Ok, so since my first post...
--- The game will now either run in a jframe or as an applet (depending on whether or not i comment out main method) so there is no difference between running the game stand alone or browser dependent as of now. It won't require any work on my part to provide difference versions, though I suspect saving/loading will be different.
--- Ranged combat/Spell targeting AI is now in the game. AI will choose a target with a differing friendly rating, and attempt to cast a spell or fire a bow attack if they have one and check to see who they'd hit if they cast towards a target (they won't cast if they'd hit any friendlies, although I might make hostile mobs cast anyway if they'd hit the player and the player is low on life). Eventually, I will give the AI up to 7 spells. Casters will have up to 3 damage spells, there will be a slot for an escape spell (think blink or invisibility), a debuff spell, and a healing spell, and a buff spell. AI will be able to heal friendlies, and choose based on resistance, enemy status, and enemy position which spells to cast. Only offensive AI is in place so far though. Spells are there own object and can be 'equipped' more or less, so it's pretty easy to just hand the AI a different spell and they will decide what to do with it.
--- added every evocation spell. Evocation will be a straight forward damage school with limited utility, so spells were easy to implement. They all do more or less the same thing with only three exceptions doing lifestealing, blind, and stun respectively.
--- added 1/4th of the conjuration spells. Conjuration will offer a mix of offensive, summon, and utility spells. The offensive spells will do less damage than offensive evocation spells, however as conjuration spells rely on physical material they will offer additional effects.
--- added blind (reduces vision to 2 spaces preventing ranged targeting), knockback (knocks enemy back 2 spaces), daze (unable to cast spells, lowers dodge/block rate), frozen (lowers speed by 15), and fear (prevents you from attacking, causes AI to retreat).
--- added a morale check which if failed will cause AI to retreat.
-- dodge and block now work on bolt type spells.
--- added an in game message system. Messages appear over the game view in a larger text and provide useful non-combat information. A message will trigger the first time you discover an enemy, level up, or standing over stairs for example.
--- auto target. If a mob is in view and you have no target, you will auto target the enemy. Makes an enemy coming into view more noticeable.
--- fixed some issues with non-symetric FoV between AI and player. Unless blinded, you will always have FOV advantage over AI.
--- visable spell effects. Spell effects from AI casting are now visible until next key hit.
And here is a picture of a summoned hell fiend taking on a random place holder mob. The '*' surrounding the 1 represent the hell fiends heat blast, a low radius AE spell with heavy damage.
With summoned mobs, I set up the AI to work for either hostile or friendly mobs, so it was pretty easy and worked just fine which was exciting. You will only be able to have one summon, summoning another will make your first companion very jealous and ultimately hostile. It's important for me to make the AI reflexive. The highest mind spell (enchantment) will dominate an enemy and make them your pet. So it will be possible to find and enslave high level casters who can cast, debuff, buff, or even heal you, and I also will have them take the stairs with you. Something normal enemies will not do.