dcfedor
Blue Bottle Games
Aw, I like Chiko's mod (Extended)! It's true that he may add more than I would've, but his stuff has heart He's handy with a digital pencil, too! I haven't tried it in a while, though, so I can't comment on the balance. From what I do know, he's added a lot more variety to existing items and battle moves, so I think it scratches the itch that many a klepto RPGer has: more interesting loot to discover and try.
I've not tried too many others, but Kaaven's Mega (Mini) Mod of Doom is worth looking into, as well. If I had employees, Kaaven would probably be one of my first. He's got similar design sensibilities to my own, and is intimately familiar with the game systems and lore. A lot of what he's added reflects stuff on my wishlist, and he's also probably the most familiar with the technical side of modding. (Indeed, many of his ideas made it into the game!)
Last I checked was about a month ago, but the number of in-development mods had mushroomed compared to pre-2015. So I reserve the right to be ignorant of new developments!
Also, Grimwulf, if you're looking for alternative approaches to playing, new builds and playstyles can significantly change the tone of the game. E.g. going from combat-skilled to combat-avoidance is a big shift, as is trying to mine data and lore (hacker, mechanic, electrician). Lin started a guide on Steam with Kaaven to help players squeeze new lore out of the game:
http://steamcommunity.com/sharedfiles/filedetails/?id=296902926
As Multi-headed Cow says, it isn't difficult to beat (unlike Nethack, for example). But the game was specifically designed to be replayed with different approaches, as not all content is visible in a single game, or even one build over multiple games.
I've not tried too many others, but Kaaven's Mega (Mini) Mod of Doom is worth looking into, as well. If I had employees, Kaaven would probably be one of my first. He's got similar design sensibilities to my own, and is intimately familiar with the game systems and lore. A lot of what he's added reflects stuff on my wishlist, and he's also probably the most familiar with the technical side of modding. (Indeed, many of his ideas made it into the game!)
Last I checked was about a month ago, but the number of in-development mods had mushroomed compared to pre-2015. So I reserve the right to be ignorant of new developments!
Also, Grimwulf, if you're looking for alternative approaches to playing, new builds and playstyles can significantly change the tone of the game. E.g. going from combat-skilled to combat-avoidance is a big shift, as is trying to mine data and lore (hacker, mechanic, electrician). Lin started a guide on Steam with Kaaven to help players squeeze new lore out of the game:
http://steamcommunity.com/sharedfiles/filedetails/?id=296902926
As Multi-headed Cow says, it isn't difficult to beat (unlike Nethack, for example). But the game was specifically designed to be replayed with different approaches, as not all content is visible in a single game, or even one build over multiple games.