Couldn't find anyone talking about it here, but sorry if i missed it. There's a bug with the decoy in that the enemies get paralyzed upon hearing it and stay that way forever until something distracts them. The intended behavior is coming over to investigate and disable it, which is much better, more realistic and usually more advantageous to the gameplay. The bug seems to exist in both the original and DP. Has anyone managed to discover a reliable way to get the correct behavior?
After playing around with the decoy for a while, i came to these conclusions:
1. The presence of the bug is determined upon starting the mission and is stored with all the saves that are made in that mission. Reloading a save or restarting the game won't help, it'll stay bugged for the entire mission.
2. As to what causes it, it seems to be completely random. Player actions or state of the enemies in the previous game session before starting the new mission don't seem to matter. Maybe it depends on some internal variables or garbage data while creating the new mission.
To deal with it, i have to use the debug exe, start a mission, make a save immediately, cheat to get the decoy (if it's not available right away), if it works then load the save and play normally, if doesn't work then restart the mission and repeat.
Edit: actually, debug exe seems to be the one where the issue happens a lot. I probably accidentally started a mission while using it, and it prompted me to all these "investigations". The missions created using the default DP exe seem to work correctly, which means the authors actually managed to fix it, great job. This makes this thread kinda useless, sorry about that.
Edited by psychedelist, 18 May 2019 - 07:35 PM.