kg pinned Lorgus on floor 1 (entrance Pool of Ask'ar) but he actually spawns on floor 2 in Moonshrine Sanctum on Ascension. AtlasLoot's subzone tagging confirms this — Lorgus sits with Twilight Lord Kelris and Aku'mai, not the floor-1 lake bosses.
ascension_overrides.json now also supports relocating an enemy across floors (not just position-changing). build_data.py removes the enemy from its source floor and appends it to the target.
- atlasloot_extras: fit one transform per (kg_dungeon, floor_id) instead of mixing all kg bosses into one fit. Each AL extra is assigned to whichever floor's anchors it's nearest to (in AL coord space). Strat's Stonespine now correctly lands on floor 235 (Undead) instead of being hidden because the mixed-floor fit pushed it off.
- new data/ascension_overrides.json: per-name position/floor patches for places where Ascension diverges from retail. Seeded with Magistrate Barthilas → moved to the southern courtyard (3498, 3300 on Undead Side) per Ascension spawns.
- frontend renders extras only on their assigned floor; previously hard-coded to floor 0.
- new layer-toggle checkboxes (Enemies / Packs / Patrols / Icons) in the toolbar — flip patrols off if mob routes are noise for your route.
- new tools/atlasloot_extras.py: matches AL bosses to kg cls>=3 enemies by name, fits per-(dungeon,wing) affine x/y transform, applies to AL pinType=None entries to recover ~14 rare bosses kg's spawn-bound data model omits (Blind Hunter, Stonespine, Deathsworn Captain, Spirestone Butcher, Bannok Grimaxe, Jed Runewatcher, Tsu'zee, …) plus 140+ AtlasLoot interactives (postboxes, summon stones, levers)
- WING_FORCE map disambiguates multi-wing dungeons (BRS, Dire Maul, Scarlet Monastery) where the same AL coord transforms into multiple wings
- frontend renders rare extras as silver-blue skull pins, non-rare extras as muted squares; both have hover-tooltips with their AtlasLoot name
- start, graveyard, dot_yellow, gateway, door_locked icon types from kg now render with distinct shapes (were silently empty before)
- kg_build_data.py merges atlasloot_extras.json into each dungeon's 'extras' field
Note: Ascension always-spawns rare bosses (vs retail's RNG), so they're now reliably visible on the planner.
Replaces the upreza-derived 4K dungeon textures + AtlasLoot boss-coord
overlay (which had a consistent positional offset against texture skulls)
with keystone.guru's z=4 tile pyramid stitched to 6144x4096 WebP per floor.
kg's split_floors.js gives per-dungeon enemies, packs (polygons), patrols
(polylines), and map icons calibrated to those tiles, so overlays align
pixel-perfectly. 27/29 classic dungeons now have full enemy/pack data;
ZG + Sunken Temple have maps only.
Pipeline: tools/kg_fetch.py -> tools/kg_stitch.py -> tools/kg_build_data.py.