Not to my knowledge. Orcs overtake humans around level 8 from what I remember.
It's human rogues
that overtake orc rogues at level 8... with a 100-cost conversion.
With the 120 cost for orcs and a HP->Attack booster swap, humans will overtake orcs at level 5. Unless you've got a very high attack bonus (or you're a monk), orcs are pretty well worthless as of this version. Berserkers, Warlords, Rogues, Monks, and Crusaders are the only
races I'd even consider playing as Orcs in this version. Sensation stone is totally crap now, too; you can boot it out of your locker now that orcs no longer have exponential conversion gain.
While I can understand the direction the devs are going with this, I'd say they've stripped the Orc of everything that made them distinct from humans. Since PISORF cannot be prepped, there's really no reliable strategic difference between attack bonus and base attack, and now that both humans and orcs have linear progressions they're quite redundant. I'd say either find a way to make the Orc's exponential curve work, or go with an entirely different racial effect.
Earthmother Clearance now has a concealing effect
Wooo, Earthmother love! She actually has a third usable boon now!
Alchemist Scroll / Trisword now have per-use gold costs
That one seems a little weird, but we'll see how it plays out. I'd have preferred a cap on trisword.
Glowing Guardian kill penalty no longer multipled by level difference
Humility and Absolution cost increased
Glowing Guardian rewards long-term worship more
Hmmm... now we need to see if it's possible to get a catapult train going where you level up fast enough to cancel out the piety loss. If so, he may be viable. Still, I much prefer GG's old theme and would rather a return to that paradigm under different numbers.