Search Footprints, Stonesword Keys, and Map Settings
Since 1.6.02, I have added a short-lived footprint of the search that found your seed, put label sizing beside the result-map filters, and filled in the Stonesword Key information needed to plan Evergaols. I also added a Deep of Night guide and corrected several records and map labels.
The result keeps a footprint of your search
After the finder reaches one seed, its result map briefly highlights the building markers that matched your final selections. If the Nightlord was part of the search, its medallion is highlighted too. This does not add information to the seed or suggest a route through the game. It gives you a quick way to confirm which inputs produced the result when something looks wrong.
The highlight starts at 50% opacity, fades another step every 15 seconds, and is gone after two minutes.

Filter is now Map Settings
The result map's Filter button is now Settings. The new font control changes every overlay label in one-pixel steps. It allows an offset of up to 15 pixels in either direction, with 1 pixel as the minimum rendered size.
The setting stays in this browser across seeds and sessions. Reset to default restores the label size and all map filters.

Stonesword Keys and Evergaols
The 440 seeds on maps with Evergaols now show how many Stonesword Keys it takes to open them all and whether that record has a guaranteed key for sale. The map totals are fixed: Limveld has 7, Noklateo 6, Rotted Woods 6, Crater 4, and Mountaintop 4. Great Hollow has no Evergaols, so its results do not show this row.
Each Evergaol consumes one key, and opening an Evergaol is the key's only use. Township is the only guaranteed source on the map, and its merchant sells one key to each player. Keys at other points of interest are rolls. Their markers show where one can appear, not that one will be there.
An Old Gaol looks the same as any other Evergaol from outside. Without the seed record, spending a key is the only way to reveal it. Its golden Dormant Power is worth 30,000 Runes of the Strong, compared with 10,000 or 20,000 from a normal gaol. The Old Gaol flag appears on 101 records.
Identifying a seed in Deep of Night
The new Deep of Night guide covers the information the mode can hide. From depth 3 onward, a run can hide either the Nightlord or the points of interest. The chance rises with depth but is never guaranteed, and the game never hides both in the same run.
When the points of interest are hidden, the terrain, map type, Nightlord medallion, and your live position remain visible. When the Nightlord is hidden, leave that field empty in the finder; the identified Nightlord returns with the result instead.
Data and map fixes
•Seed 1139 now records Difficult Sorcerer's Rise in Noklateo slot 3. It is the seventh seed with that event, and 251 of the 520 seeds now have a named event. Map tables now print the full event name instead of "Diff".
•Great Hollow has two Churches drawn into the base map, while Crater has one. Result-page Church counts include them.
•The builder no longer allows a selection to reduce the candidate count to zero. Invalid result handoffs are handled quietly instead of displaying a mismatched seed.
•Icons, labels, event cards, and status indicators now scale more evenly while the map is zooming. On mobile, the nearby night-boss label on seed 015 no longer sits too far from the Erdtree Avatar marker.
What the seed cannot tell us
Cataclysm is not governed by the seed, so it cannot be added to a seed record.
The map at the top of a Fort tower reveals both chests and Scarabs. Chests are seed-determined and already appear behind the Chests filter. Scarab positions are random and cannot be recorded in this dataset; they still drop talismans, so the Fort map remains useful.