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Please elaborate, I'll wait
Well, since it is square based then you use the diagonals first to draw the octagon. Now it is very likely that individual units' positions are defined - you'll have to ask the devs for confirmation - by their geometrical center and look like something (x, y) and that the map squares can also be mapped in such manner.
A map square also has a certain size and obviously coordinates. I am not aware of how GameRiver coded their game and what their game engine is, but all of that is quite basic programming using maths and triggonometry and a simple understanding of geometry.
For the squares in the border that would be divided by their diagonals into 2, the coordinates x and y are likely float numbers and not integers, therefore based on the 2 values, divided by 2, you can restrict the position of the object (a unit in that case) to not go above that and define for example a sliding behavior in that case (exactly how it is currently happening with towers, when units must move around them).
So it would not be that complicated to do.
But anyway, today, they patched the issue covered by this suggestion.
EDIT: MEGA LOL... first FFA game, only to discover the arena is now OCTAGONAL!!!... are you still waiting? Glad for you shame does not kill.