Not many games require this many items to fully explore:Underrail is first and foremost a buildfag game, and by extension, a combatfag one.Underrail is more remarkable for its exploration than its combat
Exploration is only rewarding if you use the gimmick xp system.
You know which game uses a non-combat xp system? Pillars of Eternity.Combat XP belongs in MMOs
I rest my case. At least Styg had the common sense to put in classic. Creating a hybrid system for Infusion doesn't bode well. It's a half-measure that will end up satisfying no one, like the TB/RT modes for Arcanum.
Jetski
TNT/Jackhammer
Gas mask / biores gear in general
Stealth gear (for example stealing oddities from the Oligarch offices, as well as whichever other location you may want to steal from without murder-hoboing)
Night vision (as one way to find phreak) and also to get through dark areas, alternatively using flares/molotovs
And cold gear for the Utility Tower, and heat res for some of the black sea geysers, and a couple of areas where you may want to use the enemy's uniform or tags to get through.
And few games are as large, detailed and cohesive as a game world. Some of the intersecting routes like breaking into Junkyard from the Abandoned Waterways, or Phreak's special routes in core city, are very satisfying to open up.
There are such enormous quantites of combat, much of it repetitive (though no worse than other RPGs in that sense) that an XP system rewarding stealth is a blessed relief.
Exploration is the best part of the game for its own sake and doesn't need "number go up" rewards, though often the combat has them anyway even with sneak/oddity, since oddities are dropped in combat. People who NEED an XP bar on their character to increase every time they kill something have an MMO-type mental disease.