fated b3 up.
Changes + fixes:
classic UI (playerdisplay.lua) now uses a hook to be friendly (desophos is doing it the same way so you can equip your glutton with a deck

)
should no longer cause error on particle removal when no particle exists
players now start with a deck
dealer talents now make explicit the need for a deck
errors on dance of destiny, fortuitous activation fixed
base decks now have appropriate level ranges
elemental deck ego is now a suffix (" of the elements")
talents now use no_energy = "fake" where appropriate
no_npc_use now added to dealer, gambler talents (which NPCs will never be able to use intelligently)
added fortune flag to AI (overloaded tactical AI, created a hook; not ideal but maybe next version)-- needs testing, it's one of those things that I'm praying works

charmed life now raises stats with a friendlier function (i was just feeling petulant when i first wrote it)
throw the bones info box now states average damage
steal heart no longer throws errors on actor death, correctly reassigns faction at end of duration
sol exorcismus now maintains the ability to regenerate cards between sessions
grand larceny stat requirements changed to be in line with similar trees
full list of games added to dealers choice (wanted to do this line by line by talent level, but that didn't work out so hot)
sticky fingers will no longer generate gold from summons, multiplying mobs, or mobs that grant no xp; will no longer double dip when using melee talents like steal armor with steal life
steal life will now auto-quit when out of fortune
Comments:
Looked into the damages; what I saw was very close agreement between info box and actual damages. Sometimes, there were small differences, when I can't think of any explanation (wolves can't have any arcane resistance, right?) but the differences were small. It's possible you were critting-- because of nature of the class, I tried to build crit checks into just about everything.
edit: forgot to mention, player also starts with higher fortune