggestion, along with the guard dog and village golem retexture to match the others:
Village Golem (A little rusty, but serviceable):
Stainless Golem, fresh outta the golem factory (Illagers and possibly player-made golems):
Those insane Rusted Golems:
Guard Dog:
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Massive props to you. Suggestion update 3.0 should come out some time today with these included (credited of course). That's one wonderful step toward replacing all the MS Paint art with proper models.
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Yeah, just modified vanilla textures to fit in with the drawings. Should be good. Hard to do villager textures as the only vanilla villager texture in Tabula is the simple brown robe one.
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I like it! I just have a couple of suggestions. First, builders should still be able to build with /gamerule mobGriefing false, because you already have a separate gamerule for them so why have it also tied to another one. Secondly, I think you should change the Arequebusier to just Guardsman (easier to write and pronounce). If you are going to have custom names, how about a custom flag to go alone with the village?
Lastly, maybe the skin of villagers could change depending on the biome they are from. For example, desert villages have tanner skin (Arabic) and savannas would have dark skin (African). Plains villages would stay the same, and in taiga villages they could have redder skin (Native American). Tundras would have villages too, these would have lighter skin and deeper grunts (Russian). So could swamps, with their villagers having yellowish skin (Asian). You could take this further so that each "church" would change depending on the village. Of course these regions would be only visual, the different races get along with each other just fine.
Responses in bold.
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I like the ideas, except that I think you should work with the items we have now instead of adding more items and blocks. Also, I like the hiring idea, but I think it should be specific to guardsmen/Arequebusier, so in a sense they're mercenaries that you can hire and help you fight. They would also have to be expensive though, so that it doesn't get too unbalanced. And to finish balancing it, there should be a hireVillagers gamerule to be able to disable that feature on factions-type servers or servers where you don't want that feature.
Also as a nitpick, I don't like the musket, I think you should stick to a bow. Another option however might be a crossbow, it's just a variant of the bow but with faster reload and more damage. It would be guardsman exclusive, however it is dropped by guardsmen if you want to go the rogue route.
Besides that, I really like the ideas for new villager types, and the idea of hiring is pretty good. Also, didn't mention this but there should be a guardsman variant for the illagers which you can hire, which would be better but require attacking villagers, and be a lot more expensive.
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Responses in bold. Thanks for the support!
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1) I would say... for the very first part... village generation. Instead of completely negating villages being built on the sides of hills and if water is in the foundation and such... separate Villages into 2 classes... Cities, and Villages. Villages follow the current generation rules as they CURRENTLY are, with a few minor tweaks to make them not generate buildings completely under ground where the door is hidden, or being built 50 storys tall on the side of a sheer cliff with the front door off the side of said cliff, etc.
Cities however, will be just big to massive and generate in large open terrain and do all that stuff about flattening terrain and such you suggested.
This keeps the little trading outposts and ALSO gives a new dynamic type of village that conforms the landscape to the city, instead of the city to the landscape... to a certain degree. In an Amplified map for example, a city may conform to the terrain somewhat, like even building UPSIDE DOWN STRUCTURES under cliff overhangs for example.
2) For the BUILDER Villager... I would say make them ALSO REBUILD and REPAIR buildings. If a building is damaged by a player and hat building is not acted upon by any player within 1 day, the Builder Villager will attempt to rebuild the building using a randomly generated blueprint that will fit within the space the building is still standing in, as long as there is a 2 air gap space between the outside of the new building and any adjacent solid blocks, glass, water, or other structures. Builder will call the miner and the lumberjack to remove anything that the builder is not equipped to remove or destroy. The three will work together to build the new building. Also calls on the engineer to "oversee" the building and the Engineer villager will grunt and whine and moan at the builder, miner, and lumberjack as if they are not doing what he is telling them quickly enough. His grunts and whines will be high pitched and squeaky, like a mixture between a villager squeak and a wolf whine. High and nasally sounding. Can be heard whining and nagging from up to 16 blocks away.
3) NO GUNS.
4) Guardsman Villager: Will have a full suit of iron armor and a sword and shield (if they are from a village they will have no cape, if they are from a CITY they will have a cape with a coat of arms randomly selected for that city by the procedural generation system), or a helmet and breastplate of leather armor and carry a bow and arrows (again, village no cape, city with cape). Both will work together with the Iron Golem to defend the village and will patrol a dirt and grass beaten down path around a Village, or a fenced and walled in road around a City.
5) Alchemist Villager: Some will be in Purple robes that shimmer as if enchanted at all times and will be civilian Alchemists. These will work in shops and can be hired as free lance mercenaries if they do not have a shop of their own or are wandering about the village or city.
-- A second variant will be the Cleric Guardsman - This Alchemist Villager variant will have robes made of white leather armor with a red cross on their chest plate (and on their cape if they are from a city, cape will be plain if they are from a village, but they will ALWAYS have a cape), and they stand behind and work to heal their fellow guardsman as well as cast potions of harming and poison at enemy mobs. If you fight with them against a mob, they will also heal you by throwing splash potions on you as well. These CANNOT be hired as they are City and Village Guardsmen loyal to their people.
6) Captain of the Guard: Will always have a big bushy mustache... and never wears a helmet. Has fully enchanted Diamond armor (minus thorns so he does not damage everything that comes in touch range of him) and a cape that shimmers as if it is enchanted... and carries a fully enchanted Diamond Longsword (Longsword soon to be implemented in a recent snapshot apparently???) and shield. Font of chestplate, cape, and shield will ALL have the City coat of arms (mentioned above and chosen by the Procedural generation system of MineCraft), and can ONLY be spawned in a City. Stands back and directs his guardsmen where and what to attack and can be heard bellowing loudly during combat. Always grunts in a low baratone voice... a mixture between the pig grunt sound and a villager grunt sound. Never makes any other sound... but during combat that grunt gets LOUD and VERY forceful sounding. Can be heard clearly from up to 32 blocks away. Has 2 tamed wolves that follow him everywhere.
-- DEPENDENT ON CITY SIZE, when the city is spawned: The Captain may ride different things. If the city is Massive, he will ride a very slow and nearly hobbled horse with shimmering (as if it is enchanted) diamond armor. If the city is just huge, his steed will be a donkey. If the city is only big, he will ride a llama. If said "city" is small enough to only be little bigger than a hilltop village... he will ride a saddled pig and direct it with a carrot on a stick,and have to dismount when he gets to the combat area. :-P
7) City size will depend on building count. Players can convert a village into a city... but such a process MUST be done THROUGH THE VILLAGERS THEMSELVES. The PLAYER building buildings does not a city from a village make. ONLY the villagers can upgrade and convert their village into a city by building more buildings. The player can HELP build buildings, but this will automatically convert that building into a player built building and the villagers will not work to construct it unless they are hired specifically to do so as a work crew.
-- Work crew for a building must have at least one Engineer, one Lumberjack, One Builder, and One Miner Villager. Player built structures do NOT count towards city building count and will simply be built around as if they are a lump of bedrock.
8) VILLAGE building foundations are made from dirt and hardened and colored clay ONLY. CITY Foundations are built from Sandstone, Stone, Cobble, Granite, Andesite, Diorite, Hardened and Colored Clay, and Concrete... depending on where the City is located in relation to what biomes. If it crosses between 2 biomes... the City on one side of a biome is one type of materials, the city half on the other side of the transition be twen biomes is another type of materials. Building style does the same thing as well.
9) Village Chief: ONLY spawns in Villages. Wears a black robe and makes the same sounds as the Engineer. High nasally whining. Does nothing but walk around all day and walk in and out of his Chieftain lodge. No villager walks within 7 blocks of him as they wish to avoid his whining.
10) City Mayor: ONLY SPAWNS IN CITIES - Same as the Village Chief except he wears a cape with the City Coat of Arms on it and goes in and out of the City Council building all day. All city dwellers avoid him by no less than 10 blocks. When bumped into, stops walking, starts to whine and grunt and complain for 5-15 seconds while spinning around in circles. Can be bribed for lower cost with trades for up to 1 in-game day. May be followed by a Financier in Massive Cities only.
-- City Council Person: ONLY SPAWNS IN HUGE AND MASSIVE CITIES - Same as the City Mayor, only with Charcoal Grey colored robes instead... constantly walks within 1 block of and is constantly bumping into the City Mayor. Every time they bump into the City Mayor said Mayor grunts, moans, or whines. Can always be heard grunting, moaning, or whining at all times... never shuts up. Every time they bump into the Mayor they bow (crouch) 3-5 times while whining loudly. Causes all City Villagers to avoid the Mayor by 1 extra block per council person. Will never spawn with less than 2. Huge Cities spawn up to 5. Massive cities spawn up to 10. Never more than 3 blocks away from the mayor. Never stops walking. Can be bribed for lower cost with trades for up to 1-in game day.
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